This page is about the spell, Spirit Guardians. For other similar pages, see Spirit Guardians (disambiguation).
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Spirit Guardians is a level 3 conjuration spell. This spell allows spellcasters to call forth spirits to damage nearby targets and slow their Movement.
Description
Call forth spirits to protect you. Nearby enemies take 3d8Radiant or 3d8
Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.
On a successful Save, targets still take half damage.
Caster can't become while Concentrating on this spell.
Properties
- Details
Range: Self
AoE: 3 m / 10 ft (Radius)
At higher levels
When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8![Damage Types](/w/images/thumb/7/78/Radiant_Damage_Icon.png/25px-Radiant_Damage_Icon.png)
![Damage Types](/w/images/thumb/3/39/Necrotic_Damage_Icon.png/25px-Necrotic_Damage_Icon.png)
Variants
Condition: Spirit Guardians Aura
Duration: 10 turns
- Spirits protect the affected entity.
- Nearby enemies take 3d8
Radiant or 3d8
Necrotic damage per turn, and Movement Speed is halved.
- The caster can't become while concentrating on this spell.
- On a successful save, targets still take half damage.
WIS Save
How to learn
Classes:
- Class Level 5: Cleric, and War Domain
- Class Level 6: College of Lore (via Magical Secrets)
- Class Level 10: Bard (via Magical Secrets)
Notes
- When is cast on a someone currently using , the spell ends immediately.