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Spell

Spirit Guardians

Level 3 Conjuration spell

Level
Level 3
School
Conjuration
Casting Time
Action
Range
Self
Components
V (Verbal), S (Somatic), M (Material) (a prayer scroll)
Duration
Concentration, up to 10 minutes
Damage Type
Radiant
Classes
Cleric

Effect

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot

The damage increases by 1d8 for each spell slot level above 3.

This spell runs in the game's combat engine with these exact rules: targets, range, saving throw and damage are resolved on the server.

Try this spell in the game

Create a hero as a Cleric, pick this spell and try it in your first dungeon. Free, in your browser.

This page includes material from the System Reference Document 5.2 by Wizards of the Coast LLC, licensed under Creative Commons Attribution 4.0. Adapted and formatted by Ejderha. Ejderha is not affiliated with Wizards of the Coast.