Spirit Guardians

3rd-Circle Divine and Wyrd (Conjuration)

Range: Self (15-foot radius)

Components: V, S, M (a memento from a dead person)

Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a WIS save. On a failure, the creature takes 3d8 radiant damage or 3d8 necrotic damage, or half as much damage on a success.

At Higher Circles. When you cast this spell using a spell slot of 4th circle or higher, the damage increases by 1d8 for each slot above 3rd.

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