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Spirit Guardians

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This article is about the spell. For other uses, see Spirit Guardians (disambiguation).
Spirit Guardians is a level 3 conjuration spell. It allows spellcasters to call forth spirits to damage nearby targets and slow their Movement.

Description

Call forth spirits to protect you.

Nearby enemies take 3d8⁠Radiant⁠Radiant or 3d8⁠Necrotic⁠Necrotic damage per turn, and their Movement Speed is halved.

Prerequisite Icon.pngCaster can't become Invisible Invisible while Concentrating on this spell.

Properties

Cost
 Action +  Level 3 Spell Slot
Details
WIS Save WIS Save (On Save: Targets still take half damage.)
Range: Self Range: Self
AoE: 3 m (10 ft) Radius AoE: 3 m (10 ft) Radius
Concentration Concentration

At higher levels

When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8⁠Radiant⁠Radiant or 1d8⁠Necrotic⁠Necrotic damage for each spell slot level above 3rd.

Technical details

Variants

How to learn

Classes:

Notes

  • Spirit Guardians ends immediately if Sanctuary Sanctuary is applied to a caster concentrating on this spell.
  • Unlike most spells, Spirit Guardians will not damage (and thus kill) knocked-out enemies.
  • The incantation for Spirit Guardians is Ira Et Dolor, Latin for "Anger and pain".

Bugs

  • When upcast to spell slot level 4, the description status tooltip for the Necrotic damage variant incorrectly links to the Radiant damage variant, and vice versa.
  • When upcast to spell slot level 5 or 6, the description status tooltips for both the Necrotic and Radiant damage variants incorrectly link to the spell slot level 3 variants.

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