You name forth spirits to shield you. They flit around you to a distance of 15 toes for the duration. If you are desirable or neutral, their spectral structure seems angelic or fey (your choice). If you are evil, they show up fiendish.
Check also: Speak with Dead
Spirit Guardians
- Level: 3 (Conjuration)
- Casting time: 1 Action
- Components: V, S, M*
- Range(area): Self
- Attack(save): WIS save
- Damage(effect): Necrotic
- School: Conjuration
- Duration: 10 Minutes
When you solid this spell, you can designate any wide variety of creatures you can see to be unaffected by means of it. An affected creature’s velocity is halved in the area, and when the creature enters the region for the first time on a flip or begins its flip there, it has to make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant harm (if you are accurate or neutral) or 3d8 necrotic injury (if you are evil). On a profitable save, the creature takes half of as a lot of damage.
FAQ
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Did Spirit Guardians simply wipe out the Orc army?
a creature is regarded to be getting into the spell’s region of an impact if the region is created on the creature’s space
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How do the Spirit Guardian and Sanctuary spells interact?
if an enemy takes injury from your spirit guardians spell, your sanctuary spell ends
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Does the Spirit Guardians spell stack with a couple of casters?
Half velocity does no longer stack, however, harm should
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Can Spirit Guardians have an effect on enemies via walls?
Unless an AoE spell has a particular exception, it would not have an effect on creatures via walls.
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On a grid, what is the location of the impact of Spirit Guardians?
the vicinity of the impact of a spell originating from the core of a rectangular