You call forth spirits to protect you.
They flit around you to a distance of 15 feet 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 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 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.
At higher level
When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level above 3rd. |