Spirit Guardians

Spirit Guardians

3rd-rank - Conjuration Priest Spell: Guardians Spirit

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 10 minutes
Components: V, S, M
Materials: a holy symbol
Auditory Sensory Effects: Loud
Visual Sensory Effects: Huge
Olfactory Sensory Effects: None
Casting Perception Mod +4
Effect Perception Mod +10

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. The spirit guardians' spectral form reflects your priestly ethos and alignment; if you are good or neutral, they appear bathed in light. If you are evil, they appear wreathed in shadow.   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 ranks: When you cast this spell as a spell of 4th rank or higher, the damage increases by 1d8 for each rank above 3rd.


 

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