Spell Description
You call forth the spirits of the dead to guard you. They flit around you to a distance of 10 feet for the duration. you decide what the spirits looks like (such ghostly skulls, imps, or cupids). 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 any creature that enters the spell’s area for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic or radiant damage (decided when you cast the spell). On a successful save, the creature takes half as much damage.
At Higher Levels. 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.
Spirit Guardians
3rd level, divine (necromancy)
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Casting Time
1 action
Duration
1 minute (concentration)
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Range
Self
Components
V,S,M*
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*this spell requires
a shard of a tombstone.
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