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).
For the duration, creatures treat the area as difficult terrain, and any creature that enters the spell’s area for the first time on a turn or ends its turn there must make a Charisma saving throw. On a failed save, the creature takes 4d8 necrotic or radiant damage (decided when you cast the spell). On a successful save, the creature takes half as much damage.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the effect increases by 10 feet for each slot level above 5th.
Spirit Guardians
5th 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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