Conjuration Level 3
STANDARD
Casting Time 1 action
Range Self (15-foot radius)
Components V, S, M
Duration Concentration, up to 10 minutes
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 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.
Components. A holy symbol.
Spell Variants & Exotic Components – level 3
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 action
Range Self (15-foot radius)
Components V, S, M
Duration Concentration, up to 10 minutes (see below)
You call forth spirits to protect you. They fit around you to a distance of 15 feet for the duration. If you are good or neutral their spectral form appears celestial 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. This spell variant summon shadow guardians instead of spirit guardians.
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 loses 1 point of strength.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you don’t need to maintain concentration.
Components. Flask of Shadow‘s essence.
SPELL VARIANT #2
Casting Time 1 action
Range Self (15-foot radius)
Components V, S, M
Duration Concentration, up to 10 minutes (see below)
You call forth spirits to protect you. They fit 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. 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 suffers the frightened condition.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you don’t need to maintain concentration.
Components. Flask of Ghast‘s essence.