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3rd-level conjuration. Casting Time: 1 action. Range: Self (15-foot-radius) Components: V, S, M (a holy symbol) 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.
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.
DND 5th Edition community wiki. ... 2nd Level; 3rd Level; 4th Level; 5th Level; 6th Level; 7th Level; 8th Level; 9th Level; Spell Name School Casting Time Range ...
Spell NameSchoolCasting TimeRangeConjuration1 Action60 FeetAbjuration1 ActionSelfEvocation1 ActionSelf (5-foot radius)Necromancy1 Action120 feetSpirit Guardians. 3 Conjuration. Casting Time: 1 action. Range: Self (15-foot radius) Target: Self (15-foot radius) Components: V S M (A holy symbol) Duration: Yes Up to 10 minutes. Classes: Cleric. You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration.
Feb 3, 2024 · Spirit Guardians is a powerful third-level cleric spell in Dungeons & Dragons 5e. The spell creates a protective barrier within a 15-foot radius, damaging and slowing down enemy creatures. It requires verbal, somatic, and material components and lasts up to 10 minutes with concentration.
3rd-level conjuration. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a gilded flower worth at least 300 gp) Duration: Concentration, up to 1 hour. You call forth a fey spirit. It manifests in an unoccupied space that you can see within range.
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Spirit Guardians. Conjuration. Level: 3. Casting time: 1 Action. Range: Self (15-foot-radius) Components: V, S, M (a holy symbol) 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.