Spirit Guardians
3 |
Spell

You call forth spirits to protect you.

They fly 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.

Uplifting the sacred emblem, your incantations summon ethereal phantoms in a radiant burst. These spectral entities encircle you, wielding otherworldly weapons, standing guard, and retaliating against adversaries in a graceful dance of supernatural defense.

I Cast Spirit Guardians
I weave my arms, conjuring swirling, deep blue magic that envelops me. A vortex emerges, exuding the scent of salty sea air. Suspended within it, I sense the hungry presence of my guardian sharks. Their anticipation reverberates through the water, stoking my own appetite. Crafting a harpoon with a coral shaft and shark-tooth splinter, I take aim at my foe. The sharks' tails twitch with eager anticipation as I draw back the harpoon.

  • Spell Info:
  • Spell Sphere(s): Divine
  • Spell Circle: Circle of Conjuration
  • Components: 
  • Casting Time: 

  • Parameters:
  • Range:
  • AOE: 15 | Chooseable Targets in AOE
  • Duration: 10 minutes

  • Damage Over Time Roll:
  • vs. ½
  • Spell Upcastable :

  • Status Effect Parameters:
  • RETRIES on END of turn

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information