Spirit Guardians
Tier 3, Conjuration (Concentration)
Casting Time
1 action
Range
Self (15-ft radius)
Duration
Concentration, 10 minutes
Components
V, S, M (a holy symbol)
Mana Cost
5
Classes
Cleric
You call forth spirits to protect you. They flit around you in a 15-foot radius. If you are good or neutral, they appear as angelic or fey forms. If you are villainous, they appear as fiendish. When you cast this spell, you can designate any number of creatures to be unaffected. Any other creature's speed is halved in the area, and when it enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw, taking 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are villainous) on a failed save, or half on a success.
At Higher Tiers
+1d8 damage per tier above 3rd.