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AideDeJeu/Data/HD/srd_spells_spirit_guardians.md
2019-04-14 20:42:13 +02:00

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Family Level Type CastingTime Range Components Duration Classes Id ParentLink Name ParentName NameLevel AltName Source Attributes AttributesDictionary
SpellVO 3 conjuration 1 action Self (15-foot radius) V, S, M (a holy symbol) Concentration, up to 10 minutes Cleric spells_vo.md#spirit-guardians spells_vo.md#spells-srd-p Spirit Guardians Spells (SRD p) 1 [Esprits gardiens](hd_spells_esprits_gardiens.md) (SRD p182)
Name Markdown AltName Source Level Type CastingTime Range Components Duration Classes
Spirit Guardians # <!--Name-->Spirit Guardians<!--/Name--> - MDR: <!--AltName-->[Esprits gardiens](hd_spells_esprits_gardiens.md)<!--/AltName--> - Source: <!--Source-->(SRD p182)<!--/Source--> -  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type--> - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime--> - **Range :** <!--Range-->Self (15-foot radius)<!--/Range--> - **Components :** <!--Components-->V, S, M (a holy symbol)<!--/Components--> - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration--> - Classes: <!--Classes-->Cleric<!--/Classes--> ### Description 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. [Esprits gardiens](hd_spells_esprits_gardiens.md) (SRD p182) 3 conjuration 1 action Self (15-foot radius) V, S, M (a holy symbol) Concentration, up to 10 minutes Cleric
Name: Spirit Guardians Markdown: >+ # <!--Name-->Spirit Guardians<!--/Name--> - MDR: <!--AltName-->[Esprits gardiens](hd_spells_esprits_gardiens.md)<!--/AltName--> - Source: <!--Source-->(SRD p182)<!--/Source--> -  <!--Level-->3<!--/Level-->th-level <!--Type-->conjuration<!--/Type--> - **Casting Time :** <!--CastingTime-->1 action<!--/CastingTime--> - **Range :** <!--Range-->Self (15-foot radius)<!--/Range--> - **Components :** <!--Components-->V, S, M (a holy symbol)<!--/Components--> - **Duration :** <!--Duration-->Concentration, up to 10 minutes<!--/Duration--> - Classes: <!--Classes-->Cleric<!--/Classes--> ### Description 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. AltName: '[Esprits gardiens](hd_spells_esprits_gardiens.md)' Source: (SRD p182) Level: 3 Type: conjuration CastingTime: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes Classes: Cleric

 Spells (SRD p)


Spirit Guardians

  • MDR: Esprits gardiens
  • Source: (SRD p182)
  •  3th-level conjuration
  • Casting Time : 1 action
  • Range : Self (15-foot radius)
  • Components : V, S, M (a holy symbol)
  • Duration : Concentration, up to 10 minutes
  • Classes: Cleric

Description

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.