Spirit Guardians
2024 Rules
- Level & School
- 3rd-level conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M (a prayer scroll)
- Duration
- Concentration, up to 10 minutes
- Classes
- Cleric
Protective spirits flit around you in a 15-foot Emanation 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 creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature 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. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.
2014 Rules
- Level & School
- 3rd-level conjuration
- Casting Time
- Action
- Range
- Self (15-foot radius)
- Components
- V, S, M (a holy symbol)
- Duration
- Concentration, 10 minutes
- Classes
- Cleric
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.
Using a Higher-Level Spell Slot. 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.
Spirit Guardians 5.5e 2024 vs. 5e 2014 edition differences
Spirit Guardians popularity
How popular is Spirit Guardians? It is a commonly found spell in the game, and is chosen above nearly all other options when available. This spell is a widely sought-after option.
- #1 picked level 3 Cleric spell
- Top 25% of all level 3 spells
- Top 50% of all 5e spells
Spells similar to Spirit Guardians
Moonbeam 2nd-level evocation
Creates a persistent radiant zone that forces creatures to suffer damage while they remain in it, using repeated saves and concentration like the target spell.
Players prefer Moonbeam over Spirit Guardians
Guardian of Faith 4th-level conjuration
A stationary conjured spirit that guards an area and damages creatures that enter or end their turn in its space, matching the protective-spirit flavor and zone-based damage.
Players prefer Spirit Guardians over Guardian of Faith
Call Lightning 3rd-level conjuration
A conjured, concentration-based source that lets you deal repeated area damage over multiple rounds and shapes the battlefield around you or a point you choose.
Players prefer Spirit Guardians over Call Lightning
Cloudkill 5th-level conjuration
Forms a hazardous, mobile cloud that continuously damages creatures who enter or remain inside, offering long-duration area denial similar to the spirit emanation.
Players prefer Spirit Guardians over Cloudkill
Flaming Sphere 2nd-level conjuration
A concentration conjuration that creates a persistent damaging entity you can move to threaten and damage multiple foes over several rounds.
Players prefer Spirit Guardians over Flaming Sphere