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.
* - (a prayer scroll)
It doesn't say you need to be able to see them, so you don't need to be able to see them.
Just change it to: "The creature only takes damage from this spell once per round."
That would significantly weaken the spell.
I think going from completely broken to very strong is fine.
No, you can't.
People need to stop being dumb. Really. Its like you are intentionally trying to mis-interpret the rules. I guess it's an american thing.
RAI over RAW. Always.
This game takes place in worlds where time mimic our own. This is no problem outside of combat. But in combat, we have to assort to turns, even though everything in a round is happening at the same time.
Being inside the aura of spirit guardians hurt. Here, you are trying to argue that spending less time inside a damaging aura hurts more. Which is totally counterintuitive. Why would enduring the full round inside the harmful aura hurt you less, rewarding you with only one damage roll, compared to the enemy who is in and out of the aura?
Would you rather have your fist inside a boiling pot of water for 6 seconds straight, or would you prefer dabbing in and out?
The enemy rolls for damage once per round.
No, it would not. This is still one of the most powerful spells in the game.
I disagree with you. This spell will only be very effective against a large number of low cr creatures, but I can say the same about hypnotic pattern.
Im quite new at this game. Please tell me more spells that weaponizes movement. Not bonus actions, not reactions. Movement.
In my post I pointed out that a proper control spell can be as valuable as Spirit Guardians. Why are you changing the topic to damage related spells.
For reference, in legacy content there is a spell Ashardalon's Stride, now imagine that when upgraded to level 5 it deals 3d6 damage without a save and you can do all the same manipulations as with Spirit Guardians, this is taking into account the fact that battles in 2014 were easier and opponents were weaker, but you will not find criticism anywhere about the abuse of this spell, and why?The answer is simple, it is not available to the priest, druid.
And now the most important part: when this spell first came out, there was a lot of confusion because it was absolutely legal to double its damage not only in the ways that are now actively discussed about Spirit Guardians. Let's say that I have spell find steed as bard or phatom steed as wizard. And I cast the AS on myself, so it targets both of us . Now, as my mount moves, creature it passes takes the damage from it, and from me as well. That means that as a 5th level spell it would do 6d6 auto fire damage to anyone you passed.
Every time WOTC gives one of these classes(cleric and druid) something worthwhile, the community foams at the mouth and gets bloodshot eyes, but when wizards or bards get another broken thing, everyone's reaction is: ok, I'm okay with this.