Spirit Guardians

You cal forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good, their spectral form appears angelic. If you are neutral, they appear like fey, and if you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creature 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 positive energy damage (if you are good aligned), 2d8 radiant or necrotic damage (your choice; if you are morally neutral), or 3d8 negative energy damage (if you are evil aligned). On a successful save, the creature takes half as much damage.   As undead are fueled by negative energy, they need not make a saving throw if you deal negative energy damage, and the creature regains hit 2d8 hit points.   At Higher Levels. When you cast this spell using a higher level spell slot, the damage increases by 1d8 for each spell level above its base level.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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2nd Edition
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AoE
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3.5th Edition
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Spell Resistance
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4th Edition

 
5th Edition
Level
Cleric 3
Casting Time
1 Action
Range
Self (15-foot radius Sphere)
Components
V, S, M (A holy symbol of the deity you worship)
Duration
Concentration; Up to 10 Minutes

 
Pathfinder 2e
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Defense
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