Pathfinder 2 Spiritual Guardian Spell

Spiritual Guardian

SPELL 5
ATTACK ABJURATION FORCE

Traditions divine

Cast [2 Actions] somatic, verbal

Requirements You have a deity.

Range 120 feet

Duration sustained up to 1 minute


A Medium guardian made of magical force appears and attacks foes you designate within range. The spiritual guardian is translucent and appears to be holding your deity’s favored weapon.

When you Cast the Spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Each time you Sustain the Spell, you can move the spiritual guardian to an unoccupied space next to a target within range (if necessary) and make a Strike with it. The guardian uses and contributes to your multiple attack penalty. Alternatively, when you Sustain the Spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 10 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally, or until the guardian is destroyed (it has 50 Hit Points and can’t recover Hit Points by any means). The guardian can’t usually take damage except when protecting an ally, though disintegrate automatically destroys it if it hits the spiritual guardian’s AC of 25.

The guardian’s Strikes are melee spell attacks. Regardless of the appearance of the guardian’s weapon, the guardian deals force damage equal to 2d8 plus your spellcasting ability modifier, but you can deal damage of the type normally dealt by the weapon it holds instead of force damage. No other traits or statistics of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual guardian’s weapon is a weapon for the purposes of triggers, resistances, and so forth.

The guardian takes up space and allies can use it when flanking, but it doesn’t have any other attributes a creature would normally have aside from Hit Points, and creatures can move through its space without hindrance. The guardian can’t make any attack other than its Strike, and feats or spells that affect weapons or enhance allies do not apply to the guardian.


Heightened (+2) The guardian’s damage increases by 1d8, and its Hit Points increase by 20.


Similar Spells

Resilient Sphere

ABJURATION FORCE

Traditions arcane, occult

Level 4

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 Large or smaller creature

Duration 1 minute


Create a sphere of force that blocks anything that would come through.

Full Details

Whirling Scarves H

ABJURATION FORCE

Traditions divine, occult

Level 3

Cast [2 Actions] somatic, verbal

Duration 1 minute


Full Details

Spellwrack

ABJURATION CURSE FORCE

Traditions arcane, divine, occult

Level 6

Cast [2 Actions] somatic, verbal

Range 30 feet

Targets 1 creature

Saving Throw Will


Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.

Full Details

Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

Pathfinder Lost Omens Gods & Magic (Second Edition) © 2020, Paizo Inc.; Authors: Robert Adducci, Amirali Attar Olyaee, Calder CaDavid, James Case, Adam Daigle, Katina Davis, Leo Glass, Joshua Grinlinton, James Jacobs, Virginia Jordan, Jason Keeley, Jacky Leung, Lyz Liddell, Ron Lundeen, Stephanie Lundeen, Jacob W. Michaels, Matt Morris, Dave Nelson, Samantha Phelan, Jennifer Povey, Jessica Redekop, Nathan Reinecke, Patrick Renie, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Shahreena Shahrani, Isabelle Thorne, Marc Thuot, Jason Tondro, and Diego Valdez.