Add missing "Guardian of Faith" spell
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10.spells.md
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10.spells.md
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@ -285,7 +285,7 @@
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#### Cantrips (0 Level)
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- Driudcraft
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- Druidcraft
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- Guidance
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- Mending
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- Poison Spray
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@ -3788,6 +3788,23 @@ You imbue a creature you touch with positive energy to undo a debilitating effec
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- Any reduction to one of the target's ability scores
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- One effect reducing the target's hit point maximum
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#### Guardian of Faith
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*4th-level conjuration*
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**Casting Time:** 1 action
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**Range:** 30 feet
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**Components:** V
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**Duration:** 8 hours
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A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
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Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has delat a total of 60 damage.
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#### Guards and Wards
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*6th-level abjuration*
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@ -4120,7 +4137,7 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi
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Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
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#### Hunter’s Mark
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#### Hunter's Mark
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*1st-level divination*
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