This spell repairs a single break or tear in an object you touch,such as broken chain link,two halves of a broken key,a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension,you mend it,leaving no trace of the former damage.
This spell can physically repair a magic item or construct,but the spell can't restore magic to such an object.
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
The spell captures some of the incoming energy,lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also,the first time you hit with a melee attack on your next turn,the target takes an extra 1d6 damage of the triggering type,and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the extra damage increases by 1d6 for each slot level above 1st.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground,stopping early if it impacts against a solid surface. If the object would strike a creature,that creature must make a Dexterity saving throw. On a failed save,the object strikes the target and stops moving. When the object strikes something,the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the maximum weight of objects that you can target with this spell increases by 5 pounds,and the damage increases by 1d8,for each slot level above 1st.
Bolstering yourself with a necromantic facsimile of life,you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you gain 5 additional temporary hit points for each slot level above 1st.
Reaction - When you or a creature within 60 feet of you falls Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends,it takes no falling damage and can land on its feet,and the spell ends for that creature.
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object,you learn its properties and how to use them,whether it requires attunement to use,and how many charges it has,if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell,you learn which spell created it.
If you instead touch a creature throughout the casting,you learn what spells,if any,are currently affecting it.