A protective magical force surrounds you,manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points,the creature takes 5 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness,and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried,the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object,such as a bowl or a helm,blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower,the spell that created the light is dispelled.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself,throw itself onto a spear,immolate itself,or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save,it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time,the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example,you might suggest that a knight five her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't
performed.
If you or any of your companions damage the target,the spell ends.