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Guidance

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 minute

You touch one willing creature. Once before the spell ends,the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Cleric, Divination cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a firefly or phosphorescent moss

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.

Cleric, Evocation cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a miniature cloak

You touch one willing creature. Once before the spell ends,the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Cleric Abjuration cantrip

Sacred Flame

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).

Cleric, Evocation cantrip

Thaumaturgy

  • casting time1 action
  • range30 feet

  • componentsV
  • durationUp to 1 minute

You manifest a minor wonder,a sign of supernatural power,within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker,brighten,dim,or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range,such as a rumble of thunder,the cry of a raven,or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times,you can have up to three of its 1-minute effects active at a time,and you can dismiss such an effect as an action.

Cleric Transmutation cantrip

Bless

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a sprinkling of holy water

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends,the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can target one additional creature for each slot level above 1st.

Cleric (*)(Life),, 1st level Enchantment

Command [1/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead,if it doesn't understand your language,or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so,the DM determines how the target behaves. If the target can't follow your command,the spell ends.
Approach: The target moves toward you by the shortest and most direct route,ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft,provided that it is able to do so. If it must move to stay aloft,it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,you can affect one

Cleric (*)(Knowledge),, 1st level Enchantment

Command [2/2]

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cleric (*)(Knowledge),, 1st level Enchantment

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d8 for each slot level above 1st.

Cleric (*)(Life),, 1st level Evocation

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Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,you sense the presence of magic within 30 feet of you. If you sense magic in this way,you can use your action to see a faint aura around any visible creature or object in the area that bears magic,and you learn its school of magic,if any.
The spell can penetrate most barriers,but is blocked by 1 foot of stone,1 inch of common metal,a thin sheet of lead,or 3 feet of wood or dirt.

Cleric (*)(Arcana) 1st level Divination

Guiding Bolt

  • casting time1 action
  • range120 feet

  • componentsV,S
  • duration1 round

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit,the target takes 4d6 radiant damage,and the next attack roll made against this target before the end of your next turn has advantage,thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d6 for each slot level above 1st.

Cleric,, 1st level Evocation

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the healing increases by 1d4 for each slot level above 1st.

Cleric 1st level Evocation

Inflict Wounds

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

Make a melee spell attack against a creature you can reach. On a hit,the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st.

Cleric, 1st level Necromancy

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV,S,M
  • duration1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends,any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save,the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects,such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature,this spell ends.

Cleric, 1st level Abjuration

Shield of Faith

  • casting time1 bonus action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a small parchment with a bit of holy text written on it

A shimmering field appears and surrounds a creature of your choice within range,granting it a +2 bonus to AC for the duration.

Cleric (*)(War) 1st level Abjuration

Aid

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,a target's hit points increase by an additional 5 for each slot level above 2nd.

Cleric, 2nd level Abjuration

Augury (ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV,S,M
  • durationInstantaneous

specially marked sticks,bones,or similar tokens worth at least 25 gp

By casting gem-inlaid sticks,rolling dragon bones,laying out ornate cards,or employing some other divining tool,you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
Weal,for good results
Woe,for bad results
Weal and woe,for both good and bad results
Nothing,for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome,such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest,there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Cleric (*)(Knowledge),, 2nd level Divination

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a small,straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Cleric 2nd level Enchantment

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Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded,deafened,paralyzed,or poisoned.

Cleric (*)(Life) 2nd level Abjuration

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,the healing increases by 1d8 for each slot level above 2nd.

Cleric 2nd level Evocation

Silence (ritual)

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

For the duration,no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage,and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Cleric 2nd level Illusion

Spiritual Weapon

  • casting time1 bonus action
  • range60 feet

  • componentsV,S
  • duration1 minute

You create a floating,spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell,you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit,the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn,you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher,the damage increases by 1d8 for every two slot levels above the 2nd.

Cleric (*)(War)(Life), 2nd level Evocation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each,which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you,it gains a +1 bonus to AC and saving throws,and it has resistance to all damage. Also,each time it takes damage,you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Cleric 2nd level Abjuration

Animate Dead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of blood,a piece of flesh,and a pinch of bone dust

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life,raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns,you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures,you can command any or all of them at the same time,issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn,or you can issue a general command,such as to guard a particular chamber or corridor. If you issue no commands,the creature only defends itself against hostile creatures. Once given an order,the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any

Cleric (*)(Death) 3rd level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV,S,M
  • durationInstantaneous

a drop of blood,a piece of flesh,and a pinch of bone dust

command you've given it. To maintain the control of the creature for another 24 hours,you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell,rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Cleric (*)(Death) 3rd level Necromancy

Beacon of Hope

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration,each target has advantage on Wisdom saving throws and death saving throws,and regains the maximum number of hit points possible from any healing.

Cleric (*)(Life) 3rd level Abjuration

Bestow Curse [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 minute

You touch a creature,and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell,choose the nature of the curse from the following options.
• Choose one ability score. While cursed,the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed,the target has disadvantage on attack rolls against you.
• While cursed,the target must make a Wisdom saving throw at the start of each of its turns. If it fails,it wastes its action that turn doing nothing.
• While the target is cursed,your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option,you may choose an alternative curse effect,but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher,the duration is concentration,up to 10 minutes. If you use a spell slot of 5th level or higher,the duration is 8 hours. If you use a spell slot of 7th level or higher,the duration is 24 hours. If you use a 9th level spell

Cleric 3rd level Necromancy

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Bestow Curse [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 minute

slot,the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

Cleric 3rd level Necromancy

Blink

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • duration1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher,you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn,and when the spell ends if you are on the Ethereal Plane,you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range,you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane,you can see and hear the plane you originated from,which is cast in shades of gray,and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you,unless they have the ability to do so.

Cleric (Trickery), 3rd level Transmutation

Call Lightning

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationConcentration,up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius,centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example,if you are in a room that can't accommodate the cloud).
When you cast the spell,choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save,or half as much damage on a successful one. On each of your turns until the spell ends,you can use your action to call down lightning in this way again,targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell,the spell gives you control over the existing storm instead of creating a new one. Under such conditions,the spell's damage increases by 1d10.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher level,the damage increases by 1d10 for each slot level above 3rd.

Cleric (Tempest),, 3rd level Conjuration

Clairvoyance [1/2]

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 100 gp,either a jeweled horn for hearing or a glass eye for scrying

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door,around a corner,or in a grove of trees). The sensor remains in place for the duration,and it can't be attacked or otherwise interacted with. When you cast the spell,you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action,you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.
When you cast the spell,you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action,you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.
A

Cleric,, 3rd level Divination

Clairvoyance [2/2]

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a focus worth at least 100 gp,either a jeweled horn for hearing or a glass eye for scrying

creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous,intangible orb about the size of your fist.

Cleric,, 3rd level Divination

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range,enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing,and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Cleric, 3rd level Conjuration

Crusader's Mantle

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration,up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius,awakening boldness in friendly creatures. Until the spell ends,the aura moves with you,centered on you. While in the aura,each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Cleric (War),, 3rd level Evocation

Daylight

  • casting time1 action
  • range60 feet

  • componentsV,S
  • duration1 hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried,the light shines from the object with and moves with it. Completely covering the affected object with an opaque object,such as a bowl or a helm,blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower,the spell that created the darkness is dispelled.

Cleric (*)(Light),, 3rd level Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV,S
  • durationInstantaneous

Choose any creature,object,or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target,make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check,the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Cleric (*)(Trickery)(Arcana), 3rd level Abjuration

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Feign Death (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration,or until you use an action to touch the target and dismiss the spell,the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated,and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell,or becomes diseased or poisoned while under the spell's effect,the disease and poison have no effect until the spell ends.

Cleric 3rd level Necromancy

Fireball

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save,or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot level above 3rd.

Cleric (Light) 3rd level Evocation

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp,which the spell consumes

When you cast this spell,you inscribe a glyph that harms other creatures,either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book,a scroll,or a treasure chest) to conceal the glyph. If you choose a surface,the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object,that object must remain in its place,if the object is moved more than 10 feet from where you cast this spell,the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface,the most typical triggers include touching or standing on the glyph,removing another object covering the glyph,approaching within a certain distance of the glyph,or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object,the

Cleric 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp,which the spell consumes

most common triggers include opening that object,approaching within a certain distance of the object,or seeing or reading the glyph. Once a glyph is triggered,this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight),creature kind (for example,the ward could be set to affect aberrations or drow),or alignment. You can also set conditions for creatures that don't trigger the glyph,such as those who say a certain password.
When you inscribe the glyph,choose explosive runes or a spell glyph.
Explosive Runes: When triggered,the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid,cold,fire,lightning,or thunder damage on a failed saving throw (your choice when you create the glyph),or half as much damage on a successful one.
Spell Glyph: You

Cleric 3rd level Abjuration

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp,which the spell consumes

can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered,the stored spell is cast. If the spell has a target,it targets the creature that triggered the glyph. If the spell affects an area,the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps,they appear as close as possible to the intruder and attack it. If the spell requires concentration,it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph,you can store any spell of up to the same level as the slot you use for the glyph of warding.

Cleric 3rd level Abjuration

Life Transference

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage,and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.

Cleric (XGE), 3rd level Necromancy

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV,S,M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp,which the spell consumes

You create a 10-foot-radius,20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials,elementals,fey,fiends,or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so,it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed,frightened,or possessed by the creature. When you cast this spell,you can elect to cause its magic to operate in the reverse direction,preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a

Cleric (*)(Arcana),, 3rd level Abjuration

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV,S,M
  • duration1 hour

holy water or powdered silver and iron worth at least 100 gp,which the spell consumes

spell slot of 4th level or higher,the duration increases by 1 hour for each slot level above 3rd.

Cleric (*)(Arcana),, 3rd level Abjuration

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration,up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the healing increases by 1d4 for each slot level above 3rd.

Cleric,, 3rd level Evocation

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Meld into Stone (ritual)

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body,melding yourself and all the equipment you carry with the stone for the duration. Using your movement,you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone,you can't see what occurs outside it,and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it,which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you,but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled,you fall prone in an unoccupied space closest to where you first entered.

Cleric,, 3rd level Transmutation

Nondetection

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration8 hours

a pinch of diamond dust worth 25 gp sprinkled over the target,which the spell consumes

For the duration,you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

Cleric (Knowledge) 3rd level Abjuration

Plant Growth

  • casting time1 action or 8 hours
  • range150 feet

  • componentsV,S
  • durationInstantaneous

This spell channels vitality into plants within a specific area. There are two possible uses for the spell,granting either immediate or long-term benefits.
If you cast this spell using 1 action,choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours,you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Cleric (Nature) 3rd level Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration,up to 1 hour

For the duration,the willing creature you touch has resistance to one damage type of your choice: acid,cold,fire,lightning,or thunder.

Cleric (*)(Forge) 3rd level Abjuration

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

At your touch,all curses affecting one creature or object end. If the object is a cursed magic item,its curse remains,but the spell breaks its owner's attunement to the object so it can be removed or discarded.

Cleric 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

diamonds worth 300 gp,which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age,nor can it restore any missing body parts.

Cleric (*)(Life)(Grave) 3rd level Necromancy

Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV,S,M
  • duration1 round

A short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind,recognizes you as the sender if it knows you,and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence,but if the target is on a different plane than you,there is a 5 percent chance that the message doesn't arrive.

Cleric, 3rd level Evocation

Sleet Storm

  • casting time1 action
  • range150 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a pinch of dust and a few drops of water

Until the spell ends,freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured,and exposed flames in the area are doused.
The ground in the area is covered with slick ice,making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there,it must make a Dexterity saving throw. On a failed save,it falls prone.
If a creature is concentrating in the spell's area,the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Cleric (Tempest), 3rd level Conjuration

Speak with Dead

  • casting time1 action
  • range10 feet

  • componentsV,S,M
  • duration10 minutes

burning incense

You grant the semblance of life and intelligence to a corpse of your choice within range,allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends,you can ask the corpse up to five questions. The corpse knows only what it knew in life,including the languages it knew. Answers are usually brief,cryptic,or repetitive,and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body,only its animating spirit. Thus,the corpse can't learn new information,doesn't comprehend anything that has happened since it died,and can't speculate about future events.

Cleric (*)(Knowledge), 3rd level Necromancy

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Spirit Guardians

  • casting time1 action
  • rangeSelf (15-foot-radius)

  • componentsV,S,M
  • durationConcentration,up to 10 minutes

a holy symbol

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral,their spectral form appears angelic or fey (your choice). If you are evil,they appear fiendish.
When you cast this spell,you can designate any number of creatures 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 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save,the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.

Cleric (*)(War),, 3rd level Conjuration

Spirit Shroud

  • casting time1 bonus action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

You call forth spirits of the dead,which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends,any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant,necrotic,or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition,any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for every two slot levels above 3rd.

Cleric (TCE),, 3rd-level necromancy

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a small clay model of a ziggurat

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover,when the target speaks,any creature that knows at least one language and can hear the target understands what it says.

Cleric, 3rd level Divination

Vampiric Touch

  • casting time1 action
  • rangeSelf

  • componentsV,S
  • durationConcentration,up to 1 minute

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit,the target takes 3d6 necrotic damage,and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends,you can make the attack again on each of your turns as an action.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d6 for each slot level above 3rd.

Cleric (Death)(Grave), 3rd level Necromancy

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV,S,M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water,acid,mud,snow,quicksand,or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid,the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Cleric,, 3rd level Transmutation

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long,15 feet high,and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears,each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save,or half as much damage on a successful one.
The strong wind keeps fog,smoke,and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose,lightweight materials brought into the wall fly upward. Arrows,bolts,and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines,and similar projectiles,are unaffected.) Creatures in gaseous form can't pass through it.

Cleric (Nature),, 3rd level Evocation

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