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Acid Splash

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). ,,

Cleric Conjuration cantrip

Aid

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each targets 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 targets hit points increase by an additional 5 for each slot level above 2nd.

Cleric 2nd-level abjuration

Antimagic Field [1/3]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration

10-foot-radius sphere

(a pinch of powdered iron or ironilings) up to 1 hour A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that sufuses the multiverse. Within the sphere, spells cant be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical efects, except those created by an artifact or a deity, are suppressed in the sphere and cant protrude into it. A slot expended to cast a suppressed spell is consumed. While an efect is suppressed, it doesnt function, but the time it spends suppressed counts against its duration. Targeted Efects. Spells and other magical efects, such as and , that target a creature or an object in the sphere have no efect on that target. Areas of Magic. The area of another spell or magical efect, such as , cant extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the lames

Cleric 8th-level abjuration

Antimagic Field [2/3]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration

10-foot-radius sphere

created by a are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical efect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a in the sphere functions as a nonmagical longsword. A magic weapons properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you ire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space

Cleric 8th-level abjuration

Antimagic Field [3/3]

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration

10-foot-radius sphere

such as that created by the spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical efects such as have no efect on the sphere. Likewise, the spheres created by diferent spells dont nullify each other.

Cleric 8th-level abjuration

Arcane Eye

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration

a bit of bat fur

up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it cant enter another plane of existence. A solid barrier blocks the eyes movement, but the eye can pass through an opening as small as 1 inch in diameter. ,,

Cleric 4th-level divination

Arcane Lock

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting on the object suppresses for 10 minutes. While afected by this spell, the object is more diicult to break or force open. the DC to break it or pick any locks on it increases by 10.

Cleric 2nd-level abjuration

Astral Projection [1/3]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Special

for each creature you afect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation. it doesnt need food or air and doesnt age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal diference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can ind your way home. If the cord is cutsomething that can happen only when an efect speciically states that it doesyour soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when

Cleric 9th-level necromancy

Astral Projection [2/3]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Special

for each creature you afect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other efects that apply to it have no efect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the afected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful spell used against an astral or physical body ends the spell for that creature. If a creatures original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creatures astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must ind their own way back to their bodies,

Cleric 9th-level necromancy

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Astral Projection [3/3]

  • casting time 1 hour
  • range 10 feet

  • components V, S, M
  • duration Special

for each creature you afect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

usually by dropping to 0 hit points. ,,

Cleric 9th-level necromancy

Augury

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Instantaneous

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 speciic 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 arent especially good or bad The spell doesnt 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 irst that you get a random reading. The DM makes this roll in secret. ,

Cleric 2nd-level divination (ritual)

Beacon of Hope

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration

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 3rd-level abjuration

Blade Barrier

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Concentration

up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is diicult terrain. When a creature enters the walls area for the irst time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. ,

Cleric 6th-level evocation

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