You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore ld6 hit points to that creature (no action required). The spirit cant heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spells duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet for the spells duration. An airborne creature affected by this spell descends at 60 feet per round until it reaches the ground or the spell ends.