With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spells duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
(Check Player's Handbook for modifiers)
On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
You touch a point and infuse an area around it with holy (or unholy) power.
See Player's Handbook for effect
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.
At the end of each of the poisoned targetвЂ™s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spellвЂ™s duration.
Blinding Sickness, Filth Fever, Flesh Rot, Mindfire, Seizure, Slimy Doom
(Check Player's Handbook for details)
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a diseaseвЂ™s effects apply to it.
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creatureвЂ™s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you donвЂ™t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spellвЂ™s level appears in the stat block. (See Tasha's Cauldron of Everything)