the creature can use the Dodge action.;(PHB 59) Cleric
you mend it
the cry of a raven
you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours
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
or the size of the cube increases by 5 feet
fiend
but is blocked by 1 foot of stone
poisonous creature
fat
you learn which spell created it.
If you instead touch a creature throughout the casting
elementals
or if some other effect douses the flames (such as the target being submerged in water)
the sleeper takes damage
or employing some other divining tool
regardless of what kind of armor it is wearing.;(PHB 217) Cleric [N]
the creature becomes hostile again
or a mechanical pit trap
you can move the sphere up to 30 feet. If you ram the sphere into a creature
such as those of lanterns
the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object
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. ;(PHB 251) Cleric [O]
as long as you have seen it up close - within 30 feet - at least once. Alternatively
you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate
and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save
that detect magical auras. You can make a nonmagical object appear magical
or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher
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 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. ;(PHB 287) Cleric [P]
you can command any or all of them at the same time
the target must make a Wisdom saving throw at the start of each of its turns. If it fails
which is cast in shades of gray
you can use your action to call down lightning in this way again
and it can't be attacked or otherwise interacted with. When you cast the spell
you can see and hear the plane you originated from
the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level
or a treasure chest) to conceal the glyph. If you choose a surface
fiends
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
or thunder.;(PHB 270) Cleric [F]
it must make a Dexterity saving throw. On a failed save
not both. Regardless of the creature's abilities or magic items
or repetitive
and when the creature enters the area for the first time on a turn or starts its turn there
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
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
or half as much damage on a successful one.
The strong wind keeps fog
but it can't enter another plane of existence. A solid barrier blocks the eye's movement
deafened
the target is banished with a faint popping noise
it doesn't make a saving throw
but it will provoke opportunity attacks to move in the designated direction. ;(PHB 224) Cleric [O]
an affected target can make a Wisdom saving throw. If it succeeds
you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave
a cryptic rhyme
Run over there
stone
being underwater imposes no penalties on the target's movement or attacks. ;(PHB 244) Cleric [W]
or other spell effects
and all its contents
or the nearest creature of a specific kind (such as a human or a unicorn)
are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form
or coffer
and slashing damage.;(PHB 278) Cleric [W]
20 feet high
issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn
rolling along the surface of the ground. The vapors
it instead takes no damage if it succeeds on the saving throw.;(PHB 221) Cleric [TW]
and the spell ends.
Since this spell induces a natural disease in its target
or metal. The object created must be no larger than a 5-foot cube
taking 4d10 radiant damage on a failed save
elementals
Run over there
greater restoration
and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First
you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;(PHB 251) Cleric [W]
a creature takes 4d8 radiant damage
and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears
forgotten stories
you are blinded and deafened in regard to your own surroundings. ;(PHB 260) Cleric [TW]
and none of the target's memories are modified.
While this charm lasts
a fey
remove magical diseases
or a font filled with holy water)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
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
determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;(PHB 282) Cleric [A]
20 feet high
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 carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest
creatures can't teleport into the area or use portals
becomes immune to poison and being frightened
making the creature appear in an unoccupied space within range. If you know a specific creature's name
a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. ;(PHB 279) Cleric
the creature has truesight
you summon a celestial of challenge rating 5 or lower. ;(PHB 225) Cleric
a fey
you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you
for example
if any
the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't
you inscribe a harmful glyph either on a surface (such as a section of floor
and a roof
centered on you.
Spells and other magical effects
and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so
the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it
when a fiend or an undead hits an affected creature with a melee attack
replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you
you can speak the name of a specific creature (a pseudonym
cures all diseases