Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends the target must roll a d4 and subtract the number rolled from 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.
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.
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 additional creature for each slot level above 1st. The creatures must be
within 30 feet of each other when you target them.
You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively the water falls as rain in a 30-foot cube within range extinguishing exposed flames in the area. Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively you destroy fog in a 30-foot cube within range. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you create or destroy 10 additional gallons of water or the size of the cube increases by 5 feet for each slot level above 1st.
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.
For the duration you know if there is an aberration celestial elemental fey fiend or undead within 30 feet of you as well as where the creature is located. Similarly you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers but it is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.
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.
For the duration you can sense the presence and location of poisons poisonous creatures and diseases within 30 feet of you. You also identify the kind of poison poisonous creature or disease in each case.
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.
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.
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.
Until the spell ends one willing creature you touch is protected against certain types of creatures - aberrations celestials elementals fey fiends and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed frightened or possessed by them. If the target is already charmed frightened or possessed by such a creature the target has advantage on any new saving throw against the relevant effect.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
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.
A shimmering field appears and surrounds a creature of your choice within range granting it a +2 bonus to AC for the duration.