This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack,or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
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.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you,it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage,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.
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns,you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, 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 you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order,the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying
any command you've given it. To maintain the control of the creature for another 24 hours,you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell,rather than animating a new one.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,you animate or reassert control over two additional undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.
You set an alarm against unwanted intrusion. Choose a door, a window,or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell,you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.