You touch one object that is no larger than 10 feet in any dimension. Until the spell ends,the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature,that creature must succeed on a Dexterity saving throw to avoid the spell.
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.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8),11th level (3d8),and 17th level (4d8).
You manifest a minor wonder,a sign of supernatural power,within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker,brighten,dim,or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range,such as a rumble of thunder,the cry of a raven,or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times,you can have up to three of its 1-minute effects active at a time,and you can dismiss such an effect as an action.
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.
Your prayer empowers you with divine radiance. Until the spell ends,your weapon attacks deal and extra 1d4 radiant damage on a hit.
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.
Make a melee spell attack against a creature you can reach. On a hit,the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st.
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.
The next time you hit a creature with a melee weapon attack during the spell's duration,your weapon flares with white-hot intensity,and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends,the target must make a Constitution saving throw. On a failed save,it takes 1d6 fire damage. On a successful save,the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames,or if some other effect douses the flames (such as the target being submerged in water),the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.
A shimmering field appears and surrounds a creature of your choice within range,granting it a +2 bonus to AC for the duration.
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.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save,a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save,the creature takes half as much damage and isn't pushed.
In addition,unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect,and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d8 for each slot level above 1st.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,a target's hit points increase by an additional 5 for each slot level above 2nd.
You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +2. When you use a spell slot of 6th level or higher,the bonus increases to +3.
You create a floating,spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell,you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit,the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn,you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot 3rd level of or higher,the damage increases by 1d8 for every two slot levels above the 2nd.
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area,it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
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.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends,a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save,a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
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.
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration,each target has advantage on Wisdom saving throws and death saving throws,and regains the maximum number of hit points possible from any healing.
You touch a creature,and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell,choose the nature of the curse from the following options.
• Choose one ability score. While cursed,the target has disadvantage on ability checks and saving throws made with that ability score.
• While cursed,the target has disadvantage on attack rolls against you.
• While cursed,the target must make a Wisdom saving throw at the start of each of its turns. If it fails,it wastes its action that turn doing nothing.
• While the target is cursed,your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option,you may choose an alternative curse effect,but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels: If you cast this spell using a spell slot of 4th level or higher,the duration is concentration,up to 10 minutes. If you use a spell slot of 5th level or higher,the duration is 8 hours. If you use a spell slot of 7th level or higher,the duration is 24 hours. If you use a 9th level spell
slot,the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
You step into a stone object or surface large enough to fully contain your body,melding yourself and all the equipment you carry with the stone for the duration. Using your movement,you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone,you can't see what occurs outside it,and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it,which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you,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,you fall prone in an unoccupied space closest to where you first entered.
For the duration,you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell,granting either immediate or long-term benefits.
If you cast this spell using 1 action,choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours,you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
For the duration,the willing creature you touch has resistance to one damage type of your choice: acid,cold,fire,lightning,or thunder.
At your touch,all curses affecting one creature or object end. If the object is a cursed magic item,its curse remains,but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age,nor can it restore any missing body parts.
You grant the semblance of life and intelligence to a corpse of your choice within range,allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends,you can ask the corpse up to five questions. The corpse knows only what it knew in life,including the languages it knew. Answers are usually brief,cryptic,or repetitive,and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body,only its animating spirit. Thus,the corpse can't learn new information,doesn't comprehend anything that has happened since it died,and can't speculate about future events.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral,their spectral form appears angelic or fey (your choice). If you are evil,they appear fiendish.
When you cast this spell,you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area,and when the creature enters the area for the first time on a turn or starts its turn there,it must make a Wisdom saving throw. On a failed save,the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save,the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the damage increases by 1d8 for each slot level above 3rd.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on,you banish the target to a harmless demiplane. While there,the target is incapacitated. The target remains there until the spell ends,at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on,the target is banished with a faint popping noise,returning to its home plane. If the spell ends before 1 minute has passed,the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise,the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,you can target one additional creature for each slot level above 4th.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage,the target instead drops to 1 hit point,and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage,that effect is instead negated against the target,and the spells ends.
You touch a willing creature. For the duration,the target's movement is unaffected by difficult terrain,and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints,such as manacles or a creature that has it grappled. Finally,being underwater imposes no penalties on the target's movement or attacks.
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save,or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So,for example,you could shape a large rock into a weapon,idol,or coffer,or make a small passage through a wall,as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch,but finer mechanical detail isn't possible.
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends,the target has resistance to nonmagical bludgeoning,piercing,and slashing damage.