You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location,as long as that creature is within 1,000 feet of you. If the creature is moving,you know the direction of its movement.
The spell can locate a specific creature known to you,or the nearest creature of a specific kind (such as a human or a unicorn),so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form,such as being under the effects of a polymorph spell,this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it,it has advantage on the saving throw.
While the target is charmed,you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required),which it does its best to obey. You can specify a simple and general course of action,such as Attack that creature,Run over there,or Fetch that object. If the creature completes the order and doesn't receive further direction from you,it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn,the creature takes only the actions you choose,and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction,but this requires you to use your own reaction as well.
Each time the target takes damage,it makes a new Wisdom saving throw against the spell. If the saving throw
succeeds,the spell ends.
At Higher Levels: When you cast this spell using a 6th-level spell slot,the duration is concentration,up to 10 minutes. When you use a 7th-level spell slot,the duration is concentration,up to 1 hour. When you use a spell slot of 8th level or higher,the duration is concentration,up to 8 hours.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one,or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse,including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum