You summon a small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, a lock of hair, clipping from a nail, or similar portion of the creatures body. As soon as the lid of the chest is closed, the elemental disappear, then reappear adjacent to the target creature. if the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet. The target creature is made aware of the contents before it chooses whether to open it, and how much of the spells duration remains to retrieve the contents. When the spell expires of the contents have
been retrieved, the elemental and chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet. At higher levels, when you cast this spell using an 8th level spell slot, you can send the chest to a creature on a different plane of existence from you
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. while an affected creature is within 5 feet of you, it cannot move, but simply stares at the gem you present. At the end of each of its turns, an affected target can make a wisdom saving throw. If it succeeds, this effect ends for that target.
You temporarily summon up to three familiars-spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, fiends, your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell as normal. However you can cast a touch spell through only one familiar per turn. At higher levels, when you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot above 2nd.
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the Chaos Temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered. You cast this spell on an object no more then 1 foot on a side, doubling the perceived value by adding illusory nourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful intelligence (investigation) check against your spell save DC.
At higher levels: when you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot 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 second or higher, the healing increases by 1d8 for each slot above 1st.
You touch one object that is no larger then 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 ft. 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.
You touch a living creature that has 0 hit points. The creature becomes stable. The spell has no effect on undead or constructs
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 spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).