Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends,the aura moves with you,centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage,and its hit point maximum can't be reduced. In addition,a non-hostile,living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends,the aura moves with you,centered on you. Each non-hostile creature in the aura (including you) can't become diseased,has resistance to poison damage,and has advantage on saving throws against effects that cause any of the following conditions: blinded,charmed,deafened,frightened,paralyzed,poisoned,and stunned.
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.
Necromantic energy washes over a creature of your choice that you can see within range,draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save,or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant,it makes the saving throw with disadvantage,and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature,such as a tree or shrub,it doesn't make a saving throw,it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the damage increases by 1d8 for each slot level above 4th.
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save,a target is affected by this spell. Until the spell ends,you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way,it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard,such as a fire pit,but it will provoke opportunity attacks to move in the designated direction.
This spell assaults and twists creatures' minds,spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
1: The creature uses all its movement to move in a random direction. To determine the direction,roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6: The creature doesn't move or take actions this turn.
7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach,the creature does nothing this turn.
9-10: The creature can act and move normally. At the end of its turns,an affected target can make a Wisdom saving throw. If it succeeds,this effect ends for that target.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the radius of the sphere increases by 5 feet for each slot 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 teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see,one you can visualize,or one you can describe by stating distance and direction,such as 200 feet straight downward or upward to the northwest at a 45-degree angle,300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature,you and any creature traveling with you each take 4d6 force damage,and the spell fails to teleport you.
You attempt to beguile a beast 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 beast 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 with a 5th-level spell slot,the duration is concentration,up to 10 minutes. When you use a 6th-level spell slot,the duration is concentration,up to 1 hour. When you use a spell slot of 7th level or higher,the duration is concentration,up to 8 hours.
You summon a spirit that assumes the form of a loyal,majestic mount. Appearing in an unoccupied space within range,the spirit takes on a form you choose: a griffon,a pegasus,a peryton,a dire wolf,a rhinoceros,or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form,though it is a celestial,a fey,or a fiend (your choice) instead of its normal creature type. Additionally,if it has an Intelligence score of 5 or lower,its Intelligence becomes 6,and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you,you can communicate with it telepathically. While mounted on it,you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount,with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action,you can release a mount from its bond,causing it to disappear permanently.
Whenever the mount
disappears,it leaves behind any objects it was wearing or carrying.
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.
A hail of rock-hard ice pounds to the ground in a 20-foot-radius,40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save,or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the bludgeoning damage increases by 1d8 for each slot level above 4th.
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.
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save,the creature is enclosed for the duration.
Nothing,not physical objects,energy,or other spell effects,can pass through the barrier,in or out,though a creature in the sphere can breathe there. The sphere is immune to all damage,and a creature or object inside can't be damaged by attacks or effects originating from outside,nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly,the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
The next time you hit a creature with a melee weapon attack during this spell's duration,your weapon pierces both body and mind,and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save,it has disadvantage on attack rolls and ability checks,and can't take reactions,until the end of its next turn.
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.