The next time you hit a creature with a weapon attack before this spell ends,your weapon crackles with force,and the attack deals an extra 5d10 force damage to the target. Additionally,if this attack reduces the target to 50 hit points of fewer,you banish it. If the target is native to a different plane of existence than the one you're on,the target disappears,returning to its home plane. If the target is native to the plane you're on,the creature vanishes into a harmless demiplane. While there,the target is incapacitated. It 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.
Divine energy radiates from you,distorting and diffusing magical energy within 30 feet of you. Until the spell ends,the sphere moves with you,centered on you. For the duration,each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally,when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage,it instead takes no damage if it succeeds on the saving throw.
You create a 20-foot-radius sphere of poisonous,yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog,ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there,that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save,or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns,rolling along the surface of the ground. The vapors,being heavier than air,sink to the lowest level of the land,even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the damage increases by 1d8 for each slot level above 5th.
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient,so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests,the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest,there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors,the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings,the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction,such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
• terrain and bodies of water
• prevalent plants,minerals,animals,or peoples
• powerful celestials,fey,fiends,elementals,or undead
• influence from other planes of existence
• buildings.
For example,you could determine the location of powerful undead in the area,the location of major sources of safe drinking water,and the location of any nearby towns.
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit,you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns,it must make a Constitution saving throw. After failing three of these saving throws,the disease's effects last for the duration,and the creature stops making these saves. After succeeding on three of these saving throws,the creature recovers from the disease,and the spell ends.
Since this spell induces a natural disease in its target,any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind,and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks,Strength saving throws,and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes feverish. The
creature has disadvantage on Intelligence checks and Intelligence saving throws,and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks,Dexterity saving throws,and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition,whenever the creature takes damage,it is stunned until the end of its next turn.
You strike the ground,creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage,as well as 5d6 radiant or necrotic damage (your choice),and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Shimmering energy surrounds and protects you from fey,undead,and creatures originating from beyond the Material Plane. For the duration,celestials,elementals,fey,fiends,and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment: As your action,you touch a creature you can reach that is charmed,frightened,or possessed by a celestial,an elemental,a fey,a fiend,or an undead. The creature you touch is no longer charmed,frightened,or possessed by such creatures.
Dismissal: As your action,make a melee spell attack against a celestial,an elemental,a fey,a fiend,or an undead you can reach. On a hit,you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane,undead are sent to the Shadowfell,and fey are sent to the Feywild.
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.
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius,40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
You place a magical command on a creature that you can see within range,forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you,it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you,it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions,but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose,short of an activity that would result in certain death. Should you issue a suicidal command,the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse,greater restoration,or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level,the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
You imbue a weapon you touch with holy power. Until the spell ends,the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition,weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon,it becomes one for the duration.
As a bonus action on your turn,you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save,a creature takes 4d8 radiant damage,and it is blinded for 1 minute. On a successful save,a creature takes half as much damage and isn't blinded. At the end of each of its turns,a blinded creature can make a Constitution saving throw,ending the effect on itself on a success.
You return a dead creature you touch to life,provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body,the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't,however,remove magical diseases,curses,or similar effects,if these aren't first removed prior to casting the spell,they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds,but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head,for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls,saving throws,and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw,which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell,it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part,lock of hair,bit of nail,or the like -10.
On a successful save,the target isn't affected,and you can't use this spell against it again for 24 hours.
On a failed save,the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target,remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous
orb about the size of your fist.
Instead of targeting a creature,you can choose a location you have seen before as the target of this spell. When you do,the sensor appears at that location and doesn't move.
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell,choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat,the creature shares your initiative count,but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any,it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,use the higher level whenever the spell's level appears in the stat block.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and,as part of the move used to enter the tree,can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree,using another 5 feet of movement. If you have no movement left,you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose,as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet,or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form,the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears,the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly,however. The wall also extends into the Ethereal Plane,blocking ethereal travel through the wall.