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Aura of Purity

  • casting time1 action
  • rangeSelf (30ft radius)

  • components,V
  • duration,Concentration, up to 10 min

,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) cannot 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.,

Cleric 4th abjuration

Incite Greed

  • casting time1action
  • range30ft

  • componentsV,S,M
  • durationConcentration up to 1 min

a gem worth 50 gp

,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 feel of you, it cannot move, but simply stares greedily 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.

Cleric 3rd enchantment

Thought Shield

  • casting time 1 action
  • range Touch

  • components V,,S
  • duration ,8 hours

You weave a clouding veil over the mind of one creature you touch. ,For the duration, the target mind cant be read or detected, creatures can not telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth,

Cleric 2nd abjuration

Antagonise

  • casting time1 action
  • range30ft

  • componentsV,S,M
  • durationInstantaneous

,You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.,At Higher Levels -When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

Cleric 3rd enchantment

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