You create a fist-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The fist lasts for the duration. When you cast this spell, you can make up to two unarmed attacks with the fist, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the fist up to 30 feet to an unoccupied space you can see and then make up to two unarmed attacks with it again.
The fist can harmlessly pass through any barrier, including a Wall of Force.
Charged orbs of various elements plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw.
The sphere spreads around corners. A creature takes 20d6 elemental damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one elemental burst is affected only once.
The spell damages objects in the area and applies elemental conditions to relevant objects that aren't being worn or carried.
You assume the true form of your totem spirit.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size.
You briefly stop the flow of time for everyone except for up to 8 creatures. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.