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Animate Dead [1/2]

  • casting time1 minute
  • range10 ft.

  • componentsV,S,M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse.
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period

Cleric 3rd Level Necromancy

Animate Dead [2/2]

  • casting time1 minute
  • range10 ft.

  • componentsV,S,M
  • durationInstantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.

Cleric 3rd Level Necromancy

Aura of Vitality

  • casting time1 action
  • rangeSelf (30 ft. radius)

  • componentsV
  • duration🄲 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Cleric 3rd Level Abjuration

Beacon of Hope

  • casting time1 action
  • range30 ft.

  • componentsV,S
  • duration🄲 1 minute

Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.

Cleric 3rd Level Abjuration

Bestow Curse

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration🄲 1 minute

You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
- Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
- The target has Disadvantage on attack rolls against you.
- In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
- If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.

Cleric 3rd Level Necromancy

Clairvoyance

  • casting time10 minutes
  • range1 mile

  • componentsV,S,M
  • duration🄲 10 minutes

a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.

Cleric 3rd Level Divination

Create Food and Water

  • casting time1 action
  • range30 ft.

  • componentsV,S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Cleric 3rd Level Conjuration

Daylight

  • casting time1 action
  • range60 ft. (60 ft. radius)

  • componentsV,S
  • duration1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Cleric 3rd Level Evocation

Dispel Magic

  • casting time1 action
  • range120 ft.

  • componentsV,S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.

Cleric 3rd Level Abjuration

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Feign Death

  • casting time🅁 1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 hour

a pinch of graveyard dirt

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions, and its Speed is 0.
The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.

Cleric 3rd Level Necromancy

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil Dispelled or Triggered

powdered diamond worth 200+ GP, which the spell consumes

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or

Cleric 3rd Level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil Dispelled or Triggered

powdered diamond worth 200+ GP, which the spell consumes

seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature

Cleric 3rd Level Abjuration

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV,S,M
  • durationUntil Dispelled or Triggered

powdered diamond worth 200+ GP, which the spell consumes

that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.
Using a Higher-Level Spell Slot. The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.

Cleric 3rd Level Abjuration

Mass Healing Word

  • casting time1 bonus action
  • range60 ft.

  • componentsV
  • durationInstantaneous

Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

Cleric 3rd Level Abjuration

Meld into Stone

  • casting time🅁 1 action
  • rangeTouch

  • componentsV,S
  • duration8 hours

You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.

Cleric 3rd Level Transmutation

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • duration🄲 1 hour

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Cleric 3rd Level Abjuration

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

Cleric 3rd Level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • durationInstantaneous

a diamond worth 300+ GP, which the spell consumes

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Cleric 3rd Level Necromancy

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Sending

  • casting time1 action
  • rangeUnlimited

  • componentsV,S,M
  • durationInstantaneous

a copper wire

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Cleric 3rd Level Divination

Speak with Dead

  • casting time1 action
  • range10 ft.

  • componentsV,S,M
  • duration10 minutes

burning incense

You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Cleric 3rd Level Necromancy

Spirit Guardiance

  • casting time1 action
  • rangeSelf (15 ft. radius)

  • componentsV,S,M
  • duration🄲 10 minutes

a prayer scroll

Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Cleric 3rd Level Conjuration

Tongues

  • casting time1 action
  • rangeTouch

  • componentsV,M
  • duration1 hour

a miniature ziggurat

This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.

Cleric 3rd Level Divination

Water Walk

  • casting time🅁 1 action
  • range30 ft.

  • componentsV,S,M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Cleric 3rd Level Transmuation

Magic Circle

  • casting time1 minute
  • range10 ft. (10 ft. radius, 20 ft. tall)

  • componentsV,S,M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
- The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has Disadvantage on attack rolls against targets within the Cylinder.
- Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
This spell may be cast in reverse, trapping a creature and protecting targets outside.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

Cleric 3rd Level Abjuration

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