You utter a divine wordand burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)11th level (3d6)and 17th level (4d6).
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell endsthe target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higheryou can target one additional creature for each slot level above 1st.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hitthe target takes 4d6 radiant damageand the next attack roll made against this target before the end of your next turn has advantagethanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higherthe damage increases by 1d6 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higherthe healing increases by 1d4 for each slot level above 1st.
A shimmering field appears and surrounds a creature of your choice within rangegranting it a +2 bonus to AC for the duration.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or highera target's hit points increase by an additional 5 for each slot level above 2nd.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blindeddeafenedparalyzedor poisoned.
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higherthe healing increases by 1d8 for each slot level above 2nd.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of youit gains a +1 bonus to AC and saving throwsand it has resistance to all damage. Alsoeach time it takes damageyou take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell endsa creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed savea creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell endsthe aura moves with youcentered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Choose any creatureobjector magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the targetmake an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful checkthe spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higheryou automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
As you call out words of restorationup to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe healing increases by 1d4 for each slot level above 3rd.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old agenor can it restore any missing body parts.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutraltheir spectral form appears angelic or fey (your choice). If you are evilthey appear fiendish.
When you cast this spellyou can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the areaand when the creature enters the area for the first time on a turn or starts its turn thereit must make a Wisdom saving throw. On a failed savethe creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful savethe creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higherthe damage increases by 1d8 for each slot level above 3rd.