Your spell bolsters your allies with toughness and resolve.
Target up to three creatures:
Each of their current, and maximum, hit points increase by 5 for the duration.
Upcast⤴ +5 hit points per slot above 2nd.
By divining (e.g. casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.
The DM chooses from the following omens:
• Weal - Good results
• Woe - Bad results
• Weal & woe - Both good and bad results
• Nothing - Results that aren't really either
The spell doesn't take into account any possible circumstances that might change the outcome (e.g. casting more spells, gainging/losing a companion.
Each cast after the 1st, but before long resting, gives +25% of the result being unknowingly random (DM rolls secretly).
You can blind or deafen a foe.
Target creature:
They make a Con saving throw. If it fails, they're either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Con saving throw. On a success, the spell ends.
Upcast⤴ +1 target per slot above 2nd.
You attempt to suppress strong emotions in a group of people.
Target 20 ft. radius sphere centered on a point:
Each humanoid must make a Charisma saving throw (they can choose to fail). If a creature fails its saving throw, choose one of the following two effects:
• Suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
• Make a target indifferent about creatures of your choice that it's hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
The effect looks like a regular flame, but it creates no heat and doesn't use oxygen.
A continual flame can be covered or hidden but not smothered or quenched.
Touch creature:
Choose 1 of the following for them to gain until the spell ends:
Bear's Endurance: Advantage on Con checks,
& +2d6 temporary hit points.
Bull's Strength: Advantage on Str checks,
& carrying capacity doubles.
Cat's Grace: Advantage on Dex checks, & no fall damage from <=20 ft., unless incapacitated.
Eagle's Splendor: Advantage on Char checks.
Fox's Cunning: Advantage on Int checks.
Owl's Wisdom: Advantage on Wis checks.
Upcast⤴ +1 target per slot above 2nd.
Sense the presence of any trap within range that's within line of sight.
You don't learn the location of each trap, only that a trap is present, but you do learn the general nature of the danger posed by a trap you sense.
(A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.
Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.)
Touch a corpse or other remains:
For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Target humanoid:
The target must succeed on a Wis saving throw or be paralyzed for the duration.
At the end of each of its turns, the target can make another Wis saving throw. On a success, the spell ends on the target.
Upcast⤴ +1 target per slot above 2nd.
They must be within 30 ft. of each other when targeted.