🎯 1 creature:
End 1 disease or 1 condition (blinded, deafened, paralyzed, or poisoned) afflicting them.
Describe or name an object familiar to you:
Sense the direction to the object's location, provided it's within 1,000 ft. of you.
If the object's in motion, you know the direction of its movement.
You can locate the nearest object of a particular kind (e.g. kinds of apparel, jewelry, furniture, tools, weapons).
You can locate a specific object instead if you've seen it up close (i.e. within 30 ft.) at least once.
You can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
🎯 up to 6 visible creatures:
They 💕 2d8 + your spellcasting ability modifier.
(no effect on undead or constructs)
Upcast⤴ +1d8 per slot above 2nd.
🎯 1 creature:
If they're poisoned, neutralize it.
If more than 1 poison afflicts them, choose one:
• neutralize 1 you know is present
• neutralize 1 at random
They have advantage on saving throws against being poisoned & resistance to poison damage until the spell ends.
🎯 20 ft. radius sphere centered on a point:
No sound can be created within the area, nor pass through it.
Objects entirely inside the area are immune to thunder damage.
Creatures entirely inside the area are immune to thunder damage, & are deafened.
Casting a spell that includes a verbal component from within the area is impossible.
🎯 space within range:
Create a floating, spectral weapon that lasts
for the duration or until you recast this.
On cast, you can make a melee spell attack against a creature within 5 ft. of the weapon.
On hit: they take force damage equal to 1d8 + your spellcasting ability modifier.
On future turns while the spell lasts, ➕⚡ move the weapon up to 20 ft. & repeat the attack against a creature within 5 ft. of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon make this spell's effect resemble that weapon.
Upcast⤴: +1d8 per slot above 2nd.
🎯 1 willing creature:
While they're within 60 ft. of you, they gain:
• +1 to AC
• +1 to saving throws
• resistance to all damage
Each time they take damage, you take the same amount of damage.
The spell ends if:
• you drop to 0 hit points
• the distance between you exceeds 60 ft.
• the spell is cast again on either party
• ⚡ dismiss the spell.
Create a magical zone that guards against deception.
🎯 15 ft. radius sphere centered on a point:
Creatures that enter the area for the first time on a turn, or that start their turn there, make a Char saving throw.
Fail: They can't speak a deliberate lie while there.
You know whether each creature succeeds or fails on their saving throw.
Affected creatures are aware of the spell, & can thus avoid answering questions to which it would normally respond with a lie. They can be evasive in their answers as long as they remain within the boundaries of the truth.
You draw on knowledge from spirits of the past.
Choose one skill in which you lack proficiency:
You have proficiency in it until the spell ends.
The spell ends early if you cast it again.