🎯 1 small / 1 medium humanoid remains:
Raise them into an undead servant.
(bones → skeleton, corpse → zombie)
On each of your turns, ➕⚡ to mentally give the same 1 command to any creatures you've made with this spell that are within 60 ft. of you.
You decide it's action & movement for its next turn, or you can give a general command (e.g. guard this), & they'll continue to follow the order until completed. If uncommanded, they'll only defend themself against hostile creatures.
The creature is under your control for 24h, after which it stops obeying your commands. You can refresh the duration on up to 4 🎯 by recasting this on them before time limit.
Upcast⤴ +2 🎯 per slot above 3rd.
This spell bestows hope and vitality.
🎯 creatures:
For the duration, each target:
• has advantage on Wis saving throws.
• has advantage on Death saving throws.
• regains the max. possible 💕 from any healing.
🎯 1 creature:
They make a Wis saving throw.
Fail: They become cursed (choose one):
• Disadvantage on ability checks &
ㅤsaving throws made with 1 ability score.
• Disadvantage on attack rolls against you.
• They make a Wis saving throw at the
ㅤstart of each of their turns.
ㅤFail: They waste their ⚡ doing nothing.
• Your attacks & spells deal+1d8
ㅤ necrotic damage to them.
A Remove Curse spell ends the effect. At the DM's option & their final say on effect, you can do an alternative effect ≤ powerful than those listed.
Upcast⤴
4th: © up to 10m
5th, 6th: 8h
7th, 8th: 24h
9th: Until dispelled
🎯 1 familiar location (you've visited before) /
1 obvious unfamiliar location (e.g. behind door):
Create an invisible sensor there, which can't be attacked or otherwise interacted with.
On cast, choose Seeing or Hearing.
You can use that sense through the sensor as if you were in the sensor's space.
⚡ switch between Seeing & Hearing.
A creature that can see the sensor (e.g. from See Invisibility or Truesight) sees a luminous, intangible orb about the size of your fist.
🎯 the ground / containers:
Create 45 pounds of food & 30 gallons of water, enough to sustain up to 15 humanoids or 5 steeds for 24h.
The food is bland but nourishing, & spoils if uneaten after 24 hours.
The water is clean & doesn't go bad.
🎯 point within range:
Create a 60 ft. radius sphere of bright light
which sheds dim light for an additional 60 ft.
If 🎯 is on an object you're holding, or on an object that's not being worn or carried, then the light shines from the object & moves with it.
Completely covering an affected object with an opaque object (e.g. a bowl, a helm) blocks the light.
If any of the area overlaps with an area of darkness created by a spell ≤ 3rd level, the spell that created the darkness is dispelled.
🎯 1 creature, object, or magical effect:
Spells ≤ 3rd level on the target: The spells end.
Spells ≥ 4th level on the target: For each spell, make an ability check (DC 10 + that spell's level) using your spellcasting ability.
Succeed: That spell ends.
Upcast⤴ +1 to the auto-dispel threshold per slot above 3rd (the threshold will always equal the spell slot level you use).
Put a creature into a cataleptic state that is indistinguishable from death.
🎯 1 willing creature:
For the spell's duration, or until you ⚡ to touch the target and dismiss the spell, they appear dead to all outward inspection & to spells used to determine the their status.
The target becomes blinded, incapacitated, & their speed drops to 0.
They gain resistance to all damage, except psychic damage.
If they're diseased or poisoned on cast, or they become diseased or poisoned during the spell, the malus has no effect until the spell ends.
🎯 a surface / inside a closeable object:
Surface (e.g. table, section of floor or wall): Glyph must be ≤ 10 ft. diameter.
Typical triggers: touching, standing on it, proximity, removing object covering it, manipulating an object it's on.
In closeable object (e.g. book, scroll, chest):
If the object is moved > 10 ft. from where you cast this, the glyph breaks & the spell ends without triggering.
Typical triggers: opening the object, proximity, seeing or reading the glyph.
The glyph's nearly invisible & requires a successful Investigation check to be found.
The trigger can include things like circumstances, physical traits, creature type, alignment, & conditions that bypass it (e.g. a spoken password).