🎯 1 creature:
They understand any spoken language they hear.
When they speak, any creature that knows at least 1 language & can hear them understands what they say.
🎯 up to 10 visible willing creatures:
They can move across any liquid surface as if it were harmless solid ground (e.g. water, acid, mud, snow, quicksand, lava (crossing molten lava still causes damage from the heat)).
If they're submerged in liquid, they're carried to the surface of the liquid at a rate of 60 ft. per round.
Gain a 30 ft. (6 squares) radius healing aura.
Until the spell ends, the aura moves with you, centered on you.
➕⚡ choose 1 creature in the aura (including you) to 💕 2d6.
🎯 1 humanoid that can see, hear, & understand you:
They make a Wis saving throw.
Fail: They're charmed until the spell ends. While chamged in this way, they do their best to perform any services or activities you ask them in a friendly manner
Setting a new task will replace the previous task. If it might cause harm to them, or if it conflicts with their normal activities & desires, they can make another Wis saving throw to try & end the effect (with advantage if being fought by you or your companions). If it would result in certain death for them, the spell ends.
When the spell ends, they know they were charmed by you
Upcast⤴ +1 🎯 per slot above 3rd
Present the gem & 🎯 creatures that can see you:
They make a Wis saving throw.
Fail: They're charmed by you until the spell ends, or until you or your companions do anything harmful to them.
While charmed in this way, the only thing they can do is use their movement to safely approach you. Once within 5 ft., it can't move & just stared greedily at the gem you present.
At the end of each of their turns, they can make a Wis saving through.
Succeed: The effect ends on that target.
You sacrifice some of your health to mend another creature's injuries.
🎯 1 visible creature:
You take 4d8 necrotic damage & they 💕 2 x the necrotic damage you take.
Upcast⤴ +1d8 per slot above 3rd.
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not.
🎯 up to 5 creatures that can hear you:
They get +5 temporary 💗 & have advantage on Wis saving throws.
If they're hit by an attack, they have advantage on the next attack roll they make.
When they lose the temporary 💗 from this, the spell ends for them.
Upcast⤴ +5 temporary 💗 per slot above 3rd
You call forth intangible and invulnerable spirits of the dead, which flit around you for the spell's duration.
Your attacks deal +1d8 damage when you hit a creature within 10 ft. of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Creatures that take damage from this can't 💕 until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 ft. of you has its speed reduced by 10 ft. until the start of your next turn.
Upcast⤴ +1d8 per slot above 3rd.
On inscribing, choose one:
Explosive Runes: On trigger, magically explodes in 20 ft. radius sphere centered on the glyph that spreads around corners. Each creature in the area makes a Dex saving throw.
Fail: They take 5d8 damage. (chosen on cast
from acid, cold, fire, lightning, thunder)
Succeed: ½ as much
Spell Glyph: Store a prepared spell ≤ 3rd level by casting it as part this (must 🎯 1 creature or be AoE, & it has no immediate effect).
On trigger, the spell is cast. The triggerer is the 🎯. AoE is centered on them. Hostile creatures, harmful objects, & traps are summoned / created as close as possible to them & attack them. Spells with © last for their full duration.
Upcast⤴: +1d8 per slot above 3rd. / store a spell ≤ slot level used.