Heal the HP of one creature you can touch.
Creature you touch regains 1d8 + your spellcasting ability modifier (+3).
Has no effect on undead or constructs.
At Higher Levels: Cast using 2nd level, healing increases by 1d8.
Small healing of one creature at a distance.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier (+3).
This spell has no effect on undead or constructs.
At Higher Levels: Cast using a 2nd level, ,healing increases by 1d4
Attack with a flash of light from above.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target (Roll d20+5).
On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: Cast using a 2nd level,, damage increases by 1d6.
Protective barrier for a friend or for you. (+2AC)
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to armour class for the duration.
Boost attacks and saves of 1-3 creatures up to 6 squares away.
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 ends the target can roll a d4 and add the number rolled to the attack roll or saving throw.,
At Higher Levels: Cast using a 2nd level, target one extra creature (4 total).
Create or destroy water.
Create Water: Create up to 10 gallons (38 litres) of clean water within range, either in an an open container or as rain in a 30-foot cube (6x6x6 squares) within range.,The water can extinguish flames in the area.
Destroy Water: Destroy up to 10 gallons (38 litres) of water in an open container within range, or destroy fog in a 30-foot cube (6x6x6 squares) within range.,
At Higher Levels: Cast using a 2nd level, create or destroy 10 additional gallons (75 litres total) of water or the size of the cube increases by 5 feet (1 square).
Sense magic in the area.
For the duration, you sense the presence of magic within 30 feet (6 squares) of you.
If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot (30 cm) of stone, 1 inch (2.5 cm) of common metal, a thin sheet of lead, or 3 feet (90 cm) of wood or dirt.
Throw fire at creatures.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray (d20+5). On a hit, the target takes 2d6 fire damage.
Create a zone of silence, no noise can be produced or heard.
For the duration, no sound can be created within or pass through a 20-foot-radius sphere (4 squares) centered on a point you choose within range.
Casting a spell that includes a verbal component is impossible there.
Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it.
Attack with flames from above.
Flame-like radiance descends on a creature that you can see within range.
The target must succeed on a Dexterity saving throw against your spell save DC of 13 or take 1d8 radiant damage.
The target gains no benefit from cover for this saving throw.
Boost ability checks
(STR, DEX, CON, INT, WIS, CHA)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
It can roll the die before or after making the ability check.
The spell then ends.
Repair small items.
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot (30 cm) in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.