The next time you hit a creature with a weapon attack before this spell ends,The target hit by the strike takes an extra 2d6 Radiant damage from the attack. ,Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it cant benefit from the Invisible condition.,.
At Higher Levels: he damage increases by 1d6 for each spell slot level above 2.,
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. ,The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). , If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.,
Disappearance of the Steed: The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. , If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.,
Using a Higher-Level Spell Slot:
Use the spell slots level for the spells level in the stat block.,, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
,Choose a Humanoid that you can see within range. The target must succeed on a Wisdom (WIS 14) saving throw or have the Paralyzed condition for the duration. ,t the end of each of its turns, the target repeats the save, ending the spell on itself on a success.,
At Higher Levels: You can target one additional Humanoid for each spell slot level above 2.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends,You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range., Until the spell ends, a creature that enters the spells area for the first time on a turn or starts its turn there makes a Charisma saving throw. ,On a failed save, a creature cant speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.,An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie.,Such a creature can be evasive yet must be truthful.,