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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Ranger (Swarmkeeper)

Cleric floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;10 minutes;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

  • casting time a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
    An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. ;Trident of Truth
  • range

or undead within 30 feet of you a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save

S

  • casting time bones
  • range or similar tokens worth at least 25 gp)By casting gem-inlaid sticks

  • components rolling dragon bones
  • duration laying out ornate cards

or employing some other divining tool

or undead within 30 feet of you M;Instantaneous;(specially marked sticks

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

or undead within 30 feet of you M;Concentration

S

  • casting time you see invisible creatures and objects as if they were visible
  • range and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.;Wizard

or undead within 30 feet of you M;1 hour;(A pinch of Talc and a small sprinkling of powdered silver)For the duration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V 2;Zone of Truth;2nd level Enchantment ;1 action;60 feet;V
2;Augury (ritual);2nd level Divination;1 minute;Self;V 2;Augury (ritual);2nd level Divination;1 minute;Self;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;See Invisibility;2nd level Divination;1 action;Self;V 2;See Invisibility;2nd level Divination;1 action;Self;V