(NONE) You invigorate up to three creatures within range with improved accuracy. Each targeted creature gains +1 to hit with range weapons attacks they make. Additionally, targeted creatures may double the normal and long range of the weapons they are wielding.
AT HIGHER LEVELS
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You channel the powers of the primordials to animate a number of plants within range. These plants must be in an open and unoccupied space. If no space is available , the DM may choose to have the plants rapidly grow as a result of the spell. In this case the DM also chooses how many plants grow. Choose one of the following options for what appears
1. one plant of challenge rating of 2 or lower
2. two plants of challenge rating of 1 or lower
3. four plants of challenge rating of 1/2 or lower
4. eight plants of challenge rating of 1/4 or lower
Each plant is considered an elemental in addition to its other types, and it becomes a normal plant again when it drops to 0 HP or when the spell ends. The animated creatures are friendly to you and your companions. Roll initiative for the animated creatures as a group, which has it's own turns. The creatures obey any verbal commands that you issue them(no action required by you)
If you don't issue any commands to them, they defend
themselves from hostile creatures but otherwise take no action. The DM has the creature statistics.
AT HIGHER LEVELS
When you cast this spell at certain higher level slots , you choose one the the animating options above and more creatures appear: twice as many with a level 5, three times as many with a level 7, four times as many with a level 9
A wave of forceful energy leaves your palm and travels towards your target. Make a spell attack against a creature. If you hit the target, they take 2d6 force damage and must succeed at a Constitution saving throw or become dazed until the end of their next turn.
AT HIGHER LEVELS
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd.
THIS SPELL NAY ONLY BE CAST AT NIGHT. CHOOSE A CORPSE OR A NUMBER OF CORPSES, WITHIN RANGE THAT ARE EQUIVALENT THE SIZE OF THE CTREATURE YOU ARE ANIMATING. you CAN ANIMATE A NUMBER OF LARGE OR SMALLER UNDEAD CREATURES EQUALLING A TOTAL CHALLENGE RATING 2 OR LOWER.
ON EACH OF YOUR TURNS, YOU CAN USR A BONUS ACTION TO MENTALLY COMMAND ANY CREATURE YOU MADE WITH THIS SPELL IF THE CREATURE IS WITHIN 120 FEET OF YOU(IF YOU CONTROL MULTIPLE CREATURES, YOU CAN COMMAND ANY OR ALL OF THEM AT THE SAME TIME, ISSUING THE SAME COMMAND TO EACH ONE.) YOU DECIDE WHAT ACTION THE CREATURE WSILL TAKE AND WHERE IT WILL MOVE DURING YOUR NEXT TURN, 0R YOU CAN ISSUEISSUE A GENERAL COMMAND. IF YOU ISSUE NO COMMAND, THE CREATURE WILL DEFEND ITSELF AGAINST HOSTILE CREATURES. ONCE GIVEN AN ORDER, THE CREATURE CONTINUES TO FOLLOW IT UNTIL ITS TASK IS COMPLETE. THE CREATURE IS UNDER YOUR
CONTROL FOR 24 HOURS, AFTER WHICH TIME IT STOPS OBEYING ANY COMMANDS YOU'VE GIVEN IT.
TO MAINTAIN CONTROL OF THE CREATURE FOR ANOTHER 24 HOURS, YOU MUST CAST THIS SPELL ON THE CREATURE AGAIN BEFORE THE CURRENT 24 HOUR PERIOD ENDS. THIS USE OF THE SPELL READDERTS YOUR CONTROL OVER 1 CREATURE YOU HAVE ANIMATED WITH THIS SPELL, EATHER THAN ANIMATING A NEW ONE. ADDITIONALLY, CASTING THIS SPELL IN THIS MANNER DOES NOT REQUIRE SPELL COMPONENTS WITH GP COST.
AT HIGHER LEVELS
WHEN YOU CAST YHIS SPELL USING A SPELL SLOT OF 7TH LEVEL OR HIGHER, YOU CAN ANIMATE OR REASSERT CONTROL OF AN ADDITIONAL CR WORTH OF UNDEAD CREATURES CREATED WITH THIS SPELL. ADDITIONALLY CREATURES MUST BE ANIMATED WITH SUFFICIENT CORPSES OR BONES.
YOU TRANSFORM A PIECE OF PARCHMENT INTO A DUPLICATE OF A TEXT OR SYSMBOL. WHILE CONCENTRATING ON THIS SPELL, YOU CAN USE AN ACTION TO TRACE YOU HAND OVER A NON-MAGICAL TEXT OR IMAGERY ON A SURFACE WIYHIN RANGE. YOU IMPRINT THE TEXT OR IMAGERY ONTO PARCHMENT YOU PROVIDE, CHOOSING HOW TO RESIZE OR CROP IT. THIS SPELL COPIES A SINGLE PAGE WITH EACH ACTION, AND CANNOT COPY SECTIONS LARGER THAN 9X12 INCHES AT A TIME. WHEN COPY A SPELL BOOK, YOU CAN DO USING THE SAME METHOD AS YOU WOULD REPLACE A SPELL BOOK, EXCEPT THE TIME AND GP REQUIREMENTS ARE BOTH HAVED.
THE TARGET MUST MAKE A WISDOM SAVING THROW, ON A FAILURE, A STICKLY GREEN ETHEREAL TETHER FORMS BETWEEN YOU AND TOUR TARGET. WHENEVER YOU TAKE DAMAGE, EACH TETHERED TARGET TAKES HALF THAT AMOUNT AS NECROTIC DAMAGE. DAMAGE DEALTTHIS WAY IS DISTRUBUTED AFTER ANY DAMAGE RESISTANCES OR IMMUNITIES ARE APPLIED. IF A TARGET WITH A TETHER DROPS TO 0 HP, THEY ARE NO LONGER EFFECTED BY THE TETHER. AS A BONUS ACTION, YOU CAN MOVE THE TETHER FROM ONE FALLEN FOE TO ANOTHER TARGET. THE NEW TARGET MUST SUCCEED ON A WISDOM SAVING THROW OR BE SUBJECT TO THE EFFECTS OF THE SPELL. A TARGET MAY ONLY HAVE ONE TETHER ATTACHED TO THEM FROM ANY INSTANCE OF THIS SPELL AT A GIVEN TIME.
AT HIGHER LEVELS
WHEN CASTING THIS SPELL USING A SPELL SLOT OF 4TH LEVEL OR HIGHER, THE NUMBER OF TETHERS CREATED IS INCREASED BY ONE FOR EVERY TWO SLOTS LEVELS ABOVE THE 2ND.
YOU ATTEMPT TO COPY AND CAST A SPELL THAT YOU CAN SEE BEING CAST. IF THE TARGETED SPELL IS 2ND LEVEL OR LOWER, THEN THE SPELL IS AUTOMATICALLY COPIED. COPYING A SPELL OF 3RD LEVEL OR HIGHER REQUIRES A SUCCESSFUL ABILITY CHECK USING YOUR SPELL CASTING ABILITY. THE DC EQUALS 10 + THE SPELLS'S LEVEL. ON A SUCCESS, THE SPELL IS COPIED, AND YOU CAST THAT SPELL AT THE LOWEST LEVEL IT CAN BE CAST. YOU CAN ONLY COPY SPELLS OF A LESSER OR EQUAL TO THE SPELL SLOT USED TO CAST MIRROR SPELL. YOU CAN CHOOSE NEW TARGETS FOR THE COPIED SPELL. THE FOLLOWING RULES APPLY
YOU CANNOT COPY YOUR OWN SPELL
YOU CAN ONLY COPY SPELLS CAST BY
CREATURES
FOR ALL INTENTS AND PURPOSES, YOU
ARE THE ORIGINAL CASTER OF THE
MIRRORED SPELL, AND YOUR
SPELLCASTER ABILITY MODIFER IS USED
RF REQUIRED. THE SAME IS TRUE FOR
SAVING THROWS DC'S AND ATTACK
MODIFIERS.
AT HIGHER LEVELS
YOU CAST THIS SPELL USING A SPELL SLOT OF 4TH LEVEL OR HIGHER. IF YOU
DO, YOU CAN COPY A SPELL OF EQUAL OR LOWER LEVEL.
THIS SPELL CAN ONLY BE CAST AT NIGHT. CHOOSE A CORSPE, OR NUMBER OF CORPSES, WITHIN RANGE THAT ARE EQUIVALENT TO THE SIZE OF THE CREATURE YOU ARE ANIMATING. YOUR SPELL IMBUES THE TARGET WITH FOUL MIMICRY OF LIFE, RAISING IT AS AN UNDEAD CREATURE. YOU MAY CHOOSE FOR THE TARGET TO BECOME AN UNDEAD CREATURE OF CR 3 OR LOWER.
ON EACH OF YOUR TURNS, YOU CAN USE A BONUS ACTION TO MENTALLY COMMAND ANY CREATURE YOU MADE WITH THIS SPELL IF THE CREATURE IS WITHIN 60 FEET OF YOU. YOU DECIDE WHAT ACTION THE CREATURE WILL TAKE AND WHERE IT WILL MOVE DURING ITS NEXT TURN, OR YOU CAN ISSUE A GENERAL COMMAND. IF YOU ISSUE NO COMMANDS, THE CREATURE ONLY DEFENDS ITSELF AGAINST HISTILE CREATURES. ONBCE GIVEN AN ORDER , THE CREATURE CONTINUES TO FOLLOW IT UNTIL ITS TASK IS COMPLETE.THE CREATURE IS UNDER YOUR CONTROL FOR 24 HOURS, AFTER WHICH IT STOPS OBEYING ANY COMMANDS YOU'VE GIVEN IT.
TO MAINTAIN CONTROL OF THE CREATURE FOR ANOTHER 24 HOURS, YOU MUST
CAST THIS SPELL ON THE CREATURE AGAIN BEFORE THE CURRENT 24 HOUR PERIOD ENDS. THIS USE OF THE SPELL REASSERTS YOUR CONTROL OVER 1 CREATURE YOU HAVE ANIMATED WITH THIS SPELL, RATHER THAN ANIMATING A NEW ONE. ANY CREATURE YOU HAVE MAINTAINED WITH THIS SPELL FOR 30 DAYS REMAINS PERMANENTLY UNDER YOUR CONTROL. YOU MAY ONLY CONTROL A MAXIMUM OF FOUR CREATURES WITH THIS SPELL.
YOU MUTTER A WORD OF THE DIVINE UNDER YOUR BREATH, BEING CAREFUL NOT TO SPEAK IT ANY LOUDER, FOR SUCH CELESTIAL POWER IS NOT FOR THE TAINTED AND UNWORTHY. MAKE A RANGE SPELL ATTACK AGAINST THE TARGET, ON A HIT, THE TARGET TAKES 1D8 RADIANT DAMAGE, IF YOU HIT AN UNDEAD, FIEND OR FEY THEN ITS SPEED IS REDUCED BY 10 FEET AND IT CANNOT TAKE REACTIONS UNTIL THE END OF ITS NEXT TURN.
THIS SPELL DAMAGE INCREASES BY 1D8 WHEN YOU REACH 5TH LEVEL(2D8), 11TH LEVEL(3D8), AND 17TH(4D8)