Wings of light momentarily sprout from your back. You fly up to 60 feet and land in an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.
When you land at your destination, each hostile creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 6d6 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
Your quick prayer prevents catastrophe. The target regains 1 hit point. The triggering effect is a death saving throw, the target regains the hit point immediately, even if the saving throw is the target’s third failed death saving throw.
You succeed on the triggering saving throw and redirect the effect to a creature you can see within 15 feet of you. The target must make a saving throw with disadvantage against the same effect that triggered this spell, suffering its effects as normal. Regardless whether the target succeeds or fails, you still suffer the effects of a successful saving throw, if any.
You fill one creature you can see within range with profound remorse and guilt. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn. When the condition ends on the target, the nearest hostile creature within 30 feet of the first target must make the saving throw, becoming incapacitated until the end of its next turn on a failed save. If more than one creature qualifies, you break the tie and choose which of those creatures becomes the spell’s next target.
This effect continues to hop from one creature to the next in this way until a creature succeeds on the saving throw or no valid targets are within range. A creature can’t become the target of this effect more than once per casting of this spell.
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. While cursed, each time the target deals damage with an attack, the damage is halved, and a creature you can see within 30 feet of the cursed target regains hit points equal to that amount immediately after the attack’s damage is dealt.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target rolls with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You imbue your words with overwhelming emotion, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.
You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.
You call down an explosion of radiant fire from the heavens on a point you can see in range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is marked with holy radiance until the end of your next turn. On a successful save, a creature takes half the damage and isn’t marked. The next attack roll against a marked creature before the end of your next turn has advantage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Your touch infects a friendly creature with a magical disease. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The next time the target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 1d8 + your spellcasting modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it, continuing in this manner until no valid targets are in range or the spell ends. A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on Undead or Constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Chains erupt from a point on the ground you can see within range. The chains cover the ground in a 20-foot radius centered on that point. For the duration, the chains turn the ground in the area into difficult terrain.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Dexterity saving throw. On a success, it wriggles free of the chains.
Until the spell ends, you can use a bonus action on each of your subsequent turns to tighten the chains around one creature restrained by the chains. The target must succeed on a Strength saving throw or take 2d6 radiant damage and be knocked prone.
You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature within range that can see you must succeed on a Charisma saving throw or be stunned until the end of its next turn.
A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.