A wave of thunderous force sweeps out from you. Each creature in a 4,5-meter cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 3 meters away from you by the spell's effect, and the spell emits a thunderous boom audible out to 90 meter.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
All nonmagical food and drink within a 1,5-meter-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. 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: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 9 meters of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but is blocked by 0,3 meter of stone, 2,5 centimeter of common metal, a thin sheet of lead, or 0,9 meters of wood or dirt.
For the duration, you sense the presence of magic within 9 meter 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 0,3 meters of stone, 2,5 centimeter of common metal, a thin sheet of lead, or 0,9 meters of wood or dirt.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 9 meter of you, as well as where the creature is located. Similarly, you know if there is a place of object within 9 meter of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 0,3 meters of stone, 2,5 centimeter of common metal, a thin sheet of lead, or 0,9 meters of wood or dirt.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
You either create or destroy water.
𝗖𝗿𝗲𝗮𝘁𝗲 𝗪𝗮𝘁𝗲𝗿You create up to 37,5 liter of clean water within range in an open container. Alternatively, the water falls as rain in a 9-meter cube within range, extinguishing exposed flames in the area.
𝗗𝗲𝘀𝘁𝗿𝗼𝘆 𝗪𝗮𝘁𝗲𝗿: You destroy up to 37,5 liter of
water in an open container within range.
Alternatively, you destroy fog in a 9-meter cube
within range.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell
using a spell slot of 2nd level or higher, you
create or destroy 37,5 additional liter of water,
or the size of the cube increases by 1,5 meter, for each slot level above 1st.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. You might issue an other command. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
𝗔𝘁 𝗛𝗶𝗴𝗵𝗲𝗿 𝗟𝗲𝘃𝗲𝗹𝘀: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 9 meters of each other when you target them.
You perform a special religious ceremony that is
infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 3 meter of you throughout the casting.
𝗔𝘁𝗼𝗻𝗲𝗺𝗲𝗻𝘁: Touch a willing creature whose alignment changed. With a DC 20 Wisdom (Insight) check, you restore their original alignment.
𝗕𝗹𝗲𝘀𝘀 𝗪𝗮𝘁𝗲𝗿: Touch a vial of water to turn it into holy water.
𝗖𝗼𝗺𝗶𝗻𝗴 𝗼𝗳 𝗔𝗴𝗲: Touch a young adult humanoid. For 24 hours, they can add 1d4 to ability checks. Usable once per creature.
𝗗𝗲𝗱𝗶𝗰𝗮𝘁𝗶𝗼𝗻: Touch a willing humanoid dedicating themselves to your god. For 24 hours, they can add 1d4 to saving throws. Usable once per creature.
𝗙𝘂𝗻𝗲𝗿𝗮𝗹 𝗥𝗶𝘁𝗲: Touch a corpse. For 7 days, it can't become undead unless by a wish spell.
𝗪𝗲𝗱𝗱𝗶𝗻𝗴: Touch two consenting adult humanoids. For 7 days, they gain +2 AC while within 9 meters of each other. Can only be used again if widowed.
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: 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.
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 must roll a d4 and subtract the number rolled from the attack roll or saving throw.
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.