Harom olyan lenyt valasztasz, akiket latsz a hatosugaron belul, es akiknek Charisma mentodobast kell vegrehajtaniuk. Amikor egy celpont, aki megbukott ezen a mentodobason, tamadasi dobast vagy mentodobast hajt vegre a varazslat ideje alatt, a celpontnak egy d4-et kell dobnia, es a dobott erteket le kell vonnia a tamadasi dobasbol vagy mentodobasbol.
Magasabb szinten: Ha ezt a varazslatot 2. szintu vagy magasabb varazslati helyet hasznalva mondod el, minden egyes szintbeli kulonbsegert celozhatsz egy tovabbi lenyt az 1. szinten kivul.
Harom olyan lenyt aldasz meg, akiket valasztasz es akiket latsz a hatosugaron belul. Amikor egy celpont tamadasi dobast vagy mentodobast hajt vegre a varazslat ideje alatt, a celpont dobhat egy d4-et, es hozzaadhatja a dobott erteket a tamadasi dobashoz vagy mentodobashoz.
Magasabb szinten: Ha ezt a varazslatot 2. szintu vagy magasabb varazslati helyet hasznalva mondod el, minden egyes szintbeli kulonbsegert celozhatsz egy tovabbi lenyt az 1. szinten kivul.
Egy kulonleges vallasi szertartast hajtasz vegre, amely varazslattal van atitatva. Amikor a varazslatot elmondod, valassz egyet az alabbi szertartasok kozul, amelyek celpontjanak 10 labon belul kell lennie a varazslat kozben.
Kibekules: Megerintesz egy olyan onkentes lenyt, akinek az igazodasa megvaltozott, es vegrehajtasz egy DC 20 bolcsesseg (eszleles) probat. Sikeres probanal visszaallitod a celpontot az eredeti igazodasahoz.
Viz megaldasa: Megerintesz egy uveg vizet, es szentelt vizze alakitod.
Felnotte valas: Megerintesz egy fiatal felnott humanoidot. A kovetkezo 24 oraban, amikor a celpont kepessegprobat hajt vegre, dobhat egy d4-et, es hozzaadhatja a dobott erteket a probahoz. Egy leny csak egyszer elhet ezzel a szertartassal.
Elkotelezodes: Megerintesz egy humanoidot, aki el szeretne szentelni magat istened szolgalatara. A kovetkezo 24 oraban, amikor a celpont mentodobast vegez, dobhat egy d4-et, es hozzaadhatja a dobott erteket a mentodobashoz. Egy leny csak egyszer elhet ezzel a
szertartassal.
Temetesi szertartas: Megerintesz egy holttestet, es a kovetkezo 7 napban a celpont semmilyen modon nem valhat eloholta, kiveve egy wish varazslattal.
Eskuvo: Megerintesz ket felnott humanoidot, akik onkent hozzak el egymast hazassagra. A kovetkezo 7 napban minden celpont +2 vedelmi bonuszt kap az AC-jahoz, amig 30 labon belul vannak egymastol. Egy leny csak akkor elhet ezzel a szertartassal ujra, ha ozvegy lett.
Egy egy szavas parancsot mondasz egy lenynek, akit latsz a hatosugaron belul. A celpontnak sikeres bolcsesseg mentodobast kell vegrehajtania, kulonben a kovetkezo koreben vegrehajtja a parancsot. A varazslat nem hat, ha a celpont eloholt, ha nem erti a nyelvedet, vagy ha a parancs kozvetlenul karos szamara.
Nehany tipikus parancs es azok hatasa az alabbiakban talalhato.
Mas parancsot is adhatnal, mint ami itt szerepel. Ha ezt teszed, az DM hatarozza meg, hogyan viselkedik a celpont. Ha a celpont nem tudja kovetni a parancsodat, a varazslat veget er.
Hozzam!: A celpont a leheto leggyorsabb es legegyenesebb uton feled mozog, es a koret akkor fejezi be, ha 5 labra megkozelit teged.
Hajitsd el!: A celpont eldob mindent, amit tart, majd befejezi a koret.
Menekulj!: A celpont a leheto leggyorsabb modon tavolodik toled a koreben.
Hajoljon le!: A celpont leborul, majd befejezi a koret.
Allj meg!: A celpont nem mozog es nem vegez semmilyen cselekvest. Egy repulo leny a levegoben marad, amennyiben kepes ra. Ha mozgasra van szuksege, hogy fennmaradjon, a minimalis tavolsagot repuli, hogy a levegoben maradjon.
Magasabb szinten: Ha ezt a varazslatot 2. szintu vagy magasabb varazslati helyet hasznalva mondod el, egy tovabbi lenyt is hatas ala vonhatsz minden egyes szintbeli kulonbsegert. A lenyeknek 30 labon belul kell lenniuk egymastol, amikor celozod oket.
Megprobalsz kenyszeriteni egy lenyt, hogy parbajra lepjen veled. Egy leny, akit latsz a hatosugaron belul, bolcsesseg mentodobast hajt vegre. Sikeretlen dobas eseten a lenyt vonzza a parancsod, es kenytelen kovetni azt. A varazslat ideje alatt a celpont hatranyos helyzetben van minden olyan tamadasi dobasnal, amelyet rajtad kivul mas lenyek ellen vegez, es minden alkalommal, amikor olyan terre probal lepni, amely tobb mint 30 labnyira van toled, bolcsesseg mentodobast kell vegrehajtania. Ha sikeres a mentodobas, a varazslat nem korlatozza a celpont mozgasat abban a korben.
A varazslat veget er, ha barmilyen mas lenyt tamadsz meg, ha olyan varazslatot mondasz el, ami egy masik ellenseges lenyt celoz, ha egy barati leny kart okoz a celpontnak vagy karos varazslatot mond ra, vagy ha a korod vegen tobb mint 30 labnyira vagy a celponttol.
Megerintesz egy lenyt, es az visszanyeri a sebzeset egyenlo 1d8 + a varazslasi kepessegmodositod ertekevel. A varazslat nem hat eloholtakra vagy konstrukciokra.
Magasabb szinten: Ha ezt a varazslatot 2. szintu vagy magasabb varazslati helyet hasznalva mondod el, a gyogyitas minden egyes szintbeli kulonbsegert tovabbi 1d8-cal no
A varazslat ideje alatt tudomast szerzel arrol, hogy van-e aberracio, egi leny, elemi, tunder, demon vagy eloholt 30 labnyira toled, valamint arrol is, hogy hol talalhato a leny. Hasonlokeppen, tudomast szerzel arrol is, ha van olyan hely vagy targy 30 labnyira toled, amelyet varazslattal szenteltek meg vagy atokkal szennyeztek be.
A varazslat athatol a legtobb akadalyon, de blokkoljak a 1 labnyi ko, 1 huvelyknyi kozonseges fem, egy vekony olomlemez vagy 3 labnyi fa vagy fold.
A varazslat ideje alatt erzekeled a varazslat jelenletet 30 labnyi tavolsagon belul. Ha varazslatot erzel igy, akciod felhasznalasaval gyenge aurat lathatsz minden olyan lathato lenynel vagy targynal a kornyezetedben, amely varazslatot hordoz, es megtudod annak varazslattudomanyat, ha van ilyen.
A varazslat athatol a legtobb akadalyon, de blokkoljak a 1 labnyi ko, 1 huvelyknyi kozonseges fem, egy vekony olomlemez vagy 3 labnyi fa vagy fold.
A varazslat ideje alatt erzekeled a mereg, mergezo lenyek es betegsegek jelenletet es elhelyezkedeset 30 labnyira toled. Minden esetben felismered a mereg, mergezo leny vagy betegseg tipusat.
A varazslat athatol a legtobb akadalyon, de blokkoljak a 1 labnyi ko, 1 huvelyknyi kozonseges fem, egy vekony olomlemez vagy 3 labnyi fa vagy fold.
Imadsagod isteni ragyogassal tolti meg. A varazslat ideje alatt a fegyveres tamadasaid minden egyes talalata +1d4 fenysebzest okoz.
Egy onkentes lenyt, akit megerintesz, batorsaggal toltesz meg. A varazslat ideje alatt a leny immunis lesz a remulettel szemben, es minden korenek kezdeten ideiglenes eleterot kap, amely megegyezik a varazslasi kepessegmodositod ertekevel. Amikor a varazslat veget er, a celpont elvesziti az osszes, a varazslat altal biztositott ideiglenes eleterot.
Magasabb szinten: Ha ezt a varazslatot 2. szintu vagy magasabb varazslati helyet hasznalva mondod el, minden egyes szintbeli kulonbsegert celozhatsz egy tovabbi lenyt az 1. szinten kivul.
Kivalasztasz egy lenyt, akit latsz a hatosugaron belul, es misztikusan megjelolod ot zsakmanykent. A varazslat ideje alatt minden alkalommal, amikor fegyveres tamadassal eltalalod a celpontot, +1d6 sebzest okozol neki, es elonyod van minden bolcsesseg (eszleles) vagy bolcsesseg (Tuleles) proban, amelyet annak megtalalasara teszel. Ha a celpont 0 eleteropontra csokken a varazslat ideje alatt, egy kesobbi korodben bonusz akcioval uj lenyt jelolhetsz meg.
Magasabb szinten: Ha ezt a varazslatot 3. vagy 4. szintu varazslati helyet hasznalva mondod el, a koncentraciodat akar 8 oran keresztul is fenntarthatod. Ha 5. szintu vagy magasabb varazslati helyet hasznalsz, a koncentraciodat akar 24 oran keresztul is fenntarthatod.
A varazslat ideje alatt egy onkentes lenyt, akit megerintesz, megvedsz bizonyos tipusu lenyek ellen - aberraciok, egi lenyek, elemek, tunderek, demonok es eloholtak.
A vedelem tobb elonyt biztosit. Az ilyen tipusu lenyek tamadasi dobasai hatranyos helyzetben vannak a celponttal szemben. A celpontot ezen lenyek sem tudjak megbuvolni, megijeszteni vagy megszallni. Ha a celpont mar meg van buvolve, meg van ijedve, vagy megszalltak egy ilyen leny, akkor elonye van minden uj mentodobasnal, amelyet a megfelelo hatas ellen hajt vegre.
Minden nem magikus etel es ital egy 5 labnyi sugaru gombben, amely a valasztott pontod korul van a hatosugaron belul, megtisztul es mentesul a mergektol es betegsegektol.
Amikor a varazslat ideje alatt eloszor eltalalsz egy lenyt egy kozelharci fegyveres tamadassal, a fegyvered feher forrosaggal izzik, es a tamadas +1d6 tuzsebzest okoz a celpontnak, valamint a celpont langra lobban. A varazslat ideje alatt, minden egyes korenek kezdeten a celpontnak Constitution mentodobast kell vegrehajtania. Sikeretlen dobas eseten +1d6 tuzsebzest szenved el. Sikeres mentodobas eseten a varazslat veget er. Ha a celpont vagy egy 5 labon beluli leny akciot hasznal a langok eloltasara, vagy ha valamilyen mas hatas eloltja a langokat (peldaul, ha a celpont vizbe merul), a varazslat veget er.
Magasabb szinten: Ha ezt a varazslatot 2. szintu vagy magasabb varazslati helyet hasznalva mondod el, az elso tamadas altal okozott extra sebzes minden egyes szintbeli kulonbsegert +1d6-tal no.
Egy ragyogo mezo jelenik meg, es korulveszi a valasztott lenyt a hatosugaron belul, amely +2 bonuszt ad az AC-jehez a varazslat ideje alatt.
Amikor eloszor eltalalsz egy lenyt kozelharci fegyveres tamadassal a varazslat ideje alatt, a fegyvered mennydorgo hangot ad, amely 300 labnyira hallhato toled, es a tamadas +2d6 mennydorgessebzest okoz a celpontnak. Ezen kivul, ha a celpont egy leny, akkor sikeres ero mentodobast kell vegrehajtania, kulonben 10 labnyira eltolodik toled es leterited.
Amikor eloszor eltalalsz egy lenyt kozelharci fegyveres tamadassal a varazslat ideje alatt, a tamadas +1d6 pszichikai sebzest okoz. Ezen kivul, ha a celpont egy leny, akkor bolcsesseg mentodobast kell vegrehajtania, kulonben megijed toled a varazslat ideje alatt. Akciokent a leny bolcsesseg probat vegezhet a varazslat mentodobas DC-javal szemben, hogy megerositse elhatarozasat es veget vessen a varazslatnak.
A varazslatod megerositi a szovetsegeseidet kemenyseggel es elszantsaggal. Valassz ki legfeljebb harom lenyt a hatotavon belul. Minden celpont maximalis es jelenlegi eletpontja 5-tel no a varazslat idejere.
Magasabb szinteken: Amikor ezt a varazslatot 3. vagy magasabb szintu varazshellyel hasznalod, a celpont eletpontjai minden 2. szint folotti szinthez kepest tovabbi 5-tel nonek.
A kovetkezo alkalommal, amikor egy lenyt megutsz egy fegyveres tamadassal, mielott a varazslat vege lenne, a fegyver csillogni kezd asztral fenyben az utkozes pillanataban. A tamadas plusz 2d6 ragyogo sebzest okoz a celpontnak, amely lathatova valik, ha lathatatlan volt, es halvany fenyt bocsat ki 5 lab sugarban, valamint nem valhat lathatatlanna a varazslat vegeig.
Magasabb szinteken: Amikor ezt a varazslatot 3. vagy magasabb szintu varazshellyel hajtod vegre, a plusz sebzes minden 2. szint folotti szint utan 1d6-tal no.
Egy szellemet idezel meg, amely egy szokatlanul intelligens, eros es huseges hatas formajat veszi fel, es hosszu tavu kotodest alakit ki veled. A hatas a hatotavon beluli ures helyen jelenik meg, es olyan alakot vesz fel, amit te valasztasz, mint peldaul harcilo, poni, teve, vapiti vagy masztiff. (A KM engedelyezheti mas allatok hasznalatat is hataskent.) A hatas a valasztott forma statisztikait hasznalja, de az eredeti tipusa helyett eg felvilagi, tunder vagy demon (a te valasztasod szerint). Tovabba, ha a hatas intelligenciaja 5 vagy kevesebb, akkor az intelligenciaja 6-ra no, es kepesse valik megerteni egy altalad beszelt nyelvet.
A hatas harci es nem harci helyzetekben is szolgal teged lovagkent, es osztonos kotodes alakul ki kozottetek, amely lehetove teszi, hogy egyseges egysegkent kuzdetek. Amig a hatasodon ulsz, minden varazslat, amely csak rad hatna, a hatasodra is ervenyes lesz.
Ha a hatas eletpontjai 0-ra csokkennek, eltunik, hatrahagyva semmilyen fizikai format. A hatast barmikor megszuntetheted cselekveskent, amivel eltunteted. Mindket esetben, ha ujra megidezed ezt a varazslatot, ugyanaz a hatas jelenik meg, eredeti eletpont maximumaval.
Amig a hatas 1 merfoldon belul van hozzad kepest,
telepatiaval tudsz vele kommunikalni.
Nem lehet egynel tobb hatasod, amely ezzel a varazslattal van kotodesben. Cselekveskent barmikor felbonthatod a kotodest, amitol a hatas eltunik.
Valassz ki egy humanoidot, akit latsz a hatotavon belul. A celpontnak bolcsesseg mento dobast kell tennie, kulonben a varazslat idotartamara benul. A korenek vegen a celpont ujra megkiserelhet egy bolcsesseg mento dobast. Siker eseten a varazslat megszunik a celponton.
Magasabb szinteken: Amikor ezt a varazslatot 3. vagy magasabb szintu varazshellyel hajtod vegre, minden 2. szint folotti szint utan meg egy humanoidot celba vehetsz. A humanoidoknak legfeljebb 30 labra kell lenniuk egymastol, amikor celba veszed oket.
Megerintesz egy lenyt, es megszuntethetsz egy betegseget vagy egy allapotot, amely ot sujtja. Az allapot lehet vaksag, sketsg, benulas vagy mergezes.
Ird le vagy nevezd meg azt a targyat, amely ismeros szamodra. Erzekeled a targy iranyat, amennyiben az 1000 labon belul van hozzad kepest. Ha a targy mozgasban van, akkor tudod, merre mozog.
A varazslat kepes lokalni egy altalad ismert konkret targyat, feltve hogy legalabb egyszer lattad kozelrol 30 labon belul. Alternativ megoldaskent a varazslat megtalalja a legkozelebbi adott tipusu targyat, mint peldaul egy bizonyos ruhadarab, ekszer, butordarab, szerszam vagy fegyver.
Ez a varazslat nem kepes lokalni a targyat, ha barmilyen vastagsagu olom meg egy vekony lap is blokkolja a kozvetlen utat kozotted es a targy kozott.
Megerintesz egy nem-magikus fegyvert. A varazslat idotartama alatt ez a fegyver magikus fegyverre valik, amely +1 bonusszal rendelkezik a tamadasi es sebzesi dobasokra.
Magasabb szinteken: Amikor ezt a varazslatot 4. vagy magasabb szintu varazshellyel hasznalod, a bonusz +2-re no. Ha 6. vagy magasabb szintu varazshellyel hasznalod, a bonusz +3-ra emelkedik.
Rovid ideig ezustos kod vesz korul, majd teleportalsz legfeljebb 30 lab tavolsagra egy ures helyre, amit latsz.
Megerintesz egy lenyt. Ha mergezett, semlegesited a merget. Ha tobb mereg is hat a celpontra, akkor vagy egy altalad ismert merget semlegesitesz, vagy veletlenszeruen egyet.
A varazslat idotartama alatt a celpont elonyt elvez a mergezes elleni mento dobasokra, es ellenallassal rendelkezik a meregsebzes ellen.
Varazslatos zonat hozol letre, amely megved a megtetelezestol egy 15 lab sugaru gombben, amelyet a hatotavon belul valasztott pont kozepere helyezel. A varazslat vegeig minden leny, amely eloszor belelep a varazslat teruletere egy korben, vagy ott kezdi a koret, Karizma mento dobasra kenyszerul. Ha nem sikerul a dobas, a leny nem tud szandekosan hazudni a sugaron belul. Tudod, hogy melyik leny sikeresen vagy sikertelenul tette meg a mento dobasat.
A varazslat hatasa alatt allo leny tudataban van a varazslatnak, ezert kerulheti a valaszadast olyan kerdesekre, amelyekre altalaban hazugsaggal felelne. Az ilyen lenyek kitero valaszokat adhatnak, ameddig azok az igazsag hatarain belul maradnak.
Megerintesz egy holttestet vagy mas maradvanyt. A varazslat ideje alatt a celpont vedelmet elvez az oszladas ellen, es nem valhat elohalotta.
A varazslat emellett gyakorlatilag meghosszabbitja a feltamasztasra vonatkozo idokeretet is, mivel azok a napok, amelyeket a celpont a varazslat hatasa alatt tolt, nem szamitanak bele olyan varazslatok idokorlataiba, mint a holtak feltamasztasa.
Legfeljebb hat altalad valasztott leny a hatotavon belul, akit latsz, visszanyeri az eletpontjait, egyenlo mertekben: 2d8 + a varazshasznaloi kepessegmodositod. Ez a varazslat nincs hatassal elohalottakra vagy konstruktumokra.
Magasabb szinteken: Amikor ezt a varazslatot 3. vagy magasabb szintu varazshellyel hasznalod, a gyogyitas 1d8-cal no minden 2. szint folotti szint utan.
Ez a varazslat megved egy onkentes celpontot, akit megerintesz, es misztikus kapcsolatot hoz letre kozted es a celpont kozott a varazslat vegeig. Amig a celpont 60 labon belul van hozzad kepest, +1 bonuszt kap AC-re es mento dobasokra, valamint ellenallassal rendelkezik minden sebzes ellen. Emellett minden alkalommal, amikor sebzest szenved el, te is ugyanannyi sebzest kapsz.
A varazslat megszunik, ha az eletpontjaid 0-ra csokkennek, vagy ha te es a celpont 60 labnal tavolabb kerultok egymastol. Szinten megszunik, ha a varazslatot ujra alkalmazzak barmelyik kotott lenyre. A varazslatot cselekveskent is megszuntetheted.
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn.
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a
luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell's level appears in the stat block.