Your spell bolsters your allies with toughness and resolve.
Target up to three creatures:
Each of their current, and maximum, hit points increase by 5 for the duration.
Upcast⤴ +5 hit points per slot above 2nd.
By divining (e.g. casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.
The DM chooses from the following omens:
• Weal - Good results
• Woe - Bad results
• Weal & woe - Both good and bad results
• Nothing - Results that aren't really either
The spell doesn't take into account any possible circumstances that might change the outcome (e.g. casting more spells, gainging/losing a companion.
Each cast after the 1st, but before long resting, gives +25% of the result being unknowingly random (DM rolls secretly).
You can blind or deafen a foe.
Target creature:
They make a Con saving throw. If it fails, they're either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Con saving throw. On a success, the spell ends.
Upcast⤴ +1 target per slot above 2nd.
You attempt to suppress strong emotions in a group of people.
Target 20 ft. radius sphere centered on a point:
Each humanoid must make a Charisma saving throw (they can choose to fail). If a creature fails its saving throw, choose one of the following two effects:
• Suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
• Make a target indifferent about creatures of your choice that it's hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
The effect looks like a regular flame, but it creates no heat and doesn't use oxygen.
A continual flame can be covered or hidden but not smothered or quenched.
Touch creature:
Choose 1 of the following for them to gain until the spell ends:
Bear's Endurance: Advantage on Con checks,
& +2d6 temporary hit points.
Bull's Strength: Advantage on Str checks,
& carrying capacity doubles.
Cat's Grace: Advantage on Dex checks, & no fall damage from <=20 ft., unless incapacitated.
Eagle's Splendor: Advantage on Char checks.
Fox's Cunning: Advantage on Int checks.
Owl's Wisdom: Advantage on Wis checks.
Upcast⤴ +1 target per slot above 2nd.
Sense the presence of any trap within range that's within line of sight.
You don't learn the location of each trap, only that a trap is present, but you do learn the general nature of the danger posed by a trap you sense.
(A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator.
Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.)
Touch a corpse or other remains:
For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Target humanoid:
The target must succeed on a Wis saving throw or be paralyzed for the duration.
At the end of each of its turns, the target can make another Wis saving throw. On a success, the spell ends on the target.
Upcast⤴ +1 target per slot above 2nd.
They must be within 30 ft. of each other when targeted.
Touch target creature
End either 1 disease or 1 condition afflicting it.
The condition can be blinded, deafened, paralyzed, or poisoned.
Describe or name an object that is familiar to you:
You sense the direction to the object's location, as long as it's within 1,000 ft. of you., & if the object's in motion, you know the direction of its movement.
You can locate a specific object, as long as you've seen it up close at least once (within 30 ft.).
Alternatively, you can locate the nearest object of a particular kind (e.g. kinds of apparel, jewelry, furniture, tools, weapons).
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Target up to 6 creatures:
Each regain hit points equal to 2d8 + your spellcasting ability modifier.
(No effect on undead or constructs.)
Upcast⤴ +1d8 per slot above 2nd.
Touch creature:
If it's poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, target has advantage on saving throws against being poisoned, & has resistance to poison damage.
Target 20 ft. radius sphere centered on a point:
For the duration, no sound can be created within or pass through. Any creature or object entirely inside the sphere is immune to thunder damage, & creatures are deafened while entirely inside it.
Casting a spell that includes a verbal component is impossible there.
Create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 ft. of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
➕⚡ to move the weapon up to 20 ft. & repeat the attack against a creature within 5 ft. of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon make this spell's effect resemble that weapon.
Upcast⤴: +1d8 per slot above 2nd.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 ft. (12 squares) of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 ft. (12 squares). It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
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, 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, 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.