🎯 1 visible creature:
They make a Char saving throw
Fail: They're sent to another plane.
If they're native to the current plane: They're banished to a harmless demiplane, are incapacitated while there, & remain there until the spell ends, at which point they reappear in the space they left (or nearest unoccupied space if that space is occupied).
If they're native to different plane: They're banished with a faint popping noise, returning to their home plane. If the spell ends before the duration, then they reappear in the space they left (or the nearest unoccupied space if that space is occupied). Otherwise, they don't return.
Upcast⤴ +1 🎯 per slot above 4th.
Target freestanding water within cube up to 100ft. on a side:
Choose 1 on cast (⚡: Repeat/choose a different):
Flood: Raise water level by up to 20 ft.. Area includes shore: Flooding water spills over onto dry land.
Area is in large water body: instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. The wave repeats on the start of your turns (while flood lasts). Any vehicles (<=Huge) in the wave's path are carried with it to the other side, and any struck have a 25% of capsizing.
(Level receeds on spell end / choosing another effect).
Part Water: Water parts to create a trench, which extends the spells area, and forms water walls. The water fills the trench over the course of the next round.
Redirect Flow: Water moves in a direction you choose, even if it's over obstacles, up walls, etc. Once outside the
area, it resumes a natural flow.
Whirlpool (Requires 50 ft. square with 25 ft. depth): Form a whirlpool in the center. It's a vortex with a 5 ft. wide base, up to a 50 ft. wide top, and 25 ft. tall.
Creatures & objects in the water within 25 ft. of the vortex are pulled 10 ft. toward it. Creatures can swim away via an Athletics check vs your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it makes a Str saving throw. Fail: 2d8 bludgeoning damage & caught in the vortex until the spell ends or they ⚡ to swim away like above, but with disadvantage. Succeed: ½ damage, not caught.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
🎯 1 creature:
The 1st time they'd drop to 0 💗 as a result of taking damage, they drop to 1 💗 instead & the spell ends.
If they're subjected to an effect that would insta-kill them without dealing damage, that effect is negated against them instead, & the spells ends.
Your magic & an offering put you in contact with a god or a god's servants.
Ask a single question concerning a specific goal, event, or activity to occur within 7d:
The DM offers a truthful reply (e.g. a short phrase, a cryptic rhyme, an omen).
The spell doesn't take into account any possible circumstances that might change the outcome
(e.g. casting additional spells, losing or gaining companions).
Each cast after the 1st has a cumulative +25% of a random result (the DM rolls secretly), but resets after a long rest.
🎯 1 willing creature:
For the duration:
• Their movement is unaffected by difficult terrain
• Spells & other magical effects can't paralyse, restrain, or reduce their speed.
• Being underwater gives no penalties on movement or attacks
•They can spend 5 ft. of movement to auto escape non-magical restraints.
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 ft. of the guardian for the first time on a turn must succeed on a Dex saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
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 ft. 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 ft. - 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 ft. wide blocks a direct path between you and the creature.
🎯 1 stone object ≤ medium /
ㅤㅤ1 section of stone ≤ 5 ft. in any dimension:
Form it into any shape that suits your purpose. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Examples include:
Shape a large rock into a weapon, idol, or coffer
Make a small passage through a wall (provided the wall is <= 5 ft. thick)
Shape a stone door or its frame to seal the door shut.
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.
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.