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up to 10 minutes;Divine energy radiates from you

  • casting time the sphere moves with you
  • range centered on you. For the duration

  • components each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally
  • duration 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.;Paladin (*)(Crown)

Ranger distorting and diffusing magical energy within 30 feet of you. Until the spell ends

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Artificer
  • duration

Ranger M;Instantaneous;(diamond dust worth 100 gp

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration or choose a new one at any time. If you switch targets

the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest

Ranger up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

M;1 round;(rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ;Wizard

Ranger which the spell consumes)As you cast the spell

S

  • casting time up to 10 minutes;(a pinch of powder made by crushing a clear gemstone)An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose
  • range as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet

  • components or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form
  • duration the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears

the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly

Ranger M;Concentration

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

Ranger M;Concentration

5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration 5;Circle of Power;5th level Abjuration;1 action;Self (30-foot radius);V;Concentration
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Wall of Force;5th level Evocation;1 action;120 feet;V 5;Wall of Force;5th level Evocation;1 action;120 feet;V
5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V