You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-ft cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary HP for the duration. If a creature hits you with a melee attack while you have these HP, the creature takes 5 cold dmg.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, both the temporary HP and the cold dmg increase by 5 for each slot level above 1st.
Up to three creatures of your choice that you can see within range must make CHA saves. Whenever a target that fails this save makes an attack roll or a save before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or save.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target one additional creature for each slot level above 1st.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a save before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or save.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target one additional creature for each slot level above 1st.
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 10 ft of you throughout the casting.
Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 WIS (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a save, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the
target can't become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 ft of each other. A creature can benefit from this rite again only if widowed.
You speak a one-word command to a creature you can see within range. The target must succeed on a WIS save 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.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 ft of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you
can affect one additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.
You attempt to compel a creature into a duel. One creature that you can see within range must make a WIS save. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadv on attack rolls against creatures other than you, and must make a WIS save each time it attempts to move to a space that is more than 30 ft away from you, if it succeeds on this save, this spell doesn't restrict the target's movement for that turn.
The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you dmgs the target or casts a harmful spell on it, or if you end your turn more than 30 ft away from the target.
A creature you touch regains a number of HP equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. Using a spell slot of 2nd+ level increases the healing by 1d8 for each slot level above 1st.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 ft of you, as well as where the creature is located. Similarly, you know if there is a place of object within 30 ft of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
For the duration, you sense the presence of magic within 30 ft 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 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
For the duration, you sense the presence of magic within 30 ft 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 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 ft 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 1 ft of stone, 1 inch of common metal, a thin sheet of lead, or 3 ft of wood or dirt.
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant dmg on a hit.
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a STR save or be restrained by the magical vines until the spell ends. A Large or larger creature has adv on this save. If the target succeeds on the save, the vines shrivel away.
While restrained by this spell, the target takes 1d6 piercing dmg at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a STR check against your spell save DC. On a success, the target is freed.
At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 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 dmg, and the next attack roll made against this target before the end of your next turn has adv, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d6 for each slot level above 1st.
You point your finger, and the creature that dmgd you is momentarily surrounded by hellish flames. The creature must make a DEX save. It takes 2d10 fire dmg on a failed save, or half as much dmg on a successful one.
At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d10 for each slot level above 1st.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary HP equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary HP from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target one additional creature for each slot level above 1st.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary HP equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary HP from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, you can target 1 additional creature for each slot level above 1st.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 dmg to the target whenever you hit it with a weapon attack, and you have adv on any WIS (Perception) or WIS (Survival) check you make to find it. If the target drops to 0 HP before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your © on the spell for up to 8 hours. When you use a spell slot of 5th+ level, you can maintain your © on the spell for up to 24 hours.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic dmg.
At Higher Levels. Using a spell slot of 2nd+ level increases the dmg by 1d10 for each slot level above 1st.
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 disadv 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 adv on any new save against the relevant effect.
All nonmagical food and drink within a 5-ft-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
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 WIS save. 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.
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire dmg to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a CON save. On a failed save, it takes 1d6 fire dmg. On a successful save, the spell ends. If the target or a creature within 5 ft of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, the initial extra dmg dealt by the attack increases by 1d6 for each slot level above the 1st.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many HP of creatures this spell can affect. Creatures within 20 ft of a point you choose within range are affected in ascending order of their current HP (ignoring unconscious creatures).
Starting with the creature that has the lowest current HP, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes dmg, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's HP from the total before moving on to the creature with the next lowest HP. A creature's HP must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd+ level, roll an additional 2d8 for each slot level above 1st.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 ft of you, and the attack deals an extra 2d6 thunder dmg to the target. Additionally, if the target is a creature, it must succeed on a STR save or be pushed 10 ft away from you and knocked prone.
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic dmg. Additionally, if the target is a creature, it must make a WIS save or be frightened of you until the spell ends. As an action, the creature can make a WIS check against your spell save DC to steel its resolve and end this spell.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current HP increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, a target's HP increase by an additional 5 for each slot level above 2nd.
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant dmg to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-ft radius and can't become invisible until the spell ends.
At Higher Levels. Using a spell slot of 3rd+ level increases the extra dmg by 1d6 for each slot level above 2nd.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-ft-radius sphere centered on a point you choose within range must make a CHA save a creature can choose to fail this save if it wishes. If a creature fails its save, choose one of the following two effects.
You can 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.
Alternatively, you can make a target indifferent about creatures of your choice that it is 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.
One humanoid of your choice that you can see within range must succeed on a WIS save or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a WIS save at the end of each of its turns. On a success, the spell ends.
Magical darkness spreads from a point you choose within range to fill a 15-ft radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance. The target has adv on CON checks. It also gains 2d6 temporary HP, which are lost when the spell ends.
Bull's STR. The target has adv on STR checks, and his or her carrying capacity doubles.
Cat's Grace. The target has adv on DEX checks. It also doesn't take dmg from falling 20 ft or less if it isn't incapacitated.
Eagle's Splendor. The target has adv on CHA checks.
Fox's Cunning. The target has adv on INT checks.
Owl's WIS. The target has adv on WIS checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target one additional creature for each slot level above 2nd.
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an INT of 5 or less, its INT becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 HP, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it
telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
You 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.
Choose a humanoid that you can see within range. The target must succeed on a WIS save or be paralyzed for the duration. At the end of each of its turns, the target can make another WIS save. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd+ level, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 ft of each other when you target them.
You touch a creature and can end either one disease or one 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 that object is within 1,000 ft of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close - within 30 ft - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
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.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and dmg rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the bonus increases to +2. When you use a spell slot of 6th+ level, the bonus increases to +3.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and dmg rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the bonus increases to +2. When you use a spell slot of 6th+ level, the bonus increases to +3.
Briefly surrounded by silvery mist, you teleport up to 30 ft to an unoccupied space that you can see.
A silvery beam of pale light shines down in a 5-ft radius, 40-ft-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a CON save. It takes 2d10 radiant dmg on a failed save, or half as much dmg on a successful one.
A shapechanger makes its save with disadv. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 ft in any direction.
At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d10 for each slot level above 2nd.
A silvery beam of pale light shines down in a 5-ft radius, 40-ft-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a CON save. It takes 2d10 radiant dmg on a failed save, or half as much dmg on a successful one.
A shapechanger makes its save with disadv. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 ft in any direction.
At Higher Levels. Using a spell slot of 3rd+ level increases the dmg by 1d10 for each slot level above 2nd.
Up to six creatures of your choice that you can see within range each regain HP equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. Using a spell slot of 3rd+ level increases the healing by 1d8 for each slot level above 2nd.
You touch a creature. If it is 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, the target has adv on saves against being poisoned, and it has resistance to poison dmg.
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
You 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 dmg equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 ft and 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 (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot 3rd level of or higher, the dmg increases by 1d8 for every two slot levels above the 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 of you, it gains a +1 bonus to AC and saves, and it has resistance to all dmg. Also, each time it takes dmg, you take the same amount of dmg.
The spell ends if you drop to 0 HP or if you and the target become separated by more than 60 ft. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
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 of you, it gains a +1 bonus to AC and saves, and it has resistance to all dmg. Also, each time it takes dmg, you take the same amount of dmg.
The spell ends if you drop to 0 HP or if you and the target become separated by more than 60 ft. 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-ft-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 CHA save. 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 save.
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.
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 ft of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain
the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Healing energy radiates from you in an aura with a 30-ft 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 HP.
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has adv on WIS saves and death saves, and regains the maximum number of HP possible from any healing.
You touch a creature, and that creature must succeed on a WIS save or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options.
• Choose one ability score. While cursed, the target has disadv on ability checks and saves made with that ability score.
• While cursed, the target has disadv on attack rolls against you.
• While cursed, the target must make a WIS save at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells deal an extra 1d8 necrotic dmg to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect no more powerful than the above options.
At Higher Levels. Using spell slots of higher level increases the duration: 4th+ level can last 10 minutes, 5th+ level can last 8 hours, 7th+ level can last 24 hours, and 9th level can last until dispelled. Using a spell slot of 5th+ level grants a duration that doesn't require ©.
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 dmg to the target. Additionally, the target must succeed on a CON save or be blinded until the spell ends.
A creature blinded by this spell makes another CON save at the end of each of its turns. On a successful save, it is no longer blinded.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th+ level, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th+ level, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th+ level, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
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-ft 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 dmg when it hits with a weapon attack.
A 60-ft-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 ft.
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 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, 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 dmg types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 dmg 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 dmg increases to 2d4. When you use a spell slot of 7th+ level, the bonus increases to +3 and the extra dmg increases to 3d4.
You project a phantasmal image of a creature's worst fears. Each creature in a 30-ft cone must succeed on a WIS save or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a WIS save. On a successful save, the spell ends for that creature.
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 adv on DEX saves, 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.
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 adv on DEX saves, 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 twisting pattern of colors that weaves through the air inside a 30-ft cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a WIS save. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any dmg or if someone else uses an action to shake the creature out of its stupor.
You create a 10-ft-radius, 20-ft-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 CHA save.
• The creature has disadv 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. Using a spell slot of 4th+ level
increases the duration by 1 hour for each slot level above 3rd.
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 ft in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-ft radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 ft of movement for every 1 ft it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
For the duration, the willing creature you touch has resistance to one dmg type of your choice: acid, cold, fire, lightning, or thunder.
For the duration, the willing creature you touch has resistance to one dmg 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 to protect you. They flit around you to a distance of 15 ft for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a WIS save. On a failed save, the creature takes 3d8 radiant dmg (if you are good or neutral) or 3d8 necrotic dmg (if you are evil). On a successful save, the creature takes half as much dmg.
At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d8 for each slot level above 3rd.
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 dmg when you hit a creature within 10 ft of you. This dmg is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this dmg can't regain HP until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 ft of you has its speed reduced by 10 ft until the start of your next turn.
At Higher Levels. Using a spell slot of 4th+ level increases the dmg by 1d8 for every two slot levels above 3rd.
Gain 1 Contamination Level.
A creature of your choice that you can see within range regains hit points equal to 4d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell, the target can choose to gain a Contamination Level as well. If it does, it instead regains hit points equal to 8d6 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d6 for each slot level above first, or 4d6 if the target chooses to gain a Contamination Level.