Description
You gain immunity to cold damage and resistance to fire damage, can move across icy or snowy difficult terrain without extra movement, and create a 10-foot-radius icy area around you that is difficult terrain for other creatures. As an action, create a 15-foot cone of freezing wind. Creatures in the cone make a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a success. A creature that fails has its speed halved until the start of your next turn.
Flames cover your body without harming you, shedding bright light for 30 feet and dim light for another 30 feet. You gain immunity to fire damage and resistance to cold damage. A creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. As an action, create a 15-foot-long, 5-foot-wide line of fire. Creatures in the line make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a success.
Creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant before. For the duration, any creature can enter the target plant and exit from the destination plant using 5 feet of movement.
You can enter a living tree and move from inside it to another living tree of the same kind within 500 feet, provided both trees are at least your size. Entering a tree costs 5 feet of movement. You know the location of all other trees of the same kind within 500 feet and can teleport between them as part of entering a tree, appearing within 5 feet of the destination. You can use this transportation once per round and must end each turn outside a tree.
You create a magnificent feast for up to twelve creatures. The feast takes 1 hour to consume, after which its benefits take effect and last for 24 hours. Each creature is cured of all diseases and poison, becomes immune to poison and frightened, has advantage on Wisdom saving throws, and increases its hit point maximum by 2d10 while gaining the same number of hit points.
You can see and hear a particular creature on the same plane. The target makes a Wisdom saving throw modified by your knowledge of it and your physical connection to it. On a failed save, an invisible sensor appears within 10 feet of the target and lets you see and hear through it
Choose up to six creatures in a 30-foot-radius sphere centered on a point within range. Each target regains 3d8 + your spellcasting ability modifier hit points. The spell has no effect on undead or constructs. At higher levels, healing increases by 1d8 for each slot level above 5th.
You imbue a creature with positive energy to undo a debilitating effect. You can reduce its exhaustion level by one, or end one effect that charmed or petrified it, one curse including attunement to a cursed magic item, any reduction to one ability score, or one effect reducing its hit point maximum.
A 5-foot-deep mass of swirling water appears in a 30-foot radius centered on a point you can see within range, on ground or in a body of water. The area is difficult terrain. Each creature that starts its turn there must make a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
You briefly become one with nature and learn about the surrounding territory. Outdoors, you learn about the land within 3 miles
Choose a creature you can see within range. It regains 70 hit points, and the spell ends blindness, deafness, and diseases affecting the target. It has no effect on constructs or undead. At higher levels, healing increases by 10 for each slot level above 6th.