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Name

  • casting timeAction
  • rangeRange

  • componentsComponents
  • durationDuration

Description

Book School

Aid

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a strip of white cloth

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Using a Higher-Level Spell Slot. Each target's Hit Points increase by 5 for each spell slot level above 2.

PHB (2024) 2nd level Abjuration

Aura of Life

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.

PHB (2024) 4th level Abjuration

Aura of Purity

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.

PHB (2024) 4th level Abjuration

Aura of Vitality

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

PHB (2024) 4th level Abjuration

Banishing Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

* which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

The target hit by the attack roll takes an extra 5d10 Force damage from the attack. If the attack reduces the target to 50 Hit Points or fewer, the target must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

PHB (2024) 5th level Conjuration

Banishment

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

PHB (2024) 4th level Abjuration

Bless

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a Holy Symbol worth 5+ GP

You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

PHB (2024) 1st level Enchantment

Blinding Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • duration1 minute

* which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 3.

PHB (2024) 3rd level Evocation

Level Level
2 2
4 4
4 4
4 4
5 5
4 4
1 1
3 3

Circle of Power

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.

PHB (2024) 5th level Abjuration

Command

  • casting timeAction
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet 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 has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

PHB (2024) 1st level Illusion

Compelled Duel

  • casting timeBonus Action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

You try to compel a creature into a duel. One creature that you can see within range makes a Wisdom saving throw. On a failed save, the target has Disadvantage on attack rolls against creatures other than you, and it can't willingly move to a space that is more than 30 feet away from you.
The spell ends if you make an attack roll against a creature other than the target, if you cast a spell on an enemy other than the target, if an ally of yours damages the target, or if you end your turn more than 30 feet away from the target.

PHB (2024) 1st level Enchantment

Create Food and Water

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

PHB (2024) 3rd level Conjuration

Crusader's Mantle

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

You radiate a magical aura in a 30-foot Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant damage when hitting with a weapon or an Unarmed Strike.

PHB (2024) 3rd level Evocation

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

PHB (2024) 1st level Abjuration

Daylight

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration1 hour

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight's area is Bright Light and sheds Dim Light for an additional 60 feet.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

PHB (2024) 3rd level Evocation

Death Ward

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

PHB (2024) 4th level Abjuration

Destructive Wave

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Destructive energy ripples outward from you in a 30-foot Emanation. Each creature you choose in the Emanation makes a Constitution saving throw. On a failed save, a target takes 5d6 Thunder damage and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.

PHB (2024) 5th level Evocation

5 5
1 1
1 1
3 3
3 3
1 1
3 3
4 4
5 5

Detect Evil and Good

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

PHB (2024) 1st level Divination

Detect Magic

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

PHB (2024) 1st level Divination

Detect Poison and Disease

  • casting timeAction or Ritual
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a yew leaf

For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

PHB (2024) 1st level Divination

Disintegrate

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and dust

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
Using a Higher-Level Spell Slot. The damage increases by 3d6 for each spell slot level above 6.

PHB (2024) 6th level Transmutation

Dispel Evil and Good

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

powdered silver and iron

For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Break Enchantment. As a Magic action, you touch a creature that is possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer possessed, Charmed, or Frightened by such creatures.
Dismissal. As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.

PHB (2024) 5th level Abjuration

Divine Favor

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

PHB (2024) 1st level Transmutation

Divine Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • durationInstantaneous

* which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

PHB (2024) 1st level Evocation

Elemental Weapon

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
Using a Higher-Level Spell Slot. If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

PHB (2024) 3rd level Transmutation

Find Steed [1/2]

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.

PHB (2024) 2nd level Conjuration

1 1
1 1
1 1
6 6
5 5
1 1
1 1
3 3
2 2

Find Steed [2/2]

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

PHB (2024) 2nd level Conjuration

Geas

  • casting time1 minute
  • range60 feet

  • componentsV
  • duration30 days

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.
While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.

PHB (2024) 5th level Enchantment

Gentle Repose

  • casting timeAction or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration10 days

2 Copper Pieces, which the spell consumes

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.

PHB (2024) 2nd level Necromancy

Greater Restoration

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100+ GP, which the spell consumes

You touch a creature and magically remove one of the following effects from it:
• 1 Exhaustion level
• The Charmed or Petrified condition
• A curse, including the target's Attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• Any reduction to the target's Hit Point maximum

PHB (2024) 5th level Abjuration

Heroism

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

PHB (2024) 1st level Enchantment

Lesser Restoration

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

PHB (2024) 2nd level Abjuration

Locate Creature

  • casting timeActio
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur from a bloodhound

Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet 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) if you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.

PHB (2024) 4th level Divination

Locate Object

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a forked twig

Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet 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 if you have seen it up close—within 30 feet—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 blocks a direct path between you and the object.

PHB (2024) 2nd level Divination

Magic Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

You create a 10-foot-radius, 20-foot-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 Charisma saving throw.
• The creature has Disadvantage on attack rolls against targets within the Cylinder.
• Targets within the Cylinder can't be possessed by or gain the Charmed or Frightened condition from the creature.

PHB (2024) 3rd level Abjuration

2 2
5 5
2 2
5 5
1 1
2 2
4 4
2 2
3 3

Magic Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • duration1 hour

salt and powdered silver worth 100+ GP, which the spell consumes

Each time you cast this spell, you can 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.
Using a Higher-Level Spell Slot. The duration increases by 1 hour for each spell slot level above 3.

PHB (2024) 3rd level Abjuration

Magic Weapon

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

PHB (2024) 2nd level Transmutation

Prayer of Healing

  • casting time10 minutes
  • range30 feet

  • componentsV
  • durationInstantaneous

Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.
Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 2.

PHB (2024) 2nd level Abjuration

Protection from Evil and Good

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a flask of Holy Water worth 25+ GP, which the spell consumes

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

PHB (2024) 1st level Abjuration

Protection from Poison

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

PHB (2024) 2nd level Abjuration

Purify Food and Drink

  • casting timeAction or Ritual
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

PHB (2024) 1st level Transmutation

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 500+ GP, which the spell consumes

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.
The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

PHB (2024) 5th level Necromancy

Remove Curse

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

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.

PHB (2024) 3rd level Abjuration

Revivify

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a diamond worth 300+ GP, which the spell consumes

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.

PHB (2024) 3rd level Necromancy

3 3
2 2
2 2
1 1
2 2
1 1
5 5
3 3
3 3

Searing Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • duration1 minute

* which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
Using a Higher-Level Spell Slot. All the damage increases by 1d6 for each spell slot level above 1.

PHB (2024) 1st level Evocation

Shield of Faith

  • casting timeBonus Action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a prayer scroll

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

PHB (2024) 1st level Abjuration

Shining Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

* which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

PHB (2024) 2nd level Transmutation

Staggering Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • durationInstantaneous

* which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

The target takes an extra 4d6 Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The extra damage increases by 1d6 for each spell slot level above 4.

PHB (2024) 4th level Enchantment

Summon Celestial

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a reliquary worth 500+ GP

You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

PHB (2024) 5th level Conjuration

Thunderous Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • durationInstantaneous

* which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike

Your strike rings with thunder that is audible within 300 feet of you, and the target takes an extra 2d6 Thunder damage from the attack. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

PHB (2024) 1st level Evocation

Warding Bond

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration

You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet 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 feet. It also ends if the spell is cast again on either of the connected creatures.

PHB (2024) 2nd level Abjuration

Wrathful Smite

  • casting timeBonus Action *
  • rangeSelf

  • componentsV
  • duration1 minute

* which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike

The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

PHB (2024) 1st level Necromancy

Zone of Truth

  • casting timeAction
  • range60 feet

  • componentsV, S
  • duration10 minutes

You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point 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 makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.

PHB (2024) 2nd level Enchantment

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