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Id Insinuation

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration 1 Minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can. then make another Wisdom saving throw. On a success, the spell ends on the target.

Wizard Enchantment

Id Insinuation

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration 1 Minute

You unleash a torrent of conflicting desires in the mind of one creature you can see within range, impairing its ability to make decisions. The target must succeed on a Wisdom saving throw or be incapacitated. At the end of each of its turns, it takes 1d12 psychic damage, and it can. then make another Wisdom saving throw. On a success, the spell ends on the target.

Wizard Enchantment

Shield of Faith

  • casting time 1 Bonus Action
  • range 60 ft

  • components V, S, M
  • duration 10 Minutes

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

Druid Abjuration

Virtue

  • casting time 1 action
  • range touch

  • components V, S
  • duration 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends

Cleric abjuration cantrip

Wild Cunning

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instant

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
If there are any tracks on the ground within range, you know where they are, and you make (Survival) checks to follow these tracks with advantage for 1 hour.
If there is edible forage within range, you know it and where to find it.
If there is clean drinking water within range, you know it and where to find it.
If there is suitable shelter for you and your companions within range, you know it and where to find it.
Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits put up tents, unroll bedrolls, and put out any rations and water for consumption.
Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Druid transmutaion

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