radiant damage and gives the next attack role on the
Guidance: For up to 1 minute, a target can add 1d4 target advantage because of the radiance. to one ability check of its choice. Healing Word: A creature of your choice that you Light: Object shines like a torch. can see within range regains hit points equal to 1d4 Mending: Makes minor repairs on an object. + your spellcasting ability modifier. At higher Resistance: For up to 1 minute, a target can add levels increases 1d4 per level above 1st. 1d4 to one saving throw of its choice. Inflict Wounds: Melee spell attack that deals 3d10 Sacred Flame: Radiant light deals 1d8 radiant necrotic damage on a hit. When cast at higher spell damage on a failed Dex check. This damage slots the damage increases by 1d10 per level above increases by 1d8 at 5th, 11th, and 17th level. 1st. Spare the Dying: You touch a living creature that Protection from Evil & Good: Creatures of the has 0 hit points. The creature becomes stable. selected type have disadvantage against the affected Thaumaturgy: You manifest a minor wonder, a target. sign of supernatural power, within 30 feet for up to Purify Food and Drink: Purifies any nonmagical a minute. food and drink in a 5 ft sphere. 1st Level Sanctuary: Shields a creature from attacks. Any Bane: Up to three creatures make a Cha save. On a attacker must make a Wis save or choose a new failure, they subtract 1d4 from every attack or target or lose the attack altogether. saving throw. Shield of Faith: Gives a target +2 AC for up to 10 Bless: Bless up to three creatures of your choice minutes. within range. Whenever a target makes an attack 2nd Level roll or a saving throw before the spell ends, the Aid: 3 creatures within 30 ft gain 5 HP (even if they target can add 1d4 to the attack roll or saving throw. are at full health) for 8 hours. When used at higher When cast at higher levels the damage increases by spell slots, the HP increases by 5 for each slot above 1d8 for every level above 4th. 2nd. Command: Speak a one-word command to a Augury: Using a divining tool, you receive an omen creature you can see within range. The target must about what will happen in the next 30 minutes. succeed on a W is saving throw or follow the Blindness/Deafness: Blinds or Deafens a foe who command on its next turn. fails a Con save. If they succeed, the spell ends. Create or Destroy Water: Create or destroy up to Calm Emotions: All humanoids in a 20 ft radius 10 gallons of water. Alternatively, create 30 ft of make a Cha save, those who fail become calmed. rain or destroy 30 ft of fog. Continual Flame: Makes a permanent, heatless torch. Cure Wounds: Heals a target by 1d8+your Wis Enhance Ability: Choose one for the next hour: modifier. Can be cast at higher levels for an Bear’s Endurance. The target has advantage additional 1d8 per level above 2nd. on Constitution checks. It also gains 2d6 Detect Evil and Good: For 10 minutes you can temporary hit points, which are lost when the detect good or evil creatures within 30 ft of you. spell ends. You also know where there are magically good or Bull’s Strength. The target has advantage on evil items/places. Str checks, and his or her carrying capacity Detect Magic: Detects spells and magic items doubles. within 60 ft. Cat’s Grace. The target has advantage on Dex checks. It also doesn’t take damage from Detect Poison and Disease: Detect and identify falling 20 feet or less if it isn’t incapacitated. poisons and diseases 30 ft from you for up to 10 minutes. Eagle’s Splendor. The target has advantage Beacon of Hope: For up to a minute, any number of on Cha checks. creatures within 30 ft have advantage on W is saving Fox’s Cunning. The target has advantage on throws and death saving throws, and regains the Int checks. maximum number of hit points possible healing. Owl’s Wisdom. The target has advantage on Bestow Curse: On a failed Wis save, target is cursed. Wis checks. Choose between that target having disadvantage on When cast at higher level slots, you can target an one anything with one ability score (saves and additional creature. checks), disadvantage on attacks against you, a failed Find Traps: You sense the presence of any trap Wis score each turn makes the turn pointless, or your within range that is within line of sight. attacks/spells do an extra 1d8 necrotic damage. Gentle Repose: Preserves a corpse and prevents it Clairvoyance: Creates a small sensor that you can use from decay or undeath. to spy with. Hold Person: Paralyzes one humanoid on failed Create Food and Water: Creates 45 lb of food and Wisdom save. 30 gallons of water. Lesser Restoration: You touch a creature and can Daylight: A 60-foot-radius sphere of light spreads out end either one disease or one condition afflicting it. from a point you choose within range. The sphere is The condition can be blinded, deafened, paralyzed, or bright light and sheds dim light for an additional 60 poisoned. feet. Locate Object: Describe or name an object that is Dispel Magic: Cancels magical spells and effects. familiar to you. You sense the direction to the object’s Feign Death: Puts a creature into a willing, death-like location, as long as that object is within 1,000 feet of coma. you. If the object is in motion, you know the direction Glyph of Warding: Places a magical Glyph on an of its movement. item of your choice. When the item is triggered (Ex: Prayer of Healing: Up to six creatures within 30 ft Opening a door or picking up a jar) the glyph either each regain hit points equal to 2d8 + your spellcasting casts a 3rd level or lower spell or explodes in a 20 ft modifier. At higher spell slots the healing increases radius dealing 5d8 acid, cold, fire, lightning or thunder 1d8 per level above 2nd. damage on a failed Dex save. (Halves damage if Protection from Poison: Gives target resistance and successful) advantage against poison for 1 hour. Also cures any Magic Circle: Creates a 10 ft wide, 20 ft tall cylinder poison. that can have certain affects against a type of creature Silence: For up to ten minutes, no sound can be of your choice. (See PHB for more details) created within or pass through a 20-foot-radius sphere. Mass Healing Word: Up to 6 targets heal 1d4 + Any creature or object entirely inside the sphere is spellcasting modifier HP. At higher spell slots, the immune to thunder damage, and creatures are deaf healing increases by 1d4 per level above 3rd. inside it. Meld into Stone: You become one with a stone Spiritual Weapon: Summons a spectral weapon that surface or object of your choice for up to 8 hours. floats around and deals 1d8 + spellcasting modifier on Protection from Energy: Willing creature you touch a successful attack. At higher spell slots the damage has resistance to one damage type of your choice. increases by 1d8 for every level above 2nd. Remove Curse: At your touch, all curses affecting Warding Bond: Gives a target +1 to AC and saving one creature or object end. throws and also resistance to all damage for 1 hour. If Revivify: Brings a creature back to life that has died it takes damage, you take the same amount. in the past hour and heals 1 HP. Zone of Truth: 15 foot sphere where any creature Sending: You send a short message of twenty-five that fails a Cha save must speak the truth. words or less to a creature with which you are familiar. 3rd Level Speak with Dead: You can talk to dead people. Animate Dead: Creates an undead servant. Spirit Guardians: Summons 15 ft of spirits around Blinding Sickness: Target has disadvantage you that deal 3d8 radiant or necrotic damage on a on Wis saves and checks and becomes failed Wis save. (half on success) At higher spell slots, blinded. the damage increases by 1d8 per level above 3rd. Filth Fever: Target has disadvantage on Str Tongues: This spell grants the creature you touch the checks, saves, and attacks that use Str. ability to understand any spoken language it hears. Flesh Rot: Rots targets flesh and it has Moreover, when the target speaks, any creature that disadvantage on Cha checks and is vulnerable knows at least one language and can hear the target to al damage. understands what it says. Mindfire: Target has disadvantage on Int Water Walk: Allows up to 10 creatures to walk on checks, saves, and becomes confused. water for 1 hour. Seizure: Target has disadvantage on Dex checks, save, and attacks that use Dex. 4th Level Slimy Doom: Target bleeds uncontrollably Banishment: You attempt to send one creature that and has disadvantage on Con checks, saves, you can see within range to another plane of and becomes stunned until the end of its next existence. The target must succeed on a Charisma turn. saving throw or be banished. Dispel Evil and Good: You can break an Control Water: Until the spell ends, you control any enchantment caused by a good/evil creature or attempt freestanding water inside an area you choose that is a to banish a creature. That creature must succeed on a cube up to 100 feet on a side. Cha save or be sent back to their home plane. Death Ward: For 8 hours, one creature, if it drops to Flame Strike: Creates a column of divine fire that is 0 HP, it instead drops to 1 and the spell ends. 10 ft wide, and 40 ft high. On a failed Dex save, any Freedom of Movement: For an hour, a target’s creature inside takes 4d6 fire damage and 4d6 radiant movement is unaffected by difficult terrain, and spells damage. (half on success) At higher level slots the and other magical effects can neither reduce the damage increases by 1d6 per level above 5th. target’s speed nor cause the target to be paralyzed or Geas: If the target can understand you, it makes a Wis restrained. save. On a failure, it becomes charmed and must obey Guardian of Faith: Large spectral guardian that lasts a command you give. (Not suicidal, that ends the for 8 hours deals 20 radiant damage on anything that spell) If it disobeys, it take 5d10 psychic damage. comes within 10 ft of it and fails a Dex save. (half on Greater Restoration: You can reduce the target’s success) The guardian leaves when it deals 60 exhaustion level by one, or end one of the following damage. effects on the target: Locate Creature: Describe or name a creature that is • One effect that charmed or petrified the familiar to you. You sense the direction to the target creature’s location, as long as that object is within • One curse, including the target’s attunement 1,000 feet of you. If the creature is in motion, you to a cursed magic item know the direction of its movement. • Any reduction to one of the target’s ability Stone Shape: You touch a stone object of Medium scores size or smaller or a section of stone no more than 5 • One effect reducing the target’s hit point feet in any dimension and form it into any shape that maximum suits your purpose. Hallow: A 24 hour casting time spell that creates a 5th Level holy/unholy zone of power up to 60 ft wide. Commune: You summon your deity or a divine proxy Celestials, elementals, fey, fiends, and undead can’t and can ask them up to 3 yes/no questions. The more enter it. You also choice one of the following affects: you cast this spell, the more likely you get no answer. Courage. Affected creatures can’t be Contagion: Melee spell attack that causes one of the frightened while in the area. following diseases on hit: Darkness. Darkness fills the area. Normal modified by how well you know the target and the light, as well as magical light created by spells sort of physical connection you have to it. of a lower level than the slot you used to cast this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical darkness created by spells o f a lower level than the slot you used to cast this spell can’t 6th Level extinguish the light. Blade Barrier: Creates a wall of razor sharp blades Energy Protection. Affected creatures in the that deals 6d10 slashing damage to any creature who area have resistance to one damage type of enters and fails a Dex save. (half on success) your choice, except for bludgeoning, piercing, Create Undead: You can cast this spell only at night. or slashing. Choose up to three corpses of Medium or Small Energy Vulnerability. Affected creatures in humanoids within range. Each corpse becomes a the area have vulnerability to one damage type ghoul under your control. of your choice, except for bludgeoning, Find the Path: Allows you to find the shortest, most piercing, or slashing. direct physical route to a specific fixed location that Everlasting Rest. Dead bodies interred in the you are familiar with on the same plane of existence. area can’t be turned into undead. Forbiddance: A 10 minute ritual that creates a ward Extradimensional Interference. Affected that covers up to 40k square ft of floor space for 1 creatures can’t move or travel using day. Creatures can’t teleport into the area and deals teleportation or by extradimensional or 5d10 radiant/necrotic damage to a creature type of interplanar means. your choice. You may also designate a password to Fear. Affected creatures are frightened while allow creatures in that know it. in the area. Harm: On a failed Con save, a target takes 14d6 Silence. No sound can emanate from within necrotic damage and its maximum HP decreases by the area, and no sound can reach into it. that amount. (On a success it just takes half damage) Tongues. Affected creatures can communicate Heal: Target heals 70 HP and is cured of all disease, with any other creature in the area. blindness, and deafness. At higher spell slots, the Insect Plague: Creates a 20ft sphere of biting locusts healing increases by 10 per level above 6th. that deal 4d10 piercing damage on a failed Con save Heroes’ Feast: In 10 minutes, a grand feast is on anyone inside or entering. (half on a successful summoned that up to 12 creatures can partake in. For save) 24 hours they gain 2d10 HP, immunity to poison and Mass Cure Wounds: Up to 6 creatures in a 30 ft fear, and are cured of all diseases and poisons. sphere heal 3d8+ spellcasting modifier. At higher Planar Ally: In 10 minutes, summons a celestial, levels it increases by 1d8 for each level above 5th. elemental, or fiend sent by your deity. You may ask Planar Binding: You attempt to bind a celestial, an them to perform a task, but they aren’t obligated to do elemental, a fey, or a fiend to your service. Takes 1 so and if they do, they will expect payment in the hour to cast and the target must be in range! At the form of gold, sacrifice, or magic items. end, on a failed Cha save, the creature serves you for True Seeing: Lets you see all things as they really are. 24 hours. Word of Recall: You and up to five willing creatures Raise Dead: You return a dead creature you touch to within 5 feet of you instantly teleport to a previously life, provided that it has been dead no longer than 10 designated sanctuary. days. 7th Level Scrying: You can see and hear a particular creature Conjure Celestial: You summon a celestial of you choose that is on the same plane of existence as challenge rating 4 or lower for up to 1 hour. you. The target must make a Wis save, which is Divine Word: Choose any number of creatures within 30 ft of you. They must succeed on a Cha save or have one of the following happen depending on their HP: save, the target is driven insane for 1 • 50 HP or less: deafened for 1 minute minute. • 40 HP or less: deaf & blind for 10 minutes 6. Pain. Each target must make a • 30 HP or less: blind, deaf, & stunned for 1 Constitution saving throw and becomes hour incapacitated with excruciating pain for 1 • 20 HP or less: killed instantly minute on a failed save. Etherealness: You step into the borders of the 7. Sleep. Each target must make a Wisdom Ethereal Plane and can see both planes but aren’t saving throw and falls unconscious for 10 affected by anything on the plane. minutes on a failed save. A creature Fire Storm: Creates an up to 100ft storm of raining awakens if it takes damage or if someone fire that deals 7d10 fire damage on a failed Dex save. uses an action to shake or slap it awake. (half on successful save) 8. Stunning. Each target must make a Plane Shift: You and up to eight willing creatures Wisdom saving throw and becomes who link hands in a circle are transported to a stunned for 1 minute on a failed save. different plane of existence. Regenerate: Target heals 4d8 +15 HP and regains 1 8th Level Antimagic Field: Creates a 10ft sphere were magic of HP at the start of each turn for 1 hour. Severed body any kind does not work. members restored after two minutes. Control Weather: You take control of the weather Resurrection: You touch a dead creature that has within 5 miles of you. been dead for no more than a century, that didn’t die Earthquake: Create a 100 ft radius earthquake that of old age, and that isn’t undead and it returns to life creates fissures and destroys most buildings. with all its hit points. Holy Aura: Bathes you in divine light for up to a Symbol: You inscribe a harmful glyph either on a minute and any creatures of your choice in a 30 ft surface (such as a section of floor, a wall, or a table) radius have advantage on all saving throws and or within an object and choose a trigger and one of the everything else has disadvantage on attack rolls following affects. against them. Any fiend or undead that attacks must 1. Death. Each target must make a succeed on a Con save or become blinded until the Constitution saving throw, taking 10d 10 spell ends. necrotic damage on a failed save, or half as much damage on a successful save. 9th Level 2. Discord. Each target must make a Astral Projection: You and up to 8 willing creatures Constitution saving throw. On a failed project your astral bodies onto the Astral Plane while save, a target bickers and argues with your material bodies remain unconscious. other creatures for 1 minute. Gate: Creates a portal to location on a different plane. 3. Fear. Each target must make a Wisdom Can only travel through the front portal. saving throw and becomes frightened for 1 Mass Heal: Heals up to 700 HP divided among any minute on a failed save. While frightened, number of creatures. They also are cured of all the target drops whatever it is holding and diseases and any blindness/deafness. must move at least 30 feet away from the glyph on each of its turns, if able. True Resurrection: Brings someone back to life and 4. Hopelessness. Each target must make a full HP if they have been dead for less than 200 years Charisma saving throw. On a failed save, and didn’t die of old age. the target is overwhelmed with despair for 1 minute. 5. Insanity. Each target must make an Intelligence saving throw. On a failed