Aid |
Casting Time: 1 action |
Range: 30 feet |
Components: Verbal, Somatic, Material |
Duration: 8 hours |
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
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Aura of Vitality |
Casting Time: 1 action |
Range: Self |
Components: Verbal |
Duration: up to 1 minute |
Healing energy radiates from you in an aura with a 30-foot 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 hit points.
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Bless |
Casting Time: 1 action |
Range: 30 feet |
Components: Verbal, Somatic, Material |
Duration: Concentration, up to 1 minute |
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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Blur |
Casting Time: 1 action |
Range: Self |
Components: Verbal |
Duration: Concentration, up to 1 minute |
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.
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Comprehend Languages |
Casting Time: 1 action |
Range: Self |
Components: Verbal, Somatic, Material |
Duration: 1 hour |
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
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Confusion |
Casting Time: 1 action |
Range: 90 feet |
Components: Verbal, Somatic, Material |
Duration: Concentration, up to 1 minute |
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10 - Behavior 1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2–6 - The creature doesn’t move or take actions this turn.
7–8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9–10 - The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
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Cure Wounds |
Casting Time: 1 action |
Range: Touch |
Components: Verbal, Somatic |
Duration: Instantaneous |
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
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Death Ward |
Casting Time: 1 action |
Range: Touch |
Components: Verbal, Somatic |
Duration: 8 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 as a result of taking damage, 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 instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
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Dispel Magic |
Casting Time: 1 action |
Range: 120 feet |
Components: Verbal, Somatic |
Duration: Instantaneous |
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher 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 or higher, 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.
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Divination |
Casting Time: 1 action |
Range: Self |
Components: Verbal, Somatic, Material (25 GP incense, consumed) |
Duration: Instantaneous |
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question
concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be
a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of
additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next
long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
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Guiding Bolt |
Casting Time: 1 action |
Range: 120 feet |
Components: Verbal, Somatic |
Duration: 1 round |
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 damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
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Healing Word |
Casting Time: 1 bonus action |
Range: 60 feet |
Components: Verbal |
Duration: Instantaneous |
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
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Heroism |
Casting Time: 1 action |
Range: Touch |
Components: Verbal, Somatic |
Duration: Concentration, up to 1 minute |
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
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Hypnotic Pattern |
Casting Time: 1 action |
Range: 120 feet |
Components: Somatic, Material |
Duration: Concentration, up to 1 minute |
You create a twisting pattern of colors that weaves through the air inside a 30 foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. 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 damage or if someone else uses an action to shake the creature out of its stupor.
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Mass Healing Word |
Casting Time: 1 bonus action |
Range: 60 feet |
Components: Verbal |
Duration: Instantaneous |
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
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Prayer of Healing |
Casting Time: 10 minutes |
Range: 30 feet |
Components: Verbal |
Duration: Instantaneous |
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
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Resilient Sphere |
Casting Time: 1 action |
Range: 30 feet |
Components: Verbal, Somatic, Material |
Duration: Concentration, up to 1 minute |
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
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Revivify |
Casting Time: 1 action |
Range: touch |
Components: Verbal, Somatic, Material (consumes 300 GP diamond) |
Duration: Instantaneous |
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.
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Spirit Guardians |
Casting Time: 1 action |
Range: Self (15 foot radius) |
Components: Verbal, Somatic, Material |
Duration: Concentration, up to 10 minutes |
You call forth spirits to protect you. They flit around you to a distance of 15 feet 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 Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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Spiritual Weapon |
Casting Time: 1 bonus action |
Range: 60 feet |
Components: Verbal, Somatic |
Duration: 1 minute |
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 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet 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 of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
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Suggestion |
Casting Time: 1 action |
Range: 30 feet |
Components: Verbal, Material |
Duration: Concentration, up to 8 hours |
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
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