You point at one creature you can see within range and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12) 11th level (3d8 or 3d12) and 17th level (4d8 or 4d12).
You utter a divine word and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6) 11th level (3d6) and 17th level (4d6).
You perform a special religious ceremony that is infused with magic. When you cast the spell choose one of the following rites the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed and you make a DC 20 Wisdom (Insight) check. On a successful check you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours whenever the target makes an ability check it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours whenever the target makes a saving throw it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse
and for the next 7 days the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher 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.
You call forth spirits of the dead which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant necrotic or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for every two slot levels above 3rd.
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.
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends the aura moves with you centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage and its hit point maximum can't be reduced. In addition a non-hostile living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends the aura moves with you centered on you. Each non-hostile creature in the aura (including you) can't become diseased has resistance to poison damage and has advantage on saving throws against effects that cause any of the following conditions: blinded charmed deafened frightened paralyzed poisoned and stunned.
The Light of dawn shines down on a location you specify within range. Until the spell ends a 30-foot-radius 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears each creature in it must make a Constitution saving throw taking 4d10 radiant damage on a failed save or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you're within 60 feet of the cylinder you can move it up to 60 feet as a bonus action on your turn.
You imbue a weapon you touch with holy power. Until the spell ends the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon it becomes one for the duration.
As a bonus action on your turn you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save a creature takes 4d8 radiant damage and it is blinded for 1 minute. On a successful save a creature takes half as much damage and isn't blinded. At the end of each of its turns a blinded creature can make a Constitution saving throw ending the effect on itself on a success.
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell choose Avenger or Defender. Your choice determines the creature's attack 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 companions. 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 move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher use the higher level whenever the spell's level appears in the stat block.
A beam of brilliant light flashes out from your hand in a 5-foot-wide 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god pantheon or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor walls and a roof with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials elementals fey fiends or undead. If a creature of the chosen type attempts to enter the temple that creature must make a Charisma saving throw. On a failed save it can't enter the temple for 24 hours. Even if the creature can enter the temple the
magic there hinders it. Whenever it makes an attack roll an ability check or a saving throw inside the temple it must roll a d4 and subtract the number rolled from the d20 roll.
In addition the sensors created by divination spells can't appear inside the temple and creatures within can't be targeted by divination spells.
Finally whenever any creature in the temple regains hit points from a spell of 1st level or higher the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed frightened paralyzed or stunned the condition ends. If the creature is prone it can use its reaction to stand up. This spell has no effect on undead or constructs.
You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling it can make a Constitution saving throw. On a success the spell has no effect.
If the target is a creature everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large for example. If there isn't enough room for the target to double its size the creature or object attains the maximum possible size in the space available. Until the spell ends the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged the target's attack with them deal 1d4 extra damage.
Reduce. The target's size
is halved in all dimensions and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small for example. Until the spell ends the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
Choose a willing creature that you can see within range. Until the spell ends the target's speed is doubled it gains a +2 bonus to AC it has advantage on Dexterity saving throws and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only) Dash Disengage Hide or Use an Object action.
When the spell ends the target can't move or take actions until after its next turn as a wave of lethargy sweeps over it.
Until the spell ends you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore the flooding water spills over onto dry land.
If you choose an area in a large body of water you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water in
the area to move apart and create a trench. The trench extends across the spell's area and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose even if the water has to flow over obstacles up walls or in other unlikely directions. The water in the area moves as you direct it but once it moves beyond the spell's area it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base up to 50 feet wide at the top and 25 feet tall. Any creature or
object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there it must make a Strength saving throw. On a failed save the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save the creature takes half damage and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex the object takes 2d8 bludgeoning damage this damage occurs each round it remains in the vortex.
A spectral floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object open an unlocked door or container stow or retrieve an item from an open container or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack activate magical items or carry more than 10 pounds.
An invisible barrier of magical force appears and protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack and you take no damage from magic missile.
A passage appears at a point of your choice that you can see on a wooden plaster or stone surface (such as a wall a ceiling or a floor) within range and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide 8 feet tall and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
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.
You touch a willing creature. For the duration the target's movement is unaffected by difficult terrain and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints such as manacles or a creature that has it grappled. Finally being underwater imposes no penalties on the target's movement or attacks.
Divine energy radiates from you distorting and diffusing magical energy within 30 feet of you. Until the spell ends the sphere moves with you centered on you. For the duration each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage it instead takes no damage if it succeeds on the saving throw.
You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.