You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
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.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a DC12 Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration.At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
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.
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.
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force.On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.