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.
You touch one object that is no larger than 10 feet in any dimension. 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. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature that creature must succeed on a Dexterity saving throw to avoid the spell.
This spell repairs a single break or tear in an object you touch such as broken chain link two halves of a broken key a torn clack or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension you mend it leaving no trace of the former damage.
This spell can physically repair a magic item or construct but the spell can't restore magic to such an object.
You touch one willing creature. Once before the spell ends the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
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 cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8) 11th level (3d8) and 17th level (4d8).
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
You manifest a minor wonder a sign of supernatural power within range. You create one of the following magical effects within range.
• Your voice booms up to three times as loud as normal for 1 minute.
• You cause flames to flicker brighten dim or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• You create an instantaneous sound that originates from a point of your choice within range such as a rumble of thunder the cry of a raven or ominous whispers.
• You instantaneously cause an unlocked door or window to fly open or slam shut.
• You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times you can have up to three of its 1-minute effects active at a time and you can dismiss such an effect as an action.
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 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 speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead if it doesn't understand your language or if your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described here. If you do so the DM determines how the target behaves. If the target can't follow your command the spell ends.
Approach: The target moves toward you by the shortest and most direct route ending its turn if it moves within 5 feet of you.
Drop: The target drops whatever it is holding and then ends its turn.
Flee: The target spends its turn moving away from you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A flying creature stays aloft provided that it is able to do so. If it must move to stay aloft it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can affect one
additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively the water falls as rain in a 30-foot cube within range extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you create or destroy 10 additional gallons of water or the size of the cube increases by 5 feet for each slot level above 1st.
For the duration you know if there is an aberration celestial elemental fey fiend or undead within 30 feet of you as well as where the creature is located. Similarly you know if there is a place of object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers but it is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.
For the duration you sense the presence of magic within 30 feet of you. If you sense magic in this way you can use your action to see a faint aura around any visible creature or object in the area that bears magic and you learn its school of magic if any.
The spell can penetrate most barriers but is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.
For the duration you can sense the presence and location of poisons poisonous creatures and diseases within 30 feet of you. You also identify the kind of poison poisonous creature or disease in each case.
The spell can penetrate most barriers but is blocked by 1 foot of stone 1 inch of common metal a thin sheet of lead or 3 feet of wood or dirt.
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 create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.
When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.
If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.
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.
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 1 additional creature for each slot level above 1st.
Make a melee spell attack against a creature you can reach. On a hit the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d10 for each slot level above 1st.
Until the spell ends one willing creature you touch is protected against certain types of creatures - aberrations celestials elementals fey fiends and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed frightened or possessed by them. If the target is already charmed frightened or possessed by such a creature the target has advantage on any new saving throw against the relevant effect.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
You ward a creature within range against attack. Until the spell ends any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature this spell ends.
The next time you hit a creature with a melee weapon attack during the spell's duration your weapon flares with white-hot intensity and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends the target must make a Constitution saving throw. On a failed save it takes 1d6 fire damage. On a successful save the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames or if some other effect douses the flames (such as the target being submerged in water) the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.
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.
By casting gem-inlaid sticks rolling dragon bones laying out ornate cards or employing some other divining tool you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens.
• Weal for good results
• Woe for bad results
• Weal and woe for both good and bad results
• Nothing for results that aren't especially good or bad
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 completing your next long rest there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends any suppressed effect resumes provided that its duration has not expired in the meantime.
Alternatively you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends the creature becomes hostile again unless the DM rules otherwise.
A flame equivalent in brightness to a torch springs forth from an object that you touch. The effect looks like a regular flame but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target one additional creature for each slot level above 2nd.
You sense the presence of any trap within range that is within line of sight. A trap for the purpose of this spell includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable which was specifically intended as such by its creator. Thus the spell would sense an area affected by the alarm spell a glyph of warding or a mechanical pit trap but it would not reveal a natural weakness in the floor an unstable ceiling or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap but you do learn the general nature of the danger posed by a trap you sense.
You touch a corpse or other remains. For the duration the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns the target can make another Wisdom saving throw. On a success the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Describe or name an object that is familiar to you. You sense the direction to the object's location as long as that object is within 1000 feet of you. If the object is in motion you know the direction of its movement.
The spell can locate a specific object known to you as long as you have seen it up close - within 30 feet - at least once. Alternatively the spell can locate the nearest object of a particular kind such as a certain kind of apparel jewelry furniture tool or weapon.
This spell can't locate an object if any thickness of lead even a thin sheet blocks a direct path between you and the object.
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.
For the duration no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
For the duration no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you it gains a +1 bonus to AC and saving throws and it has resistance to all damage. Also each time it takes damage you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.