You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The DM chooses the omen from the Omens table.
Omen             For Results That Will Be...
Weal                         Good
Woe                          Bad
Weal and woe     Good and bad
Indifference         Neither good nor bad
The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.
1d10   Behavior for the Turn
  1       The target doesn't take an action, and it
                uses all its movement to move. Roll 1d4
                for the direction: 1 (north), 2 (east),
                3 (south) or 4 (west).
2—6   The target doesn't move or take actions.
7—8   The target doesn't move, and it takes the
                Attack action to make one melee attack
                against a random creature within reach.
                If none are within reach, the target takes
                no action.
9—10 The target chooses its behavior.
At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
When you cast the spell, you change the current weather conditions, which are determined by the DM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing
the wind, you can change its direction.
Precipitation
Stage    Condition
  1       Clear
  2       Light Clouds
  3       Overcast or ground fog
  4       Rain, hail, or snow
  5       Torrential rain, driving hail, or blizzard
Temperature
Stage    Condition
  1       Heat wave
  2       Hot
  3       Warm
  4       Cool
  5       Cold
  6       Freezing
Wind
Stage    Condition
  1       Calm
  2       Moderate wind
  3       Strong wind
  4       Gale
  5       Storm
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.
Materials
Material                                    Duration
Vegetable matter                24 hours
Stone or crystal                    12 hours
Precious metals                    1 hour
Gems                                          10 minutes
Adamantine or mithral    1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points    Effect
     0—20        The target dies.
  21—30        The target has the Blinded, Deafened,
                           and Stunned conditions for 1 hour.
  31—40        The target has the Blinded and Deafened
                           conditions for 10 minutes.
  41—50        The target has the Deafened condition
                 
         for 1 minute.