You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a spell slot of 4th
level: or higher, the duration increases by 1h for each slot level above 3rd.
You call out words of restoration
🎯 up to 6 creatures:
They 💕 1d4 + your spellcasting ability modifier.
(no effect on undead or constructs)
Upcast⤴ +1d4 per slot above 3rd.
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wis (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
🎯 1 willing creature:
They have resistance to 1 damage type of your choice until the spell ends.
(Acid, Cold, Fire, Lightning, or Thunder)
🎯 1 creature / 1 object:
End all curses affecting it.
If the object is a cursed magic item, the curse remains & instead this breaks the owner's attunement to the object, so it can be removed or discarded.
🎯 1 creature that's died within the last 🕛 1m:
They return to life with 1 💗.
(can't revive death from old age, nor restore any missing body parts)
🎯 creature you're familiar with:
You send a short message ≤ 25 words. The creature hears the message mentally, recognizes you as the sender if it knows you, & can answer in a like manner immediately.
This enables creatures with Int scores ≥ 1 to understand the meaning of your message.
The message can go across planes of existence, but to do so incur 5% of the message not arriving.
You grant the semblance of life and Int to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
You call forth spirits to protect you. They flit around you to a distance of 15 ft. 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 Wis 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.