You allow allies to rally. When you cast this spell, choose up to three creatures within range. Each of them may spend one of their Hit Dice, if any are available, and make one saving throw against an ongoing effect that it is suffering from.
Choose up to five willing creatures in range. Each of them teleports to an unoccupied space of your choice within 5' of you. If there is no available space, each teleports to the nearest available unoccupied space.
Each creature of your choice within range that is concentrating on a spell or effect makes a Wisdom saving throw. On a failure, its concentration is broken.
A creature you can see within range gains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. This effect happens every round at the start of your turn for the duration as long as the target is within range, otherwise the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points given increase by 1d6 for each slot level above 3rd.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
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.
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
A creature you can see within range gains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. This effect happens every round at the start of your turn for the duration as long as the target is within range, otherwise the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points given increase by 1d6 for each slot level above 3rd.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.