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A Revised Spellbook
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<blockquote data-quote="Yunru" data-source="post: 7199854" data-attributes="member: 6780961"><p>Let's talk spells.</p><p>In 5e they're a mess. You have Concentration on things that don't need them, things like Find Traps that lack a duration, and nowhere near enough rituals (or Sorcerer unique spells). And let's not get started on the blatant (and admitted) favouritism for spells like <em>Firebal</em>.</p><p></p><p>[sblock="Changelog"]</p><p></p><p>[sblock="Cleric Spell List"]</p><p>A lot of spells have been shuffled into Domains, leaving only a core few available to all Clerics in an attempt to diversify domains.</p><p></p><p><strong>General:</strong></p><p>1st level:</p><p>Bane (Removed saving throw)</p><p>Bless</p><p>Command</p><p>Cure Wounds</p><p>Detect Evil and Good (Now a ritual)</p><p>Detect Poison and Disease</p><p>Protection from Evil and Good</p><p>Purify Food and Drink</p><p>Sanctuary</p><p>Shield of Faith</p><p></p><p>2nd level:</p><p>Augury</p><p>Calm Emotions</p><p>Gentle Repose</p><p>Hold Person</p><p>Lesser Restoration</p><p>Protection from Poison</p><p>Zone of Truth</p><p></p><p>3rd Level:</p><p>Beacon of Hope</p><p>Magic Circle (Now a ritual)</p><p>Remove Curse</p><p>Revivify (Now a ritual, has two-turn casting time, and a 15 minute window. Upcasting reduces casting time to 1 action)</p><p>Speak with Dead (Now a ritual)</p><p>Spirit Guardians</p><p></p><p><strong>Knowledge:</strong></p><p>1st Level:</p><p>Detect Magic</p><p></p><p>2nd Level:</p><p>Find Traps (Now a ritual, requires concentration and has a 10 minute duration. Functions similar to Detect Magic (only... Traps))</p><p>Locate Object (Now a ritual)</p><p></p><p>3rd Level:</p><p>Clairvoyance</p><p>Dispel Magic</p><p>Sending</p><p>Tongues</p><p></p><p><strong>Life: </strong></p><p>1st Level:</p><p>Healing Word</p><p></p><p>2nd Level:</p><p>Aid</p><p>Prayer of Healing</p><p></p><p>3rd Level:</p><p>Mass Healing Word</p><p></p><p><strong>Light: </strong></p><p>1st Level:</p><p>Guiding Bolt</p><p></p><p>2nd Level:</p><p>Continual Flame</p><p></p><p>3rd Level:</p><p>Daylight</p><p></p><p><strong>Nature:</strong></p><p>1st Level:</p><p>Create or Destroy Water</p><p></p><p>2nd Level:</p><p>Enhance Ability</p><p></p><p>3rd Level:</p><p>Create Food and Water</p><p>Meld into Stone</p><p>Water Walk</p><p></p><p><strong>Tempest:</strong></p><p></p><p>3rd Level:</p><p>Protection from Energy</p><p></p><p><strong>Trickery:</strong></p><p>1st Level:</p><p>Inflict Wounds</p><p></p><p>2nd Level:</p><p>Silence</p><p></p><p>3rd Level:</p><p>Bestow Curse</p><p>Clairvoyance</p><p>Glyph of Warding</p><p>Meld into Stone</p><p>Sending</p><p></p><p><strong>War:</strong></p><p>1st Level:</p><p>Guiding Bolt</p><p></p><p>2nd Level:</p><p>Spiritual Weapon</p><p>Warding Bond</p><p></p><p><strong>Death:</strong></p><p>1st Level:</p><p>Inflict Wounds</p><p></p><p>2nd Level:</p><p>Blindness/Deafness</p><p></p><p>3rd Level:</p><p>Animate Dead</p><p></p><p><strong>Arcana:</strong></p><p>1st Level:</p><p>Detect Magic</p><p></p><p>2nd Level:</p><p>Find Traps (Now a ritual, requires concentration and has a 10 minute duration. Functions similar to Detect Magic (only... Traps))</p><p>Locate Object (Now a ritual)</p><p></p><p>3rd Level:</p><p>Bestow Curse</p><p>Dispel Magic</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="(To be) Complete Spell List"]</p><p>[sblock="Bard"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Cleric"]</p><p></p><p>[sblock="Knowledge Cleric"]</p><p><u><strong>Detect Magic</strong></u></p><p><em>1st-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>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. </p><p>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.</p><p></p><p><strong><u>Find Traps</u></strong></p><p><em>2nd-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self</p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>For the duration, you sense the presence of any trap within 30 feet of you 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. </p><p>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.</p><p></p><p><strong><u>Locate Object</u></strong></p><p><em>2nd-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self </p><p><strong>Components:</strong> V, S, M (a forked twig) </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>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 1,000 feet of you. If the object is in motion, you know the direction of its movement. </p><p>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. </p><p>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.</p><p>[/sblock]</p><p></p><p></p><p>[sblock="Life Cleric"]</p><p><u><strong>Healing Word</strong></u></p><p><em>1st-level evocation</em></p><p><strong>Casting Time:</strong> 1 bonus action </p><p><strong>Range:</strong> 60 feet </p><p><strong>Components:</strong> V </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>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. </p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><u><strong>Aid</strong></u></p><p></p><p></p><p><u><strong>Prayer of Healing</strong></u></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="Light Cleric"]</p><p><u><strong>Guiding Bolt</strong></u></p><p><em>1st-level evocation</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> 120 feet </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> 1 round</p><p></p><p>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.</p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><strong><u>Continual Flame</u></strong></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="Nature Cleric"]</p><p><u><strong>Create or Destroy Water</strong></u></p><p><em>1st-level transmutation</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> 30 feet </p><p><strong>Components:</strong> V, S, M (a drop of water if creating water or a few grains of sand if destroying it) </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You either create or destroy water. </p><p><strong>Create Water.</strong> 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. </p><p><strong>Destroy Water.</strong> 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.</p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><strong><u>Enhance Ability</u></strong></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="Tempest Cleric"]</p><p></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="Trickery Cleric"]</p><p><u><strong>Inflict Wounds</strong></u></p><p><em>1st-level necromancy</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Touch </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.</p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><strong><u>Silence</u></strong></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="War Cleric"]</p><p><u><strong>Guiding Bolt</strong></u></p><p><em>1st-level evocation</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> 120 feet </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> 1 round</p><p></p><p>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.</p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><strong><u>Spiritual Weapon</u></strong></p><p></p><p></p><p><strong><u>Warding Bond</u></strong></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="Death Cleric"]</p><p><u><strong>Inflict Wounds</strong></u></p><p><em>1st-level necromancy</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Touch </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.</p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><strong><u>Blindness/Deafness</u></strong></p><p></p><p>[/sblock]</p><p></p><p></p><p>[sblock="Arcana Cleric"]</p><p><u><strong>Detect Magic</strong></u></p><p><em>1st-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>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. </p><p>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.</p><p></p><p><strong><u>Find Traps</u></strong></p><p><em>2nd-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self</p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>For the duration, you sense the presence of any trap within 30 feet of you 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. </p><p>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.</p><p></p><p><strong><u>Locate Object</u></strong></p><p><em>2nd-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self </p><p><strong>Components:</strong> V, S, M (a forked twig) </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>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 1,000 feet of you. If the object is in motion, you know the direction of its movement. </p><p>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. </p><p>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.</p><p>[/sblock]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p>[sblock="1st Level"]</p><p><u><strong>Bane</strong></u></p><p><em>1st-level enchantment</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> 30 feet </p><p><strong>Components:</strong> V, S, M (a drop of blood) </p><p><strong>Duration:</strong> Concentration, up to 1 minute </p><p></p><p>Whenever up to three creatures of your choice that you can see within range makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.</p><p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p><p></p><p><strong><u>Bless</u></strong></p><p><em>1st-level enchantment</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> 30 feet </p><p><strong>Components:</strong> V, S, M (a sprinkling of holy water) </p><p><strong>Duration:</strong> Concentration, up to 1 minute</p><p></p><p>You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.</p><p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p><p></p><p><strong><u>Command</u></strong></p><p><em>1st-level enchantment</em></p><p><strong>Casting Time:</strong> 1 action</p><p><strong>Range:</strong> 60 feet</p><p><strong>Components:</strong> V </p><p><strong>Duration:</strong> 1 round</p><p></p><p>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. </p><p>Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. </p><p><strong>Approach.</strong> The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. </p><p><strong>Drop.</strong> The target drops whatever it is holding and then ends its turn. </p><p><strong>Flee.</strong> The target spends its turn moving away from you by the fastest available means. </p><p><strong>Grovel.</strong> The target falls prone and then ends its turn. </p><p><strong>Halt.</strong> 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.</p><p><strong>At Higher Levels.</strong> 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.</p><p></p><p><strong><u>Cure Wounds</u></strong></p><p><em>1st-level evocation</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Touch </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p><p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.</p><p></p><p><strong><u>Detect Evil and Good</u></strong></p><p><em>1st-level divination (Ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self </p><p><strong>Components:</strong> V, S </p><p>Duration: Concentration, up to 10 minutes</p><p></p><p>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 or object within 30 feet of you that has been magically consecrated or desecrated. </p><p>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.</p><p></p><p><strong><u>Detect Poison and Disease</u></strong></p><p><em>1st-level divination (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Self </p><p><strong>Components:</strong> V, S, M (a yew leaf) </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>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. </p><p>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.</p><p></p><p><strong><u>Protection from Evil and Good</u></strong></p><p><em>1st-level abjuration</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> Touch </p><p><strong>Components:</strong> V, S, M (holy water or powdered silver and iron, which the spell consumes) </p><p><strong>Duration:</strong> Concentration up to 10 minutes</p><p></p><p>Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. </p><p>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.</p><p></p><p><strong><u>Purify Food and Drink</u></strong></p><p><em>1st-level transmutation (ritual)</em></p><p><strong>Casting Time:</strong> 1 action </p><p><strong>Range:</strong> 10 feet </p><p><strong>Components:</strong> V, S </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>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.</p><p></p><p><strong><u>Sanctuary</u></strong></p><p><em>1st-level abjuration</em></p><p><strong>Casting Time:</strong> 1 bonus action </p><p><strong>Range:</strong> 30 feet </p><p><strong>Components:</strong> V, S, M (a small silver mirror) </p><p><strong>Duration:</strong> 1 minute</p><p></p><p>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. </p><p>If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.</p><p></p><p><strong><u>Shield of Faith</u></strong></p><p><em>1st-level abjuration</em></p><p><strong>Casting Time:</strong> 1 bonus action </p><p><strong>Range:</strong> 60 feet </p><p><strong>Components:</strong> V, S, M (a small parchment with a bit of holy text written on it) </p><p><strong>Duration:</strong> Concentration, up to 10 minutes</p><p></p><p>A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.</p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p><strong><u>Augury</u></strong></p><p></p><p></p><p><strong><u>Calm Emotions</u></strong></p><p></p><p></p><p><strong><u>Gentle Repose</u></strong></p><p></p><p></p><p><strong><u>Hold Person</u></strong></p><p></p><p></p><p><strong><u>Lesser Restoration</u></strong></p><p></p><p></p><p><strong><u>Protection from Poison</u></strong></p><p></p><p></p><p><strong><u>Zone of Truth</u></strong></p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p><u><strong>Revivify</strong></u></p><p><em>3rd-level necromancy (Ritual)</em></p><p><strong>Casting Time:</strong> 2 rounds</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S, M (diamonds worth 300 gp, which the spell consumes)</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You touch a creature that has died within the last 15 minutes. 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.</p><p><strong>At Higher Levels.</strong> When cast with a spell slot of 4th level, <em>Revivify</em> has a casting time of 1 action.</p><p>When cast with a spell slot of 5th level or higher, <em>Revivify</em> has a casting time of 1 bonus action.</p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p><u><strong>Raise Dead</strong></u></p><p><em>5th level necromancy (Ritual)</em></p><p><strong>Casting Time:</strong> 1 hour</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> V, S, M (a diamond worth at least 500 gp, which the spell consumes)</p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.</p><p>This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. This spell can't return an undead creature to life.</p><p>This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival- its head, for instance- the spell automatically fails.</p><p>Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.</p><p><strong>At higher levels.</strong> When you cast <em>Raise Dead</em> with a spell slot of 6th level or higher, the penalty is reduced by 1 for each level above 5th.</p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p><u><strong>Resurrection</strong></u></p><p><em>7th-level necromancy (Ritual)</em></p><p><strong>Casting Time:</strong> 1 hour </p><p><strong>Range:</strong> Touch </p><p><strong>Components:</strong> V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) </p><p><strong>Duration:</strong> Instantaneous</p><p></p><p>You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. </p><p>This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. </p><p>This spell closes all mortal wounds and restores any missing body parts. </p><p>Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. </p><p>Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.</p><p><strong>At higher levels.</strong> When you cast <em>Resurrection</em> with a spell slot of 8th level or higher, the penalty is reduced by 2 for each level above 7th.</p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Druid"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Paladin"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Ranger"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Sorcerer"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Warlock"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[sblock="Wizard"]</p><p></p><p>[sblock="Cantrips"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="1st Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="2nd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="3rd Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="4th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="5th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="6th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="7th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="8th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[sblock="9th Level"]</p><p></p><p>[/sblock]</p><p></p><p>[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Yunru, post: 7199854, member: 6780961"] Let's talk spells. In 5e they're a mess. You have Concentration on things that don't need them, things like Find Traps that lack a duration, and nowhere near enough rituals (or Sorcerer unique spells). And let's not get started on the blatant (and admitted) favouritism for spells like [I]Firebal[/I]. [sblock="Changelog"] [sblock="Cleric Spell List"] A lot of spells have been shuffled into Domains, leaving only a core few available to all Clerics in an attempt to diversify domains. [B]General:[/B] 1st level: Bane (Removed saving throw) Bless Command Cure Wounds Detect Evil and Good (Now a ritual) Detect Poison and Disease Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith 2nd level: Augury Calm Emotions Gentle Repose Hold Person Lesser Restoration Protection from Poison Zone of Truth 3rd Level: Beacon of Hope Magic Circle (Now a ritual) Remove Curse Revivify (Now a ritual, has two-turn casting time, and a 15 minute window. Upcasting reduces casting time to 1 action) Speak with Dead (Now a ritual) Spirit Guardians [B]Knowledge:[/B] 1st Level: Detect Magic 2nd Level: Find Traps (Now a ritual, requires concentration and has a 10 minute duration. Functions similar to Detect Magic (only... Traps)) Locate Object (Now a ritual) 3rd Level: Clairvoyance Dispel Magic Sending Tongues [B]Life: [/B] 1st Level: Healing Word 2nd Level: Aid Prayer of Healing 3rd Level: Mass Healing Word [B]Light: [/B] 1st Level: Guiding Bolt 2nd Level: Continual Flame 3rd Level: Daylight [B]Nature:[/B] 1st Level: Create or Destroy Water 2nd Level: Enhance Ability 3rd Level: Create Food and Water Meld into Stone Water Walk [B]Tempest:[/B] 3rd Level: Protection from Energy [B]Trickery:[/B] 1st Level: Inflict Wounds 2nd Level: Silence 3rd Level: Bestow Curse Clairvoyance Glyph of Warding Meld into Stone Sending [B]War:[/B] 1st Level: Guiding Bolt 2nd Level: Spiritual Weapon Warding Bond [B]Death:[/B] 1st Level: Inflict Wounds 2nd Level: Blindness/Deafness 3rd Level: Animate Dead [B]Arcana:[/B] 1st Level: Detect Magic 2nd Level: Find Traps (Now a ritual, requires concentration and has a 10 minute duration. Functions similar to Detect Magic (only... Traps)) Locate Object (Now a ritual) 3rd Level: Bestow Curse Dispel Magic [/sblock] [/sblock] [sblock="(To be) Complete Spell List"] [sblock="Bard"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Cleric"] [sblock="Knowledge Cleric"] [U][B]Detect Magic[/B][/U] [I]1st-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S [B]Duration:[/B] Concentration, up to 10 minutes 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 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. [B][U]Find Traps[/U][/B] [I]2nd-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S [B]Duration:[/B] Concentration, up to 10 minutes For the duration, you sense the presence of any trap within 30 feet of you 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. [B][U]Locate Object[/U][/B] [I]2nd-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S, M (a forked twig) [B]Duration:[/B] Concentration, up to 10 minutes 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 1,000 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. [/sblock] [sblock="Life Cleric"] [U][B]Healing Word[/B][/U] [I]1st-level evocation[/I] [B]Casting Time:[/B] 1 bonus action [B]Range:[/B] 60 feet [B]Components:[/B] V [B]Duration:[/B] Instantaneous 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. [B]At Higher Levels.[/B] 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. [U][B]Aid[/B][/U] [U][B]Prayer of Healing[/B][/U] [/sblock] [sblock="Light Cleric"] [U][B]Guiding Bolt[/B][/U] [I]1st-level evocation[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 120 feet [B]Components:[/B] V, S [B]Duration:[/B] 1 round 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. [B]At Higher Levels.[/B] 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. [B][U]Continual Flame[/U][/B] [/sblock] [sblock="Nature Cleric"] [U][B]Create or Destroy Water[/B][/U] [I]1st-level transmutation[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 30 feet [B]Components:[/B] V, S, M (a drop of water if creating water or a few grains of sand if destroying it) [B]Duration:[/B] Instantaneous You either create or destroy water. [B]Create Water.[/B] 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. [B]Destroy Water.[/B] 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. [B]At Higher Levels.[/B] 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. [B][U]Enhance Ability[/U][/B] [/sblock] [sblock="Tempest Cleric"] [/sblock] [sblock="Trickery Cleric"] [U][B]Inflict Wounds[/B][/U] [I]1st-level necromancy[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch [B]Components:[/B] V, S [B]Duration:[/B] Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. [B]At Higher Levels.[/B] 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. [B][U]Silence[/U][/B] [/sblock] [sblock="War Cleric"] [U][B]Guiding Bolt[/B][/U] [I]1st-level evocation[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 120 feet [B]Components:[/B] V, S [B]Duration:[/B] 1 round 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. [B]At Higher Levels.[/B] 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. [B][U]Spiritual Weapon[/U][/B] [B][U]Warding Bond[/U][/B] [/sblock] [sblock="Death Cleric"] [U][B]Inflict Wounds[/B][/U] [I]1st-level necromancy[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch [B]Components:[/B] V, S [B]Duration:[/B] Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. [B]At Higher Levels.[/B] 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. [B][U]Blindness/Deafness[/U][/B] [/sblock] [sblock="Arcana Cleric"] [U][B]Detect Magic[/B][/U] [I]1st-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S [B]Duration:[/B] Concentration, up to 10 minutes 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 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. [B][U]Find Traps[/U][/B] [I]2nd-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S [B]Duration:[/B] Concentration, up to 10 minutes For the duration, you sense the presence of any trap within 30 feet of you 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. [B][U]Locate Object[/U][/B] [I]2nd-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S, M (a forked twig) [B]Duration:[/B] Concentration, up to 10 minutes 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 1,000 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. [/sblock] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [U][B]Bane[/B][/U] [I]1st-level enchantment[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 30 feet [B]Components:[/B] V, S, M (a drop of blood) [B]Duration:[/B] Concentration, up to 1 minute Whenever up to three creatures of your choice that you can see within range makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. [B]At Higher Levels.[/B] When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. [B][U]Bless[/U][/B] [I]1st-level enchantment[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 30 feet [B]Components:[/B] V, S, M (a sprinkling of holy water) [B]Duration:[/B] Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. [B]At Higher Levels.[/B] When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. [B][U]Command[/U][/B] [I]1st-level enchantment[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 60 feet [B]Components:[/B] V [B]Duration:[/B] 1 round 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 GM determines how the target behaves. If the target can't follow your command, the spell ends. [B]Approach.[/B] The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. [B]Drop.[/B] The target drops whatever it is holding and then ends its turn. [B]Flee.[/B] The target spends its turn moving away from you by the fastest available means. [B]Grovel.[/B] The target falls prone and then ends its turn. [B]Halt.[/B] 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. [B]At Higher Levels.[/B] 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. [B][U]Cure Wounds[/U][/B] [I]1st-level evocation[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch [B]Components:[/B] V, S [B]Duration:[/B] Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. [B]At Higher Levels.[/B] When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. [B][U]Detect Evil and Good[/U][/B] [I]1st-level divination (Ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S Duration: Concentration, up to 10 minutes 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 or 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. [B][U]Detect Poison and Disease[/U][/B] [I]1st-level divination (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Self [B]Components:[/B] V, S, M (a yew leaf) [B]Duration:[/B] Concentration, up to 10 minutes 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 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. [B][U]Protection from Evil and Good[/U][/B] [I]1st-level abjuration[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] Touch [B]Components:[/B] V, S, M (holy water or powdered silver and iron, which the spell consumes) [B]Duration:[/B] Concentration up to 10 minutes 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. [B][U]Purify Food and Drink[/U][/B] [I]1st-level transmutation (ritual)[/I] [B]Casting Time:[/B] 1 action [B]Range:[/B] 10 feet [B]Components:[/B] V, S [B]Duration:[/B] Instantaneous 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. [B][U]Sanctuary[/U][/B] [I]1st-level abjuration[/I] [B]Casting Time:[/B] 1 bonus action [B]Range:[/B] 30 feet [B]Components:[/B] V, S, M (a small silver mirror) [B]Duration:[/B] 1 minute 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. [B][U]Shield of Faith[/U][/B] [I]1st-level abjuration[/I] [B]Casting Time:[/B] 1 bonus action [B]Range:[/B] 60 feet [B]Components:[/B] V, S, M (a small parchment with a bit of holy text written on it) [B]Duration:[/B] Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. [/sblock] [sblock="2nd Level"] [B][U]Augury[/U][/B] [B][U]Calm Emotions[/U][/B] [B][U]Gentle Repose[/U][/B] [B][U]Hold Person[/U][/B] [B][U]Lesser Restoration[/U][/B] [B][U]Protection from Poison[/U][/B] [B][U]Zone of Truth[/U][/B] [/sblock] [sblock="3rd Level"] [U][B]Revivify[/B][/U] [I]3rd-level necromancy (Ritual)[/I] [B]Casting Time:[/B] 2 rounds [B]Range:[/B] Touch [B]Components:[/B] V, S, M (diamonds worth 300 gp, which the spell consumes) [B]Duration:[/B] Instantaneous You touch a creature that has died within the last 15 minutes. 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. [B]At Higher Levels.[/B] When cast with a spell slot of 4th level, [I]Revivify[/I] has a casting time of 1 action. When cast with a spell slot of 5th level or higher, [I]Revivify[/I] has a casting time of 1 bonus action. [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [U][B]Raise Dead[/B][/U] [I]5th level necromancy (Ritual)[/I] [B]Casting Time:[/B] 1 hour [B]Range:[/B] Touch [B]Components:[/B] V, S, M (a diamond worth at least 500 gp, which the spell consumes) [B]Duration:[/B] Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. This spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival- its head, for instance- the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. [B]At higher levels.[/B] When you cast [I]Raise Dead[/I] with a spell slot of 6th level or higher, the penalty is reduced by 1 for each level above 5th. [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [U][B]Resurrection[/B][/U] [I]7th-level necromancy (Ritual)[/I] [B]Casting Time:[/B] 1 hour [B]Range:[/B] Touch [B]Components:[/B] V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) [B]Duration:[/B] Instantaneous You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. [B]At higher levels.[/B] When you cast [I]Resurrection[/I] with a spell slot of 8th level or higher, the penalty is reduced by 2 for each level above 7th. [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Druid"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Paladin"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Ranger"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Sorcerer"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Warlock"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [sblock="Wizard"] [sblock="Cantrips"] [/sblock] [sblock="1st Level"] [/sblock] [sblock="2nd Level"] [/sblock] [sblock="3rd Level"] [/sblock] [sblock="4th Level"] [/sblock] [sblock="5th Level"] [/sblock] [sblock="6th Level"] [/sblock] [sblock="7th Level"] [/sblock] [sblock="8th Level"] [/sblock] [sblock="9th Level"] [/sblock] [/sblock] [/sblock] [/QUOTE]
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