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Paladin Spell List

1st Level

Bless
Spell ID: 830048
Name Bless School Enchantment
Spell Level 1 Range
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials a sprinkling of holy water
Ritual No Concentration Yes
Description
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.   At higher level   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.

 
Ceremony
Spell ID: 830091
Name Ceremony School Abjuration
Spell Level 1 Range Touch
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials 25 gp worth of powdered silver, which the spell consumes
Ritual Yes Concentration No
Description
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.

 
Command
Spell ID: 830102
Name Command School Enchantment
Spell Level 1 Range 60 feet
Casting Time 1 Action Duration 1 round
Components V Materials None
Ritual No Concentration No
Description
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 level   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

 
Compelled Duel
Spell ID: 830105
Name Compelled Duel School Enchantment
Spell Level 1 Range 30 feet
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration No
Description
You attempt to compel a creature into a duel.
One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn.   The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

 
Cure Wounds
Spell ID: 830109
Name Cure Wounds School Evocation
Spell Level 1 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
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.   At higher level   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.

 
Decelerate
Spell ID: 830065
Name Decelerate School Abjuration
Spell Level 1 Range 60 feet
Casting Time 1 minute Duration 1 minute
Components V, S, M Materials A toy top
Ritual No Concentration No
Description
You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.   At Higher Levels.   When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.

 
Detect Evil and Good
Spell ID: 830110
Name Detect Evil and Good School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
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.

 
Detect Magic
Spell ID: 830113
Name Detect Magic School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S Materials None
Ritual Yes Concentration Yes
Description
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.

 
Detect Poison and Disease
Spell ID: 830115
Name Detect Poison and Disease School Divination
Spell Level 1 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a yew leaf
Ritual Yes Concentration No
Description
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.

 
Divine Favor
Spell ID: 830122
Name Divine Favor School Evocation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit.

 
Heroism
Spell ID: 830166
Name Heroism School Enchantment
Spell Level 1 Range Touch
Casting Time 1 Action Duration Up to 1 minute
Components V, S Materials None
Ritual No Concentration Yes
Description
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 level   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.

 
Insightful Maneuver
Spell ID: 830652
Name Insightful Maneuver School Divination
Spell Level 1 Range Touch
Casting Time 1 Bonus Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice).
Additionally, if the target has any other vulnerabilities, you learn them.

 
Litany of Sure Hands
Spell ID: 830654
Name Litany of Sure Hands School Divination
Spell Level 1 Range 30 feet
Casting Time 1 Bonus Action Duration 1 minute
Components V, S Materials None
Ritual No Concentration No
Description
This litany allows the recipient to perform clumsy tasks with speed and alacrity. The target of the litany ignores the loading property of weapons and can drink a potion as a bonus action for the duration of the spell.

 
Protection from Evil and Good
Spell ID: 830181
Name Protection from Evil and Good School Abjuration
Spell Level 1 Range Touch
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials holy water or powdered silver and iron, which the spell consumes
Ritual No Concentration Yes
Description
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.

 
Purify Food and Drink
Spell ID: 830182
Name Purify Food and Drink School Transmutation
Spell Level 1 Range 10 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual Yes Concentration No
Description
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.

 
Searing Smite
Spell ID: 830186
Name Searing Smite School Evocation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, 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 spells 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 level   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.

 
Shield of Faith
Spell ID: 830188
Name Shield of Faith School Abjuration
Spell Level 1 Range 60 feet
Casting Time 1 Bonus Action Duration Up to 10 minutes
Components V, S, M Materials a small parchment with a bit of holy text written on it
Ritual No Concentration No
Description
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

 
Thunderous Smite
Spell ID: 830199
Name Thunderous Smite School Evocation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

 
Wrathful Smite
Spell ID: 830207
Name Wrathful Smite School Evocation
Spell Level 1 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

 

2nd Level

Aid
Spell ID: 830212
Name Aid School Abjuration
Spell Level 2 Range 30 feet
Casting Time 1 Action Duration 8 hours
Components V, S, M Materials a tiny strip of white cloth
Ritual No Concentration No
Description
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 level   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.

 
Anticipate Attack
Spell ID: 830640
Name Anticipate Attack School Divination
Spell Level 2 Range Self
Casting Time 1 Reaction (when you are attacked but before the attack roll is made) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without triggering opportunity attacks. The attack still occurs but misses automatically if you are no longer within the attack's range, are impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those apply but the situation has changed—you’ve moved into a position with cover, for example—then the attack is made under those new conditions.

 
Branding Smite
Spell ID: 830227
Name Branding Smite School Evocation
Spell Level 2 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a weapon attack before this spell ends, the weapon glemas with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.   At higher level   When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

 
Find Steed
Spell ID: 830270
Name Find Steed School Conjuration
Spell Level 2 Range 30 feet
Casting Time 10 Minutes Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.   Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.   When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.   While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

 
Gentle Repose
Spell ID: 830275
Name Gentle Repose School Necromancy
Spell Level 2 Range Touch
Casting Time 1 Action Duration 10 days
Components V, S, M Materials a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration
Ritual Yes Concentration No
Description
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.

 
Lesser Restoration
Spell ID: 830284
Name Lesser Restoration School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

 
Locate Object
Spell ID: 830289
Name Locate Object School Divination
Spell Level 2 Range Self
Casting Time 1 Action Duration Up to 10 minutes
Components V, S, M Materials a forked twig
Ritual No Concentration Yes
Description
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.

 
Magic Weapon
Spell ID: 830291
Name Magic Weapon School Transmutation
Spell Level 2 Range Touch
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.   At higher level   When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus increases to +3.

 
Prayer of Healing
Spell ID: 830326
Name Prayer of Healing School Evocation
Spell Level 2 Range 30 feet
Casting Time 10 Minutes Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
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 level   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.

 
Protection from Poison
Spell ID: 830328
Name Protection from Poison School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.   For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

 
Warding Bond
Spell ID: 830355
Name Warding Bond School Abjuration
Spell Level 2 Range Touch
Casting Time 1 Action Duration 1 hour
Components V, S, M Materials a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration
Ritual No Concentration No
Description
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.

 
Zone of Truth
Spell ID: 830359
Name Zone of Truth School Enchantment
Spell Level 2 Range 60 feet
Casting Time 1 Action Duration 10 minutes
Components V, S Materials None
Ritual No Concentration No
Description
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.

 

3rd Level

Anticipate Arcana
Spell ID: 830642
Name Anticipate Arcana School Divination
Spell Level 3 Range Self
Casting Time 1 Reaction (when an enemy you can see casts a spell) Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.

 
Aura of Vitality
Spell ID: 830362
Name Aura of Vitality School Evocation
Spell Level 3 Range Self (30-foot radius)
Casting Time 1 Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

 
Blinding Smite
Spell ID: 830367
Name Blinding Smite School Evocation
Spell Level 3 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.   A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

 
Create Food and Water
Spell ID: 825936
Name Create Food and Water School Conjuration
Spell Level 3 Range 30 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

 
Crusader's Mantle
Spell ID: 825938
Name Crusader’s Mantle School Evocation
Spell Level 3 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

 
Daylight
Spell ID: 825944
Name Daylight School Evocation
Spell Level 3 Range 60 feet
Casting Time 1 Action Duration 1 hour
Components V, S Materials None
Ritual No Concentration No
Description
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

 
Dispel Magic
Spell ID: 825946
Name Dispel Magic School Abjuration
Spell Level 3 Range 120 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At higher level   When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

 
Elemental Weapon
Spell ID: 825957
Name Elemental Weapon School Transmutation
Spell Level 3 Range Touch
Casting Time 1 Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.   At higher level   When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4.   When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

 
Magic Circle
Spell ID: 826017
Name Magic Circle School Abjuration
Spell Level 3 Range 1 hour
Casting Time 1 minute Duration 1 hour
Components V, S, M Materials Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Ritual No Concentration No
Description
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 level   When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

 
Remove Curse
Spell ID: 826048
Name Remove Curse School Abjuration
Spell Level 3 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

 
Revivify
Spell ID: 826050
Name Revivify School Necromancy
Spell Level 3 Range Touch
Casting Time 1 Action Duration Instantaneous
Components V, S, M Materials diamonds worth 300 gp, which the spell consumes
Ritual No Concentration No
Description
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.

 

4th Level

Aura of Life
Spell ID: 826123
Name Aura of Life School Abjuration
Spell Level 4 Range Self (30-foot radius)
Casting Time 1 Action Duration Up to 10 minutes
Components V Materials None
Ritual No Concentration Yes
Description
Life-preserving energy radiates from you in an aura with a 30-foot radius.   Until the spll ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the arua with 0 hit points.

 
Aura of Purity
Spell ID: 826132
Name Aura of Purity School Abjuration
Spell Level 4 Range Self (30-foot radius)
Casting Time 1 Action Duration Up to 10 minutes
Components V Materials None
Ritual No Concentration Yes
Description
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blnded, charmed, deafended, frightened, paralyzed, poisoned, and stunned.

 
Banishment
Spell ID: 826135
Name Banishment School Abjuration
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials An item distasteful to the target
Ritual No Concentration No
Description
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.   If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.   At higher level   When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

 
Death Ward
Spell ID: 826163
Name Death Ward School Abjuration
Spell Level 4 Range Touch
Casting Time 1 Action Duration 8 hours
Components V, S Materials None
Ritual No Concentration No
Description
You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

 
Find Greater Steed
Spell ID: 826198
Name Find Greater Steed School Conjuration
Spell Level 4 Range 30 feet
Casting Time 10 minutes Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re—summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

 
Locate Creature
Spell ID: 826781
Name Locate Creature School Divination
Spell Level 4 Range Self
Casting Time 1 Action Duration Up to 1 hour
Components V, S, M Materials A bit of fur from a bloodhound
Ritual No Concentration Yes
Description
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.   This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

 
Reset
Spell ID: 830073
Name Reset School Transmutation
Spell Level 4 Range 60 feet
Casting Time 1 Action Duration Instantaneous
Components V, S Materials None
Ritual No Concentration No
Description
Temporal energy bursts from you to bathe the battlefield. Choose up to four creatures within range. If the creature is your ally, it can reroll its initiative check twice, keeping whichever of the two results it prefers. If the target is your enemy, it must make a successful Wisdom saving throw or reroll its initiative check twice, keeping whichever of the two results you prefer. New initiative results go into effect at the start of the next round.   At Higher Levels.   When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

 
Staggering Smite
Spell ID: 826801
Name Staggering Smite School Evocation
Spell Level 4 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

 

5th Level

Banishing Smite
Spell ID: 826821
Name Banishing Smite School Abjuration
Spell Level 5 Range Self
Casting Time 1 Bonus Action Duration Up to 1 minute
Components V Materials None
Ritual No Concentration Yes
Description
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the on you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

 
Circle of Power
Spell ID: 826851
Name Circle of Power School Abjuration
Spell Level 5 Range Self (30-foot radius)
Casting Time 1 Action Duration Up to 10 minutes
Components V Materials None
Ritual No Concentration Yes
Description
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.   Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

 
Destructive Wave
Spell ID: 826872
Name Destructive Wave School Evocation
Spell Level 5 Range Self (30-foot radius)
Casting Time 1 Action Duration Instantaneous
Components V Materials None
Ritual No Concentration No
Description
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

 
Dispel Evil and Good
Spell ID: 826873
Name Dispel Evil and Good School Abjuration
Spell Level 5 Range Self
Casting Time 1 Action Duration Up to 1 minute
Components V, S, M Materials Holy water or powdered silver and iron
Ritual No Concentration Yes
Description
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.   You can end the spell early by using either of the following special functions.   Break Enchantment
As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.   Dismissal
As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

 
Geas
Spell ID: 826887
Name Geas School Enchantment
Spell Level 5 Range 60 feet
Casting Time 1 minute Duration 30 days
Components V Materials None
Ritual No Concentration No
Description
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of actiity as you decide.
If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.   At higher level
When you cast this spell usinga spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

 
Holy Weapon
Spell ID: 826900
Name Holy Weapon School Evocation
Spell Level 5 Range Touch
Casting Time 1 Bonus Action Duration Up to 1 hour
Components V, S Materials None
Ritual No Concentration Yes
Description
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet ofyou must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each Ofits turns, a blinded creature can make a Constitution saving throw, ending the effect on itselfon a success.

 
Raise Dead
Spell ID: 826917
Name Raise Dead School Necromancy
Spell Level 5 Range Touch
Casting Time 1 Hour Duration Instantaneous
Components V, S, M Materials A diamond worth at least 500 gp, which the spell consumes
Ritual No Concentration No
Description
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 poison 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. The 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.

 

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