Cleric Spells: Difference between revisions

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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.<br>
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.<br>
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
== Level 3 ==
{| class="wikitable"
|+ Ashen Path
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (A sample of contaminant or spores)
|}
Choose up to ten willing creatures you can see within range, the chosen creatures gain the ability to breathe air that is contaminated with ash, spores, smoke, dust, or the like with ease. The creature suffers no ill effects from natural airborne irritants or contaminants and gains Advantage on Saving Throws against magical effects that involve any of these contaminants. In addition, the creatures can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60ft, although this spell does nothing to enhance sight in dark or shadowy conditions.
{| class="wikitable"
|+ Barrow Haze
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.
{| class="wikitable"
|+ Battlemind Link
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: S
|}
You point to at willing creature within range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated. You and the target take the higher of your two's Initiative rolls.<br>
*If you and the target both make melee attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
*If you and the target both make ranged attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
*If you both cast spells, targeting the same area, creature, or creatures, targets of the spells subtract a d6 from saving throws against the spells.
This spell ends if you and the target cannot see each other, or if one of you falls unconscious or dies.
{| class="wikitable"
|+ Beacon of Hope
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom Saving Throws and Death Saving Throws, and regains the maximum number of hit points possible from any healing.
{| class="wikitable"
|+ Bestow Curse
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS
|}
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
*Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
*While cursed, the target has disadvantage on attack rolls against you.
*While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
*While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
*While cursed, target is Slowed.
*While cursed, the target cannot speak.
*While cursed, the target shouts its thoughts out loud.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
{| class="wikitable"
|+ Bite the Hand
|-
| Level: 3 || Casting Time: 1 Bonus Action || Enchantment
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.
{| class="wikitable"
|+ Bolstering Brew
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VSM (Exotic ingredients worth 100GP which the spell consumes)
|}
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 hours:
*The creature gains 2d4 Temporary Hit Points
*The creature is immune to the Frightened condition
*The creature has Resistance to Cold Damage
*The creature has Advantage on Constitution Saving Throws
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each spell slot above 3rd. When you cast this spell using a spell slot of 7th level or higher, the benefits last for 24 hours and the creatures are immune to the Poisoned condition for the duration.
{| class="wikitable"
|+ Create Food and Water
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
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.
{| class="wikitable"
|+ Daylight
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: 1 Hour || Components: VS
|}
A 60ft 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.<br>
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 and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br>
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.
{| class="wikitable"
|+ Dispel Magic
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
Choose one 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.<br>
'''At Higher Levels.''' 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.
{| class="wikitable"
|+ Glyph of Warding
|-
| Level: 3 || Casting Time: 1 Hour (Ritual) || Abjuration
|-
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200 gp, which the spell consumes)
|}
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.<br>
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.<br>
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.<br>
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.<br>
When you inscribe the glyph, choose explosive runes or a spell glyph.<br>
'''Explosive Runes.''' When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.<br>
'''Spell Glyph.''' You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
{| class="wikitable"
|+ Healing Wave
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
{| class="wikitable"
|+ Incite Greed
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP)
|}
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.<br>
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
{| class="wikitable"
|+ Life Transference
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
{| class="wikitable"
|+ Martyr's Bargain
|-
| Level: 3 || Casting Time: 1 Reaction when you re forced to make a Saving Throw against a damaging effect || Abjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
|}
Among the faithful followers of the Three, the purity martyr’s bargain represents true faith and true sacrifice. You bear a damaging effect upon yourself to shield your allies. When you and any number of creatures within range are subjected to a saving throw against a damaging effect, you prevent that damage. When this spell ends, you suffer the maximum possible damage that the effect could have caused you. This damage cannot be reduced or prevented in any way.
{| class="wikitable"
|+ Mass Healing Word
|-
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: V
|}
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
{| class="wikitable"
|+ Meld Into Stone
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: Touch || Duration: 8 Hours || Components: VS
|}
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.<br>
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.<br>
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
{| class="wikitable"
|+ Motivational Speech
|-
| Level: 3 || Casting Time: 1 Minute || Enchantment
|-
| Range: 60ft || Duration: 1 Hour || Components: V
|}
You address allies, adventurers, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
{| class="wikitable"
|+ Protection From Energy
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
{| class="wikitable"
|+ Remove Curse
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
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.
{| class="wikitable"
|+ Revivify
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth 300GP, which the spell consumes)
|}
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.
{| class="wikitable"
|+ Sending
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire)
|}
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
{| class="wikitable"
|+ Speak With Dead
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense)
|}
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.<br>
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
{| class="wikitable"
|+ Spirit Guardians
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS
|}
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.<br>
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
{| class="wikitable"
|+ Spirit Shroud
|-
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.<br>
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.<br>
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
{| class="wikitable"
|+ Tongues
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour || Components: VM (a small clay model of a ziggurat)
|}
This spell grants a willing creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
{| class="wikitable"
|+ Water Walk
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
| Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork)
|}
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br>
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.