Cleric Spells: Difference between revisions

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A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
== Level 2 ==
{| class="wikitable"
|+ Aid
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 8 Hours || Components: VSM (a tiny strip of white cloth)
|}
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 Levels.''' 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.
{| class="wikitable"
|+ Augury
|-
| Level: 2 || Casting Time: 1 Minute (Ritual) || Divination
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| Range: Self || Duration: Instant || Components: VSM (specially marked sticks, bones, or similar tokens worth at least 25GP)
|}
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:<br>
'''Weal.''' for good results<br>
'''Woe.''' for bad results<br>
'''Weal and woe.''' for both good and bad results<br>
'''Nothing.''' for results that aren't especially good or bad<br>
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.<br>
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
{| class="wikitable"
|+ Bestow Proficiency
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
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| Range: Touch || Duration: 8 Hours || Components: V
|}
You touch a willing creature. Choose a skill, tool, weapon, or language proficiency you are proficient with, the target gains proficiency with the chosen proficiency for the duration.
{| class="wikitable"
|+ Calm Emotions
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| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.<br>
'''Focus.''' You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.<br>
'''Suppress.''' You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
{| class="wikitable"
|+ Continual Flame
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Evocation
|-
| Range: Touch || Duration: Until Dispelled || Components: VSM (ruby dust worth 50GP, which the spell consumes)
|}
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
{| class="wikitable"
|+ Demand Offering
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| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: Touch || Duration: Instant || Components: V
|}
You reach out and touch a creature holding one or more items, forcing it to make a Wisdom Saving Throw. On a failure, the target uses its reaction to hand you the objects it's holding.
{| class="wikitable"
|+ Dragon's Voice
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| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Self || Duration: 1 Hour || Components: V
|}
By magically altering the way your vocal cords create sounds, you can emulate the vocal inflections of dragons. When you make a Charisma (Persuasion) or Charisma (Deception) check while dealing with Dragons, you can treat a d20 roll of 9 or lower as a 10.
{| class="wikitable"
|+ Enhance Ability
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| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (fur or a feather from a beast)
|}
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
'''Bear's Endurance.''' The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
'''Bull's Strength.''' The target has advantage on Strength checks, and his or her carrying capacity doubles.
'''Cat's Grace.''' The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
'''Eagle's Splendor.''' The target has advantage on Charisma checks.
'''Fox's Cunning.''' The target has advantage on Intelligence checks.
'''Owl's Wisdom.''' The target has advantage on Wisdom checks.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
{| class="wikitable"
|+ Find Traps
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| Level: 2 || Casting Time: 1 Action || Divination
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| Range: 120ft || Duration: Instant || Components: VS
|}
You sense the presence of any trap within range 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.<br>
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.
{| class="wikitable"
|+ Fortune's Favor
|-
| Level: 2 || Casting Time: 1 Minute || Divination
|-
| Range: 60ft || Duration: 1 Hour || Components: VSM (a white pearl worth at least 100GP, which the spell consumes)
|}
You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.<br>
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
{| class="wikitable"
|+ Gale Weapons
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| Level: 2 || Casting Time: 1 Bonus Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
One or two weapons that you are holding are enveloped in small whirlwinds. For the duration, the weapons are magical if they weren't already, and they also have a +1 bonus to damage rolls. This effect is suppressed for a weapon while you aren't holding it.
In addition, if you use an affected weapon to make a weapon attack on your turn, the attack gains benefits based on whether it is melee or ranged<br>
'''Melee.''' The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.<br>
'''Ranged.''' The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one ofyour free hands at the end of your turn if it has the thrown property.
{| class="wikitable"
|+ Gentle Repose
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Necromancy
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| Range: Touch || Duration: 10 Days || Components: VSM (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
|}
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.<br>
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.
{| class="wikitable"
|+ Hold Person
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a small, straight, piece of iron)
|}
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Iron Spine
|-
| Level: 2 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VM (a small iron ingot)
|}
You launch an ingot of iron at a creature in range. Make a Ranged Spell Attack, on a hit, the target's skeleton or exoskeleton grows jagged shards of cold iron. The target takes 1d6 Piercing Damage for every 5ft it moves. After moving, the target has disadvantage on all Attack Rolls and Ability Checks it makes until the beginning of its next turn as metal spines stab into its flesh. At the end of the targets turns, it may make a Constitution Saving Throw, ending the effect on a success. Fey creatures make this save at disadvantage.
{| class="wikitable"
|+ Lesser Restoration
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| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
You touch a creature and can end either one disease or one condition afflicting it. The condition can be Blinded, Deafened, Paralyzed, or Poisoned.
{| class="wikitable"
|+ Locate Object
|-
| Level: 2 || Casting Time: 1 Action || Divination
|-
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a forked twig)
|}
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.<br>
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.<br>
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.
{| class="wikitable"
|+ Prayer of Healing
|-
| Level: 2 || Casting Time: 10 Minutes || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: V
|}
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 Levels.''' 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.
{| class="wikitable"
|+ Protection From Poison
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VS
|}
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.<br>
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.
{| class="wikitable"
|+ Protection From Poison
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VS
|}
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.<br>
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to Poison damage.
{| class="wikitable"
|+ Silence
|-
| Level: 2 || Casting Time: 1 Action (Ritual) || Illusion
|-
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
|}
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
{| class="wikitable"
|+ Spiritual Weapon
|-
| Level: 2 || Casting Time: 1 Bonus Action || Evocation
|-
| Range: 60ft || Duration: 1 Minute || Components: VS
|}
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.<br>
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.<br>
The weapon can take whatever form you choose.
:'''At Higher Levels.''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
{| class="wikitable"
|+ Warding Bond
|-
| Level: 2 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pair of platinum rings worth at least 50GP each, which you and the target must wear for the duration)
|}
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.<br>
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.
{| class="wikitable"
|+ Zone of Truth
|-
| Level: 2 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Minutes || Components: VS
|}
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.