A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
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You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere.
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere.
You touch a creature and grant it a measure of protection from death.
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration.
You create a shadowy Medium door on a flat solid surface that you can see within range.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself.
For the duration, you sense the presence of magical effects within 30 feet of yourself.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.
You activate one of the effects below.
You teleport to a location within range.
You make yourself—including your clothing, armor, weapons, and other belongings on your person look different until the spell ends.
You launch a green ray at a target you can see within range.
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you.
Choose one creature, object, or magical effect within range.
One creature of your choice that you can see within range hears a discordant melody in its mind.
This spell puts you in contact with a god or a god's servants.
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
The target takes an extra 2d8 Radiant damage from the attack.
You utter a word imbued with power from the Upper Planes.
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.