Spiritual Weapon
Spiritual Weapon
You create a floating, incandescent weapon with an appearance of your choosing and use it to attack your enemies.
Stone Shape
Stone Shape
You reshape the target into any form you choose. For example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn’t more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Storm Kick
Storm Kick
You must be able to move in order to cast this spell. You leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt.
Symbol
Symbol
You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
True Seeing
True Seeing
Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.
True Resurrection
True Resurrection
Provided the target’s soul is willing and able to return to its body, it returns to life with all of its hit points.
Warding Bond
Warding Bond
Until the spell ends, the target is warded by a mystic connection between it and you.
Wind Up
Wind Up
You wind your power up like a spring.
Word of Recall
Word of Recall
Range: 5 feet
The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.
You must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.