Protection from Evil and Good
Protection from Evil and Good
The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Protection from Poison
Protection from Poison
The target has
Purify Food and Drink
Purify Food and Drink
You remove all
Rage of the Meek
Rage of the Meek
You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell.
Raise Dead
Raise Dead
You return the target to life, provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.
Raise Hell
Raise Hell
Area: Up to a 300-foot sphere
Ray of Enfeeblement
Ray of Enfeeblement
A black ray of necrotic energy shoots from your fingertip.
Ray of Frost
Ray of Frost
An icy beam shoots from your outstretched fingers.
Regenerate
Regenerate
You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).
If the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.
Reincarnate
Reincarnate
You return the target to life, provided the target’s soul is willing and able to return to its body. If you only have a piece of the target, the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life, and retains all its proficiencies, cultural traits, and class features. The target’s heritage traits change according to its new form. The Narrator chooses the form of the new body, or rolls on Table: Reincarnation.
Table: Reincarnation