Cure Wounds
Cure Wounds
The target regains hit points equal to 1d8 + your
Dancing Lights
Dancing Lights
You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.
You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range.
Darklight
Darklight
You create an enchanted flame that surrounds your hand and produces no heat, but sheds
Darkvision
Darkvision
The target gains darkvision out to a range of 60 feet.
Daylight
Daylight
Magical light fills the area.
Deadweight
Deadweight
The target object’s weight is greatly increased.
Death Ward
Death Ward
The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.
Delayed Blast Fireball
Delayed Blast Fireball
A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spell—either because your
Demiplane
Demiplane
You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.
Each time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.
Detect Evil and Good
Detect Evil and Good
Range: Special (30-foot radius)
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature’s presence, as well as where the creature is located.