Telekinesis
Telekinesis
You move the target with the power of your mind. Until the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:
Thaumaturgy
Thaumaturgy
You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:
Time Stop
Time Stop
You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
The spell ends if you move more than 1,000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.
Water Breathing
Water Breathing
Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).
Water Walk
Water Walk
Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground. Creatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.
A target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.
Whirlwind Kick
Whirlwind Kick
Area: Line up to 60 feet long and 15 feet wide
Wind Walk
Wind Walk
The targets assume a gaseous form and appear as wisps of cloud.
Writhing Transformation
Writhing Transformation
As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself.
True Polymorph
True Polymorph
The target is transformed until it drops to 0 hit points or the spell ends.