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Cleric (7) Acolyte KyuremX

CLASS & LEVEL BACKGROUND PLAYER NAME


Dhurmdall Tempus
Dwarf/Hill Dwarf Lawful Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
18 -1 25
+2 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

14 PERSONALITY TRAITS

Hit Point Maximum 66


+2 Strength
DEXTERITY
-1 Dexterity

-1 +3 Constitution
CURRENT HIT POINTS IDEALS
-1 Intelligence
8 ● +6 Wisdom
● +4 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+3
-1 Acrobatics (Dex) Total 7d8 SUCCESSES
16 +3 Animal Handling (Wis) FAILURES

-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE +2 Athletics (Str)

-1 ●
+1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Crossbow, light +2 1d8 - 1 piercing Darkvision: 60 ft.


8 ● +6 Insight (Wis)
Damage Resistances: poison
+1 Intimidation (Cha) Warhammer +5 1d8 + 2 bludgeoning

WISDOM -1 Investigation (Int)


+3 Medicine (Wis)
(additional features & traits on
+3 -1 Nature (Int)
last page)
+3 Perception (Wis)
16
+1 Performance (Cha)
● +4 Persuasion (Cha)
CHARISMA
● +2 Religion (Int)
+1 -1 Sleight of Hand (Dex)
-1 Stealth (Dex)
12
+3 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


Pouch (1); Clothes,
CP
common (1); Crossbow
SP bolt (20); Waterskin (1);
Tool Proficiencies: Smith's Tools Shield (1); Bedroll (1);
EP
Incense (5); Rations (1
Weapon Proficiencies: Martial;
day) (10); Rope,
Simple
hempen (1);
GP 115
Armor Proficiencies: Heavy; Light; Vestements (1); Prayer
Medium; Shields PP
Book (1); Tinderbox (1);
Mess kit (1); Backpack
Language Proficiencies: Common; (1); Chain mail (1);
Dwarvish; Elvish; Orc Torch (10); Emblem (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
28 140 cm 85 kg
AGE HEIGHT WEIGHT
Dhurmdall Tempus
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Dhurmdall is the 14th generation descendant of the demigod Kareilos Tempus, son of Arandull The God
of The Storms.

The Tempus family along with the local dwarves have been protecting a Pantheon of Gods and a well of
valuable minerals deep within the mountains of Beria for ages. Throughout the centuries the Tempus
family have also been regarded as skilled craftmasters. Using the rare materials of the mountains and the
power of the lightning running through their veins, they have made powerful magical weapons and armors
that only a Tempus descendant could wield other than high quality equipments they sell around the
country.

Despite their original calling, it is not rare for a Tempus to actually leave the temple, becoming explorers,
fortune seekers, or warriors, and Dhurmdall is one of them.

The turmoil in the country led him to become an explorer, to look with his own eyes about the current state
of the outside world, to gain knowledge that might be useful for his people.
At first that was his reason, but then the appearance of the Dungeons of Chaos incited the flame of
curiosity inside him to unravel the mysteries behind them, and took it as a challenge to prove his
capabilities.

He wields the Dunnstromm

[Dunnstrom - Tempus Forged Warhammer]


The Dunnstrom is a magical warhammer forged with a special mix of steels that are trade secret to the
Tempus Crafts Masters. As though living through the nourishment of the wielder's Thunder, the hammer
grows in power as the user does as well. It's true powers unleashes when wielded by one of the Tempus
Bloodline.

Level 3: Thunderclap
Usable three times per rest, the wielder can smash the hammer onto a surface or opponent and unleash a
devastating burst of electricity. Adding +3 damage to the blow. If an opponent struck by this is susceptible
to shock, they become temporarily paralyzed and must make a constitution saving throw each turn to fight
off the jolt.

Level 7: Polarized Blow


Imbue a magnetic force upon your attack. First with an opposite to accelerate your target into your
hammer, granting a +10 bonus to hit. Then a same polar upon impact to blast your opponent away,
granting a +3 bonus to damage and adds knockback. Does not affect a target that is not wearing armor or
is made of metal. Can be stacked with Thunderclap.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Guidance Animate Dead

Light Beacon of Hope

Sacred Flame Bestow Curse

Thaumaturgy Call Lightning (Domain)

Clairvoyance

Create Food and Water

Daylight

Dispel Magic

Feign Death
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED Glyph of Warding

1 4 Mass Healing Word


7
Meld into Stone

EPAR
SPELL NAME
ED
PR

Bane

Bless
4 1
Ceremony

Command Banishment
SPELLS KNOWN

Create or Destroy Water Control Water (Domain)

Cure Wounds Death Ward

Detect Evil and Good Divination

Detect Magic Freedom of Movement

Detect Poison and Disease Guardian of Faith

Fog Cloud (Domain) Ice Storm (Domain)


8
Guiding Bolt Locate Creature

Guiding Hand Stone Shape

2 3
Aid

Augury

Blindness/Deafness
5
Calm Emotions

Continual Flame
9
Enhance Ability

Find Traps

Gentle Repose

Gust of Wind (Domain)

Hold Person

Lesser Restoration

Locate Object

Prayer of Healing

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Cleric Wisdom 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Protection from Energy

Remove Curse

Revivify

Sending

Sleet Storm (Domain)

Speak with Dead

Spirit Guardians

Tongues

Water Walk
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Healing Word

Inflict Wounds
4 1
Protection from Evil and Good

Purify Food and Drink


SPELLS KNOWN

Sanctuary

Shield of Faith

Thunderwave (Domain)

2 3
Protection from Poison

Shatter (Domain)

Silence
5
Spiritual Weapon

Warding Bond
9
Zone of Truth

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

---------------Actions--------------
Channel Divinity: Turn Undead. Undead within 30 feet must make a DC 14 Wisdom save or be turned for 1
min. or until damaged.

-----------Other Traits------------
Channel Divinity. Channel divine power using Turn Undead or one of your domain Channel Divinity
options. (use twice/rest).

Channel Divinity: Destructive Wrath. Starting at 2nd level, you can use your Channel Divinity to wield the
power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your
Channel Divinity to deal maximum damage, instead of rolling.

Destroy Undead. Destroy CR 1/2 or less creatures who fail turn save.

Dwarven Resilience. Advantage on poison saves, resistance to poison damage.

Shelter the Faithful. You and your companions can expect free healing at an establishment of your faith.

Stonecunning. 2X prof bonus on stonework-related history checks.

Thunderbolt Strike. At 6th level, when you deal lightning damage to a Large or smaller creature, you can
also push it up to 10 feet away from you.

War Caster. You have advantage on Constitution saving throws that you make to maintain your
concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or
both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to
cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of
1 action and must target only that creature.

Wrath of the Storm. Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet
of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a
Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed
saving throw, and half as much damage on a successful one. You can use this feature a number of times
equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long
rest.
Page 1

Level-2 abjuration Level-3 necromancy Level-2 divination


Aid Animate Dead Augury
1 act. 30 ft V,S,M 8 hrs 1 min 10 ft V,S,M Inst 1 min Self V,S,M Inst
Your spell bolsters your allies with toughness This spell creates an undead servant. Choose a By casting gem-inlaid sticks, rolling dragon
and resolve. Choose up to three creatures pile of bones or a corpse of a Medium or Small bones, laying out ornate cards, or employing
within range. Each target's hit point humanoid within range. Your spell imbues the some other divining tool, you receive an omen
maximum and current hit points increase by 5 target with a foul mimicry of life, raising it as from an otherworldly entity about the results
for the duration. At Higher Levels. When you an undead creature. The target becomes a of a specific course of action that you plan to
cast this spell using a spell slot of 3rd level or skeleton if you chose bones or a zombie if you take within the next 30 minutes. The GM
higher, a target's hit points increase by an chose a corpse (the GM has the creature's chooses from the following possible omens: •
additional 5 for each slot level above 2nd. game statistics). On each of your turns, you Weal, for good results • Woe, for bad results •
can use a bonus action to mentally command Weal and woe, for both good and bad results •
any creature you made with this spell if the Nothing, for results that aren't especially good
creature is within 60 feet of you (if you control or bad The spell doesn't take into account any
multiple creatures, you can command any or possible circumstances that might change the
all of them at the same time, issuing the same outcome, such as the casting of additional
command to each one). You decide what action spells or the loss or gain of a companion. If you
the creature will take and where it will move cast the spell two or more times before
during its next turn, or you can issue a general completing your next long rest, there is a
command, such as to guard a particular cumulative 25 percent chance for each casting
chamber or corridor. If you issue no after the first that you get a random reading.
commands, the creature only defends itself The GM makes this roll in secret.
against hostile creatures. Once given an order,
the creature continues to follow it until its task
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-1 enchantment Level-4 abjuration Level-3 abjuration


Bane Banishment Beacon of Hope
1 act. 30 ft V,S,M Conc, 1 min 1 act. 60 ft V,S,M Conc, 1 min 1 act. 30 ft V,S Conc, 1 min
Up to three creatures of your choice that you You attempt to send one creature that you can This spell bestows hope and vitality. Choose
can see within range must make Charisma see within range to another plane of existence. any number of creatures within range. For the
saving throws. Whenever a target that fails The target must succeed on a Charisma saving duration, each target has advantage on
this saving throw makes an attack roll or a throw or be banished. If the target is native to Wisdom saving throws and death saving
saving throw before the spell ends, the target the plane of existence you're on, you banish throws, and regains the maximum number of
must roll a d4 and subtract the number rolled the target to a harmless demiplane. While hit points possible from any healing.
from the attack roll or saving throw. At Higher there, the target is incapacitated. The target
Levels. When you cast this spell using a spell remains there until the spell ends, at which
slot of 2nd level or higher, you can target one point the target reappears in the space it left
additional creature for each slot level above or in the nearest unoccupied space if that
1st. space is occupied. If the target is native to a
different plane of existence than the one
you're on, the target is banished with a faint
popping noise, returning to its home plane. If
the spell ends before 1 minute has passed, the
target reappears in the space it left or in the
nearest unoccupied space if that space is
occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell
using a spell slot of 5th level or higher, you can
target one additional creature for each slot
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-3 necromancy Level-1 enchantment Level-2 necromancy


Bestow Curse Bless Blindness/Deafness
1 act. Touch V,S Conc, 1 min 1 act. 30 ft V,S,M Conc, 1 min 1 act. 30 ft V 1 min
You touch a creature, and that creature must You bless up to three creatures of your choice You can blind or deafen a foe. Choose one
succeed on a Wisdom saving throw or become within range. Whenever a target makes an creature that you can see within range to make
cursed for the duration of the spell. When you attack roll or a saving throw before the spell a Constitution saving throw. If it fails, the
cast this spell, choose the nature of the curse ends, the target can roll a d4 and add the target is either blinded or deafened (your
from the following options: • Choose one number rolled to the attack roll or saving choice) for the duration. At the end of each of
ability score. While cursed, the target has throw. At Higher Levels. When you cast this its turns, the target can make a Constitution
disadvantage on ability checks and saving spell using a spell slot of 2nd level or higher, saving throw. On a success, the spell ends. At
throws made with that ability score. • While you can target one additional creature for each Higher Levels. When you cast this spell using a
cursed, the target has disadvantage on attack slot level above 1st. spell slot of 3rd level or higher, you can target
rolls against you. • While cursed, the target one additional creature for each slot level
must make a Wisdom saving throw at the start above 2nd.
of each of its turns. If it fails, it wastes its
action that turn doing nothing. • While the
target is cursed, your attacks and spells deal
an extra 1d8 necrotic damage to the target. A
remove curse spell ends this effect. At the
GM's option, you may choose an alternative
curse effect, but it should be no more powerful
than those described above. The GM has final
say on such a curse's effect. At Higher Levels.
If you cast this spell using a spell slot of 4th
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6
Page 1 (reverse)

Animate Dead (reverse)


is complete. The creature is under your control
for 24 hours, after which it stops obeying any
command you've given it. To maintain control
of the creature for another 24 hours, you must
cast this spell on the creature again before the
current 24-hour period ends. This use of the
spell reasserts your control over up to four
creatures you have animated with this spell,
rather than animating a new one. At Higher
Levels. When you cast this spell using a spell
slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of
the creatures must come from a different
corpse or pile of bones.

Banishment (reverse)
level above 4th.

Bestow Curse (reverse)


level or higher, the duration is concentration,
up to 10 minutes. If you use a spell slot of 5th
level or higher, the duration is 8 hours. If you
use a spell slot of 7th level or higher, the
duration is 24 hours. If you use a 9th level
spell slot, the spell lasts until it is dispelled.
Using a spell slot of 5th level or higher grants a
duration that doesn't require concentration.
Page 2

Level-3 conjuration Level-2 enchantment Level-1 evocation


Call Lightning Calm Emotions Ceremony
1 act. 120 ft V,S Conc, 10 mins 1 act. 60 ft V,S Conc, 1 min 1 hr Touch V,S,M Inst
A storm cloud appears in the shape of a You attempt to suppress strong emotions in a You perform one of several religious
cylinder that is 10 feet tall with a 60-foot group of people. Each humanoid in a ceremonies when you cast the spell, choose
radius, centered on a point you can see 100 20-foot-radius sphere centered on a point you one of the following ceremonies, the target of
feet directly above you. The spell fails if you choose within range must make a Charisma which must be within 10 feet of you
can't see a point in the air where the storm saving throw; a creature can choose to fail this throughout the casting. - Atonement. You
cloud could appear (for example, if you are in a saving throw if it wishes. If a creature fails its touch one willing creature whose alignment
room that can't accommodate the cloud). saving throw, choose one of the following two has changed, and you make a DC 20 Wisdom
When you cast the spell, choose a point you effects. You can suppress any effect causing a (Insight) check. On a success, you restore the
can see within range. A bolt of lightning target to be charmed or frightened. When this target to its original alignment. - Bless Water.
flashes down from the cloud to that point. spell ends, any suppressed effect resumes, You touch one vial of water and cause it to
Each creature within 5 feet of that point must provided that its duration has not expired in become holy water. - Coming of Age. You
make a Dexterity saving throw. A creature the meantime. Alternatively, you can make a touch one humanoid old enough to be a young
takes 3d10 lightning damage on a failed save, target indifferent about creatures of your adult. For the next 24 hours, whenever the
or half as much damage on a successful one. choice that it is hostile toward. This target makes an ability check, it can roll a d4
On each of your turns until the spell ends, you indifference ends if the target is attacked or and add the number rolled to the ability check.
can use your action to call down lightning in harmed by a spell or if it witnesses any of its A creature can benefit from this ceremony just
this way again, targeting the same point or a friends being harmed. When the spell ends, once. - Dedication. You touch one humanoid
different one. If you are outdoors in stormy the creature becomes hostile again, unless the who would willingly convert to your religion
conditions when you cast this spell, the spell GM rules otherwise. or who wishes to be dedicated to your god’s
gives you control over the existing storm service. For the next 24 hours, whenever the
instead of creating a new one. Under such target makes a saving throw, it can roll a d4
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-3 divination Level-1 enchantment Level-2 evocation


Clairvoyance Command Continual Flame
10 mins 1 mile V,S,M Conc, 10 mins 1 act. 60 ft V 1 rnd 1 act. Touch V,S,M Until dispelled
You create an invisible sensor within range in You speak a one-word command to a creature A flame, equivalent in brightness to a torch,
a location familiar to you (a place you have you can see within range. The target must springs forth from an object that you touch.
visited or seen before) or in an obvious succeed on a Wisdom saving throw or follow The effect looks like a regular flame, but it
location that is unfamiliar to you (such as the command on its next turn. The spell has no creates no heat and doesn't use oxygen. A
behind a door, around a corner, or in a grove effect if the target is undead, if it doesn't continual flame can be covered or hidden but
of trees). The sensor remains in place for the understand your language, or if your not smothered or quenched.
duration, and it can't be attacked or otherwise command is directly harmful to it. Some
interacted with. When you cast the spell, you typical commands and their effects follow.
choose seeing or hearing. You can use the You might issue a command other than one
chosen sense through the sensor as if you were described here. If you do so, the GM
in its space. As your action, you can switch determines how the target behaves. If the
between seeing and hearing. A creature that target can't follow your command, the spell
can see the sensor (such as a creature ends. Approach. The target moves toward you
benefiting from see invisibility or truesight) by the shortest and most direct route, ending
sees a luminous, intangible orb about the size its turn if it moves within 5 feet of you. Drop.
of your fist. The target drops whatever it is holding and
then ends its turn. Flee. The target spends its
turn moving away from you by the fastest
available means. Grovel. The target falls prone
and then ends its turn. Halt. The target doesn't
move and takes no actions. A flying creature
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-4 transmutation Level-3 conjuration Level-1 transmutation


Control Water Create Food and Water Create or Destroy Water
1 act. 300 ft V,S,M Conc, 10 mins 1 act. 30 ft V,S Inst 1 act. 30 ft V,S,M Inst
Until the spell ends, you control any You create 45 pounds of food and 30 gallons of You either create or destroy water. Create
freestanding water inside an area you choose water on the ground or in containers within Water. You create up to 10 gallons of clean
that is a cube up to 100 feet on a side. You can range, enough to sustain up to fifteen water within range in an open container.
choose from any of the following effects when humanoids or five steeds for 24 hours. The Alternatively, the water falls as rain in a
you cast this spell. As an action on your turn, food is bland but nourishing, and spoils if 30-foot cube within range, extinguishing
you can repeat the same effect or choose a uneaten after 24 hours. The water is clean and exposed flames in the area. Destroy Water.
different one. Flood. You cause the water level doesn't go bad. You destroy up to 10 gallons of water in an
of all standing water in the area to rise by as open container within range. Alternatively,
much as 20 feet. If the area includes a shore, you destroy fog in a 30-foot cube within range.
the flooding water spills over onto dry land. If At Higher Levels. When you cast this spell
you choose an area in a large body of water, using a spell slot of 2nd level or higher, you
you instead create a 20-foot tall wave that create or destroy 10 additional gallons of
travels from one side of the area to the other water, or the size of the cube increases by 5
and then crashes down. Any Huge or smaller feet, for each slot level above 1st.
vehicles in the wave's path are carried with it
to the other side. Any Huge or smaller vehicles
struck by the wave have a 25 percent chance of
capsizing. The water level remains elevated
until the spell ends or you choose a different
effect. If this effect produced a wave, the wave
repeats on the start of your next turn while the
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6
Page 2 (reverse)

Ceremony (reverse) Call Lightning (reverse)


and add the number rolled to the save. A conditions, the spell's damage increases by
creature can benefit from this ceremony just 1d10. At Higher Levels. When you cast this
once. - Funeral Rite. You bless one corpse spell using a spell slot of 4th or higher level,
within 5 feet of you. For the next 24 hours, the the damage increases by 1d10 for each slot
target can’t become undead by any means level above 3rd.
short of a wish spell. - Investiture. You touch
one willing humanoid. Choose one 1st-level
spell you have prepared and expend a spell
slot and any material components as if you
were casting that spell. The spell has no effect.
Instead, the target can cast this spell once
without having to expend a spell slot or use
material components. If the target doesn’t cast
the spell within 1 hour, the invested spell is
lost. - Marriage. You touch adult humanoids
willing to be bonded together in marriage. For
the next 24 hours, each target gains a +2 bonus
to AC and saving throws while they are within
30 feet of each other. A creature can benefit
from this ceremony just once.

Command (reverse)
stays aloft, provided that it is able to do so. If it
must move to stay aloft, it flies the minimum
distance needed to remain in the air. At
Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect
one additional creature for each slot level
above 1st. The creatures must be within 30 feet
of each other when you target them.

Control Water (reverse)


flood effect lasts. Part Water. You cause water
in the area to move apart and create a trench.
The trench extends across the spell's area, and
the separated water forms a wall to either side.
The trench remains until the spell ends or you
choose a different effect. The water then
slowly fills in the trench over the course of the
next round until the normal water level is
restored. Redirect Flow. You cause flowing
water in the area to move in a direction you
choose, even if the water has to flow over
obstacles, up walls, or in other unlikely
directions. The water in the area moves as you
direct it, but once it moves beyond the spell's
area, it resumes its flow based on the terrain
conditions. The water continues to move in
the direction you chose until the spell ends or
you choose a different effect. Whirlpool. This
effect requires a body of water at least 50 feet
square and 25 feet deep. You cause a whirlpool
to form in the center of the area. The
whirlpool forms a vortex that is 5 feet wide at
the base, up to 50 feet wide at the top, and 25
feet tall. Any creature or object in the water
and within 25 feet of the vortex is pulled 10
feet toward it. A creature can swim away from
Page 3

Level-1 evocation Level-3 evocation Level-4 abjuration


Cure Wounds Daylight Death Ward
1 act. Touch V,S Inst 1 act. 60 ft V,S 1 hr 1 act. Touch V,S 8 hrs
A creature you touch regains a number of hit A 60-foot-radius sphere of light spreads out You touch a creature and grant it a measure of
points equal to 1d8 + your spellcasting ability from a point you choose within range. The protection from death. The first time the
modifier. This spell has no effect on undead or sphere is bright light and sheds dim light for target would drop to 0 hit points as a result of
constructs. At Higher Levels. When you cast an additional 60 feet. If you chose a point on taking damage, the target instead drops to 1
this spell using a spell slot of 2nd level or an object you are holding or one that isn't hit point, and the spell ends. If the spell is still
higher, the healing increases by 1d8 for each being worn or carried, the light shines from in effect when the target is subjected to an
slot level above 1st. the object and moves with it. Completely effect that would kill it instantaneously
covering the affected object with an opaque without dealing damage, that effect is instead
object, such as a bowl or a helm, blocks the negated against the target, and the spell ends.
light. If any of this spell's area overlaps with
an area of darkness created by a spell of 3rd
level or lower, the spell that created the
darkness is dispelled.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-1 divination Level-1 divination Level-1 divination


Detect Evil and Good Detect Magic Detect Poison and Disease
1 act. Self V,S Conc, 10 mins 1 act. Self V,S Conc, 10 mins 1 act. Self V,S,M Conc, 10 mins
For the duration, you know if there is an For the duration, you sense the presence of For the duration, you can sense the presence
aberration, celestial, elemental, fey, fiend, or magic within 30 feet of you. If you sense magic and location of poisons, poisonous creatures,
undead within 30 feet of you, as well as where in this way, you can use your action to see a and diseases within 30 feet of you. You also
the creature is located. Similarly, you know if faint aura around any visible creature or identify the kind of poison, poisonous
there is a place or object within 30 feet of you object in the area that bears magic, and you creature, or disease in each case. The spell can
that has been magically consecrated or learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1
desecrated. The spell can penetrate most penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin
barriers, but it is blocked by 1 foot of stone, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
inch of common metal, a thin sheet of lead, or sheet of lead, or 3 feet of wood or dirt.
3 feet of wood or dirt.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-3 abjuration Level-4 divination Level-2 transmutation


Dispel Magic Divination Enhance Ability
1 act. 120 ft V,S Inst 1 act. Self V,S,M Inst 1 act. Touch V,S,M Conc, 1 hr.
Choose one creature, object, or magical effect Your magic and an offering put you in contact You touch a creature and bestow upon it a
within range. Any spell of 3rd level or lower with a god or a god's servants. You ask a single magical enhancement. Choose one of the
on the target ends. For each spell of 4th level question concerning a specific goal, event, or following effects; the target gains that effect
or higher on the target, make an ability check activity to occur within 7 days. The GM offers until the spell ends. Bear's Endurance. The
using your spellcasting ability. The DC equals a truthful reply. The reply might be a short target has advantage on Constitution checks.
10 + the spell's level. On a successful check, the phrase, a cryptic rhyme, or an omen. The spell It also gains 2d6 temporary hit points, which
spell ends. At Higher Levels. When you cast doesn't take into account any possible are lost when the spell ends. Bull's Strength.
this spell using a spell slot of 4th level or circumstances that might change the outcome, The target has advantage on Strength checks,
higher, you automatically end the effects of a such as the casting of additional spells or the and his or her carrying capacity doubles. Cat's
spell on the target if the spell's level is equal to loss or gain of a companion. If you cast the Grace. The target has advantage on Dexterity
or less than the level of the spell slot you used. spell two or more times before finishing your checks. It also doesn't take damage from
next long rest, there is a cumulative 25 percent falling 20 feet or less if it isn't incapacitated.
chance for each casting after the first that you Eagle's Splendor. The target has advantage on
get a random reading. The GM makes this roll Charisma checks. Fox's Cunning. The target
in secret. has advantage on Intelligence checks. Owl's
Wisdom. The target has advantage on Wisdom
checks. At Higher Levels. When you cast this
spell using a spell slot of 3rd level or higher,
you can target one additional creature for each
slot level above 2nd.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6


Page 3 (reverse)
Page 4

Level-3 necromancy Level-2 divination Level-1 conjuration


Feign Death Find Traps Fog Cloud
1 act. touch V,S,M 1 hr 1 act. 120 ft V,S Inst 1 act. 120 ft V,S Conc, 1 hr
You touch a willing creature and put it into a You sense the presence of any trap within You create a 20-foot-radius sphere of fog
cataleptic state that is indistinguishable from range that is within line of sight. A trap, for centered on a point within range. The sphere
death. For the spell’s duration, or until you use the purpose of this spell, includes anything spreads around corners, and its area is heavily
an action to touch the target and dismiss the that would inflict a sudden or unexpected obscured. It lasts for the duration or until a
spell, the target appears dead to all outward effect you consider harmful or undesirable, wind of moderate or greater speed (at least 10
inspection and to spells used to determine the which was specifically intended as such by its miles per hour) disperses it. At Higher Levels.
target’s status. The target is blinded and creator. Thus, the spell would sense an area When you cast this spell using a spell slot of
incapacitated, and its speed drops to 0. The affected by the alarm spell, a glyph of 2nd level or higher, the radius of the fog
target has resistance to all damage except warding, or a mechanical pit trap, but it would increases by 20 feet for each slot level above
psychic damage. If the target is diseased or not reveal a natural weakness in the floor, an 1st.
poisoned when you cast the spell, or becomes unstable ceiling, or a hidden sinkhole. This
diseased or poisoned while under the spell’s spell merely reveals that a trap is present. You
effect, the disease and poison have no effect don't learn the location of each trap, but you
until the spell ends. do learn the general nature of the danger
posed by a trap you sense.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-4 abjuration Level-2 necromancy Level-3 abjuration


Freedom of Movement Gentle Repose Glyph of Warding
1 act. Touch V,S,M 1 hr 1 act. Touch V,S,M 10 days 1 hr Touch V,S,M Until dispelled
You touch a willing creature. For the duration, You touch a corpse or other remains. For the When you cast this spell, you inscribe a glyph
the target's movement is unaffected by duration, the target is protected from decay that harms other creatures, either upon a
difficult terrain, and spells and other magical and can't become undead. The spell also surface (such as a table or a section of floor or
effects can neither reduce the target's speed effectively extends the time limit on raising wall) or within an object that can be closed
nor cause the target to be paralyzed or the target from the dead, since days spent (such as a book, a scroll, or a treasure chest) to
restrained. The target can also spend 5 feet of under the influence of this spell don't count conceal the glyph. If you choose a surface, the
movement to automatically escape from against the time limit of spells such as raise glyph can cover an area of the surface no
nonmagical restraints, such as manacles or a dead. larger than 10 feet in diameter. If you choose
creature that has it grappled. Finally, being an object, that object must remain in its place;
underwater imposes no penalties on the if the object is moved more than 10 feet from
target's movement or attacks. where you cast this spell, the glyph is broken,
and the spell ends without being triggered.
The glyph is nearly invisible and requires a
successful Intelligence (Investigation) check
against your spell save DC to be found. You
decide what triggers the glyph when you cast
the spell. For glyphs inscribed on a surface,
the most typical triggers include touching or
standing on the glyph, removing another
object covering the glyph, approaching within
a certain distance of the glyph, or
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-4 conjuration Divination cantrip Level-1 evocation


Guardian of Faith Guidance Guiding Bolt
1 act. 30 ft V 8 hrs 1 act. Touch V,S Conc, 1 min 1 act. 120 ft V,S 1 rnd
A Large spectral guardian appears and hovers You touch one willing creature. Once before A flash of light streaks toward a creature of
for the duration in an unoccupied space of the spell ends, the target can roll a d4 and add your choice within range. Make a ranged spell
your choice that you can see within range. The the number rolled to one ability check of its attack against the target. On a hit, the target
guardian occupies that space and is indistinct choice. It can roll the die before or after takes 4d6 radiant damage, and the next attack
except for a gleaming sword and shield making the ability check. The spell then ends. roll made against this target before the end of
emblazoned with the symbol of your deity. your next turn has advantage, thanks to the
Any creature hostile to you that moves to a mystical dim light glittering on the target until
space within 10 feet of the guardian must then. At Higher Levels. When you cast this
succeed on a Dexterity saving throw. The spell using a spell slot of 2nd level or higher,
creature takes 20 radiant damage on a failed the damage increases by 1d6 for each slot level
save, or half as much damage on a successful above 1st.
one. The guardian vanishes when it has dealt a
total of 60 damage.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6


Page 4 (reverse)

Glyph of Warding (reverse)


manipulating the object on which the glyph is
inscribed. For glyphs inscribed within an
object, the most common triggers include
opening that object, approaching within a
certain distance of the object, or seeing or
reading the glyph. Once a glyph is triggered,
this spell ends. You can further refine the
trigger so the spell activates only under
certain circumstances or according to physical
characteristics (such as height or weight),
creature kind (for example, the ward could be
set to affect aberrations or drow), or
alignment. You can also set conditions for
creatures that don't trigger the glyph, such as
those who say a certain password. When you
inscribe the glyph, choose explosive runes or a
spell glyph. Explosive Runes. When triggered,
the glyph erupts with magical energy in a
20-foot-radius sphere centered on the glyph.
The sphere spreads around corners. Each
creature in the area must make a Dexterity
saving throw. A creature takes 5d8 acid, cold,
fire, lightning, or thunder damage on a failed
saving throw (your choice when you create the
glyph), or half as much damage on a successful
one. Spell Glyph. You can store a prepared
Page 5

Level-1 divination Level-2 evocation Level-1 evocation


Guiding Hand Gust of Wind Healing Word
1 min 5 ft V,S Conc, 8 hrs 1 act. Self V,S,M Conc, 1 min 1 b.a. 60 ft V Inst
You create a Tiny incorporeal hand of A line of strong wind 60 feet long and 10 feet A creature of your choice that you can see
shimmering light in an unoccupied space you wide blasts from you in a direction you choose within range regains hit points equal to 1d4 +
can see within range. The hand exists for the for the spell's duration. Each creature that your spellcasting ability modifier. This spell
duration, but it disappears if you teleport or starts its turn in the line must succeed on a has no effect on undead or constructs. At
you travel to a different plane of Strength saving throw or be pushed 15 feet Higher Levels. When you cast this spell using a
existence.When the hand appears, you name away from you in a direction following the spell slot of 2nd level or higher, the healing
one major landmark, such as a city, mountain, line. Any creature in the line must spend 2 feet increases by 1d4 for each slot level above 1st.
castle, or battlefield on the same plane of of movement for every 1 foot it moves when
existence as you. Someone in history must moving closer to you. The gust disperses gas or
have visited the site and mapped it. If the vapor, and it extinguishes candles, torches,
landmark appears on no map in existence, the and similar unprotected flames in the area. It
spell fails. Otherwise, whenever you move causes protected flames, such as those of
toward the hand, it moves away from you at lanterns, to dance wildly and has a 50 percent
the same speed you moved, and it moves in chance to extinguish them. As a bonus action
the direction of the landmark, always on each of your turns before the spell ends,
remaining 5 feet away from you. If you don’t you can change the direction in which the line
move toward the hand, it remains in place blasts from you.
until you do and beckons for you to follow
once every 1d4 minutes.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-2 enchantment Level-4 evocation Level-1 necromancy


Hold Person Ice Storm Inflict Wounds
1 act. 60 ft V,S,M Conc, 1 min 1 act. 300 ft V,S,M Inst 1 act. Touch V,S Inst
Choose a humanoid that you can see within A hail of rock-hard ice pounds to the ground Make a melee spell attack against a creature
range. The target must succeed on a Wisdom in a 20- foot-radius, 40-foot-high cylinder you can reach. On a hit, the target takes 3d10
saving throw or be paralyzed for the duration. centered on a point within range. Each necrotic damage. At Higher Levels. When you
At the end of each of its turns, the target can creature in the cylinder must make a Dexterity cast this spell using a spell slot of 2nd level or
make another Wisdom saving throw. On a saving throw. A creature takes 2d8 higher, the damage increases by 1d10 for each
success, the spell ends on the target. At Higher bludgeoning damage and 4d6 cold damage on slot level above 1st.
Levels. When you cast this spell using a spell a failed save, or half as much damage on a
slot of 3rd level or higher, you can target one successful one. Hailstones turn the storm's
additional humanoid for each slot level above area of effect into difficult terrain until the end
2nd. The humanoids must be within 30 feet of of your next turn. At Higher Levels. When you
each other when you target them. cast this spell using a spell slot of 5th level or
higher, the bludgeoning damage increases by
1d8 for each slot level above 4th.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-2 abjuration Evocation cantrip Level-4 divination


Lesser Restoration Light Locate Creature
1 act. Touch V,S Inst 1 act. Touch V,M 1 hr 1 act. Self V,S,M Conc, 1 hr
You touch a creature and can end either one You touch one object that is no larger than 10 Describe or name a creature that is familiar to
disease or one condition afflicting it. The feet in any dimension. Until the spell ends, the you. You sense the direction to the creature's
condition can be blinded, deafened, paralyzed, object sheds bright light in a 20-foot radius location, as long as that creature is within
or poisoned. and dim light for an additional 20 feet. The 1,000 feet of you. If the creature is moving,
light can be colored as you like. Completely you know the direction of its movement. The
covering the object with something opaque spell can locate a specific creature known to
blocks the light. The spell ends if you cast it you, or the nearest creature of a specific kind
again or dismiss it as an action. If you target (such as a human or a unicorn), so long as you
an object held or worn by a hostile creature, have seen such a creature up close—within 30
that creature must succeed on a Dexterity feet—at least once. If the creature you
saving throw to avoid the spell. described or named is in a different form, such
as being under the effects of a polymorph
spell, this spell doesn't locate the creature.
This spell can't locate a creature if running
water at least 10 feet wide blocks a direct path
between you and the creature.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6


Page 5 (reverse)
Page 6

Level-2 divination Level-3 abjuration Level-3 evocation


Locate Object Magic Circle Mass Healing Word
1 act. Self V,S,M Conc, 10 mins 1 min 10 ft V,S,M 1 hr 1 b.a. 60 ft V Inst
Describe or name an object that is familiar to You create a 10-foot-radius, 20-foot-tall As you call out words of restoration, up to six
you. You sense the direction to the object's cylinder of magical energy centered on a point creatures of your choice that you can see
location, as long as that object is within 1,000 on the ground that you can see within range. within range regain hit points equal to 1d4 +
feet of you. If the object is in motion, you know Glowing runes appear wherever the cylinder your spellcasting ability modifier. This spell
the direction of its movement. The spell can intersects with the floor or other surface. has no effect on undead or constructs. At
locate a specific object known to you, as long Choose one or more of the following types of Higher Levels. When you cast this spell using a
as you have seen it up close—within 30 creatures: celestials, elementals, fey, fiends, or spell slot of 4th level or higher, the healing
feet—at least once. Alternatively, the spell can undead. The circle affects a creature of the increases by 1d4 for each slot level above 3rd.
locate the nearest object of a particular kind, chosen type in the following ways: • The
such as a certain kind of apparel, jewelry, creature can't willingly enter the cylinder by
furniture, tool, or weapon. This spell can't nonmagical means. If the creature tries to use
locate an object if any thickness of lead, even a teleportation or interplanar travel to do so, it
thin sheet, blocks a direct path between you must first succeed on a Charisma saving
and the object. throw. • The creature has disadvantage on
attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed,
frightened, or possessed by the creature.
When you cast this spell, you can elect to
cause its magic to operate in the reverse
direction, preventing a creature of the
specified type from leaving the cylinder and
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-3 transmutation Level-2 evocation Level-3 abjuration


Meld into Stone Prayer of Healing Protection from Energy
1 act. Touch V,S 8 hrs 10 mins 30 ft V Inst 1 act. Touch V,S Conc, 1 hr
You step into a stone object or surface large Up to six creatures of your choice that you can For the duration, the willing creature you
enough to fully contain your body, melding see within range each regain hit points equal touch has resistance to one damage type of
yourself and all the equipment you carry with to 2d8 + your spellcasting ability modifier. your choice: acid, cold, fire, lightning, or
the stone for the duration. Using your This spell has no effect on undead or thunder.
movement, you step into the stone at a point constructs. At Higher Levels. When you cast
you can touch. Nothing of your presence this spell using a spell slot of 3rd level or
remains visible or otherwise detectable by higher, the healing increases by 1d8 for each
nonmagical senses. While merged with the slot level above 2nd.
stone, you can't see what occurs outside it, and
any Wisdom (Perception) checks you make to
hear sounds outside it are made with
disadvantage. You remain aware of the
passage of time and can cast spells on yourself
while merged in the stone. You can use your
movement to leave the stone where you
entered it, which ends the spell. You otherwise
can't move. Minor physical damage to the
stone doesn't harm you, but its partial
destruction or a change in its shape (to the
extent that you no longer fit within it) expels
you and deals 6d6 bludgeoning damage to you.
Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-1 abjuration Level-2 abjuration Level-1 transmutation


Protection from Evil and Good Protection from Poison Purify Food and Drink
1 act. Touch V,S,M Conc, 10 mins 1 act. Touch V,S 1 hr 1 act. 10 ft V,S Inst
Until the spell ends, one willing creature you You touch a creature. If it is poisoned, you All nonmagical food and drink within a
touch is protected against certain types of neutralize the poison. If more than one poison 5-foot-radius sphere centered on a point of
creatures: aberrations, celestials, elementals, afflicts the target, you neutralize one poison your choice within range is purified and
fey, fiends, and undead. The protection grants that you know is present, or you neutralize rendered free of poison and disease.
several benefits. Creatures of those types have one at random. For the duration, the target
disadvantage on attack rolls against the target. has advantage on saving throws against being
The target also can't be charmed, frightened, poisoned, and it has resistance to poison
or possessed by them. If the target is already damage.
charmed, frightened, or possessed by such a
creature, the target has advantage on any new
saving throw against the relevant effect.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6


Page 6 (reverse)

Magic Circle (reverse)


protecting targets outside it. At Higher Levels.
When you cast this spell using a spell slot of
4th level or higher, the duration increases by 1
hour for each slot level above 3rd.

Meld into Stone (reverse)


The stone's complete destruction (or
transmutation into a different substance)
expels you and deals 50 bludgeoning damage
to you. If expelled, you fall prone in an
unoccupied space closest to where you first
entered.
Page 7

Level-3 abjuration Level-3 necromancy Evocation cantrip


Remove Curse Revivify Sacred Flame
1 act. Touch V,S Inst 1 act. Touch V,S,M Inst 1 act. 60 ft V,S Inst
At your touch, all curses affecting one creature You touch a creature that has died within the Flame-like radiance descends on a creature
or object end. If the object is a cursed magic last minute. That creature returns to life with 1 that you can see within range. The target must
item, its curse remains, but the spell breaks its hit point. This spell can't return to life a succeed on a Dexterity saving throw or take
owner's attunement to the object so it can be creature that has died of old age, nor can it 1d8 radiant damage. The target gains no
removed or discarded. restore any missing body parts. benefit from cover for this saving throw. The
spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-1 abjuration Level-3 evocation Level-2 evocation


Sanctuary Sending Shatter
1 b.a. 30 ft V,S,M 1 min 1 act. UnlimitedV,S,M 1 rnd 1 act. 60 ft V,S,M Inst
You ward a creature within range against You send a short message of twenty-five A sudden loud ringing noise, painfully
attack. Until the spell ends, any creature who words or less to a creature with which you are intense, erupts from a point of your choice
targets the warded creature with an attack or a familiar. The creature hears the message in its within range. Each creature in a
harmful spell must first make a Wisdom mind, recognizes you as the sender if it knows 10-foot-radius sphere centered on that point
saving throw. On a failed save, the creature you, and can answer in a like manner must make a Constitution saving throw. A
must choose a new target or lose the attack or immediately. The spell enables creatures with creature takes 3d8 thunder damage on a failed
spell. This spell doesn't protect the warded Intelligence scores of at least 1 to understand save, or half as much damage on a successful
creature from area effects, such as the the meaning of your message. You can send one. A creature made of inorganic material
explosion of a fireball. If the warded creature the message across any distance and even to such as stone, crystal, or metal has
makes an attack or casts a spell that affects an other planes of existence, but if the target is on disadvantage on this saving throw. A
enemy creature, this spell ends. a different plane than you, there is a 5 percent nonmagical object that isn't being worn or
chance that the message doesn't arrive. carried also takes the damage if it's in the
spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each
slot level above 2nd.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-1 abjuration Level-2 illusion Level-3 conjuration


Shield of Faith Silence Sleet Storm
1 b.a. 60 ft V,S,M Conc, 10 mins 1 act. 120 ft V,S Conc, 10 mins 1 act. 150 ft V,S,M Conc, 1 min
A shimmering field appears and surrounds a For the duration, no sound can be created Until the spell ends, freezing rain and sleet fall
creature of your choice within range, granting within or pass through a 20-foot-radius in a 20-foot-tall cylinder with a 40-foot radius
it a +2 bonus to AC for the duration. sphere centered on a point you choose within centered on a point you choose within range.
range. Any creature or object entirely inside The area is heavily obscured, and exposed
the sphere is immune to thunder damage, and flames in the area are doused. The ground in
creatures are deafened while entirely inside it. the area is covered with slick ice, making it
Casting a spell that includes a verbal difficult terrain. When a creature enters the
component is impossible there. spell's area for the first time on a turn or starts
its turn there, it must make a Dexterity saving
throw. On a failed save, it falls prone. If a
creature is concentrating in the spell's area,
the creature must make a successful
Constitution saving throw against your spell
save DC or lose concentration.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6


Page 7 (reverse)
Page 8

Level-3 necromancy Level-3 conjuration Level-2 evocation


Speak with Dead Spirit Guardians Spiritual Weapon
1 act. 10 ft V,S,M 10 mins 1 act. Self V,S,M Conc, 10 mins 1 b.a. 60 ft V,S 1 min
You grant the semblance of life and You call forth spirits to protect you. They flit You create a floating, spectral weapon within
intelligence to a corpse of your choice within around you to a distance of 15 feet for the range that lasts for the duration or until you
range, allowing it to answer the questions you duration. If you are good or neutral, their cast this spell again. When you cast the spell,
pose. The corpse must still have a mouth and spectral form appears angelic or fey (your you can make a melee spell attack against a
can't be undead. The spell fails if the corpse choice). If you are evil, they appear fiendish. creature within 5 feet of the weapon. On a hit,
was the target of this spell within the last 10 When you cast this spell, you can designate the target takes force damage equal to 1d8 +
days. Until the spell ends, you can ask the any number of creatures you can see to be your spellcasting ability modifier. As a bonus
corpse up to five questions. The corpse knows unaffected by it. An affected creature's speed is action on your turn, you can move the weapon
only what it knew in life, including the halved in the area, and when the creature up to 20 feet and repeat the attack against a
languages it knew. Answers are usually brief, enters the area for the first time on a turn or creature within 5 feet of it. The weapon can
cryptic, or repetitive, and the corpse is under starts its turn there, it must make a Wisdom take whatever form you choose. Clerics of
no compulsion to offer a truthful answer if you saving throw. On a failed save, the creature deities who are associated with a particular
are hostile to it or it recognizes you as an takes 3d8 radiant damage (if you are good or weapon (as St. Cuthbert is known for his mace
enemy. This spell doesn't return the creature's neutral) or 3d8 necrotic damage (if you are and Thor for his hammer) make this spell's
soul to its body, only its animating spirit. evil). On a successful save, the creature takes effect resemble that weapon. At Higher Levels.
Thus, the corpse can't learn new information, half as much damage. At Higher Levels. When When you cast this spell using a spell slot of
doesn't comprehend anything that has you cast this spell using a spell slot of 4th level 3rd level or higher, the damage increases by
happened since it died, and can't speculate or higher, the damage increases by 1d8 for 1d8 for every two slot levels above 2nd.
about future events. each slot level above 3rd.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-4 transmutation Transmutation cantrip Level-1 evocation


Stone Shape Thaumaturgy Thunderwave
1 act. Touch V,S,M Inst 1 act. 30 ft V Up to 1 min 1 act. Self V,S Inst
You touch a stone object of Medium size or You manifest a minor wonder, a sign of A wave of thunderous force sweeps out from
smaller or a section of stone no more than 5 supernatural power, within range. You create you. Each creature in a 15-foot cube
feet in any dimension and form it into any one of the following magical effects within originating from you must make a
shape that suits your purpose. So, for example, range: • Your voice booms up to three times as Constitution saving throw. On a failed save, a
you could shape a large rock into a weapon, loud as normal for 1 minute. • You cause creature takes 2d8 thunder damage and is
idol, or coffer, or make a small passage flames to flicker, brighten, dim, or change pushed 10 feet away from you. On a successful
through a wall, as long as the wall is less than color for 1 minute. • You cause harmless save, the creature takes half as much damage
5 feet thick. You could also shape a stone door tremors in the ground for 1 minute. • You and isn't pushed. In addition, unsecured
or its frame to seal the door shut. The object create an instantaneous sound that originates objects that are completely within the area of
you create can have up to two hinges and a from a point of your choice within range, such effect are automatically pushed 10 feet away
latch, but finer mechanical detail isn't as a rumble of thunder, the cry of a raven, or from you by the spell's effect, and the spell
possible. ominous whispers. • You instantaneously emits a thunderous boom audible out to 300
cause an unlocked door or window to fly open feet. At Higher Levels. When you cast this
or slam shut. • You alter the appearance of spell using a spell slot of 2nd level or higher,
your eyes for 1 minute. If you cast this spell the damage increases by 1d8 for each slot level
multiple times, you can have up to three of its above 1st.
1-minute effects active at a time, and you can
dismiss such an effect as an action.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6

Level-3 divination Level-2 abjuration Level-3 transmutation


Tongues Warding Bond Water Walk
1 act. Touch V,M 1 hr 1 act. Touch V,S,M 1 hr 1 act. 30 ft V,S,M 1 hr
This spell grants the creature you touch the This spell wards a willing creature you touch This spell grants the ability to move across any
ability to understand any spoken language it and creates a mystic connection between you liquid surface—such as water, acid, mud,
hears. Moreover, when the target speaks, any and the target until the spell ends. While the snow, quicksand, or lava—as if it were
creature that knows at least one language and target is within 60 feet of you, it gains a +1 harmless solid ground (creatures crossing
can hear the target understands what it says. bonus to AC and saving throws, and it has molten lava can still take damage from the
resistance to all damage. Also, each time it heat). Up to ten willing creatures you can see
takes damage, you take the same amount of within range gain this ability for the duration.
damage. The spell ends if you drop to 0 hit If you target a creature submerged in a liquid,
points or if you and the target become the spell carries the target to the surface of the
separated by more than 60 feet. It also ends if liquid at a rate of 60 feet per round.
the spell is cast again on either of the
connected creatures. You can also dismiss the
spell as an action.

Cleric DC 14 Mod +6 Cleric DC 14 Mod +6 Cleric DC 14 Mod +6


Page 8 (reverse)
Page 9

Level-2 enchantment
Zone of Truth
1 act. 60 ft V,S 10 mins
You create a magical zone that guards against
deception in a 15-foot-radius sphere centered
on a point of your choice within range. Until
the spell ends, a creature that enters the spell's
area for the first time on a turn or starts its
turn there must make a Charisma saving
throw. On a failed save, a creature can't speak
a deliberate lie while in the radius. You know
whether each creature succeeds or fails on its
saving throw. An affected creature is aware of
the spell and can thus avoid answering
questions to which it would normally respond
with a lie. Such a creature can be evasive in its
answers as long as it remains within the
boundaries of the truth.

Cleric DC 14 Mod +6
Page 9 (reverse)

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