User:The Gunny-fduser/spells

Arcana
Arcana is used for recalling magical lore. This can include but is not limited to deciphering spells or summoning circles, determining magic items, knowing the planes of existence and its inhabitants, reading eldritch symbols, and remembering or understanding magic rites or rituals.

History
Much like the name suggests, History is used when recalling lore of the past. This can include wars big or small, legendary people, ancient kingdoms or lost civilizations, and miscellaneous historical events. It's also occasionally used when the name of an obscure land is brought up and determining if anyone knows of it.

Insight
Insight is a famous and frequently used skill. Primarily, it's used to determine if someone is being truthful or not. It can also be used to glean how suspicious someone may be, if they're hiding something even if not lying, and any other situation which calls for studying a creature's behaviors and what can be learned from it.

Medicine
Medicine checks are mostly used to stabilize a dying creature. The DC to do so is 10. It can also be used to diagnose illnesses and occasionally used when determining how something died.

Nature
Nature checks are used when remembering lore about nature. This includes terrain, plants and which might be safe to eat, animals and their behaviors, the weather, and natural cycles.

Religion
Religion is used when remembering religious lore, such as deities of your pantheon or not, rites and prayers, holy symbols, religious hierarchies and organizations, and even the practices of cults.

Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
 * When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
 * As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of hit dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Channel Divinity: Knowledge of the Ages
Starting at 2nd level, as an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Turn Undead
As an action, each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead
Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed. The CR of undead increases as you gain levels.

Light
Touch an object no larger than 10 feet in any dimension. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You choose the color. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, it must pass a Dexterity save to avoid the spell.

Sacred flame
The target must pass a Dexterity save or take 1d8 radiant damage. It gains no benefit from cover for this save.

The damage increases by 1d8 when you reach 5th, 11th, and 17th level.

Spare the dying
Touch a living creature at 0 hit points. It becomes stable. This spell has no effect on undead or constructs.

Word of radiance
Each creature of your choice that you can see must pass a Constitution save or take 1d6 radiant damage.

The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Command
One word from you, and a creature you can see obeys absolutely, unless they succeed at a Wisdom save. The target is unable to follow your command if it is undead, doesn't understand your language, or if obeying the command will harm it. The spell ends automatically if you issue a command the target can't or won't obey.

You may use any single word to command the target and your DM will interpret it as they feel is appropriate. Here are some examples:
 * Approach: The target comes directly toward you and, if it is able to reach within 5 feet of you, it stops and ends its turn.
 * Drop: The target drops whatever it is holding and then ends its turn.
 * Flee: The target, as fast as possible, moves directly away from you.
 * Grovel: The target falls prone and then ends its turn.
 * Halt: The target doesn't move and takes no actions. If a creature is flying and is able to stay aloft for the duration of the spell, it will do so, moving the minimum necessary for it to stay in the air.

At Higher Levels: You can affect one more creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Cure Wounds
A creature you touch regains 1d8 + your spellcasting modifier of hit points. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d8 for each slot level above 1st.

Detect Magic
An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.

This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Guiding Bolt
Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has Advantage and Disadvantage|advantage.

At Higher Levels: The damage increases by 1d6 for each slot level above 1st.

Healing Word
A creature you can see regains hit points equal to 1d4 + 4 spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d4 for each slot level above 1st.

Identify
Touch one object through the casting of the spell. If it is a magic object, you learn its properties and how to use them, if it requires attunement, and how many charges it has if any. You learn if any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Aid
Up to three creatures you choose have their current and maximum hit points increased by 5 while the spell lasts.

At Higher Levels: The hit points are increased by an additional 5 for each slot level above 2nd.

Augury
Some otherworldly being gives you an omen through the use of some divining tool. Asking it about the result of something you intend to do in the next 30 minutes will reveal one of four omens:


 * If things will turn out well, Weal,
 * If they will turn out badly, Woe,
 * If both good and bad, Weal and woe,
 * or if nothing particularly good or bad will happen, you will see Nothing at all.

The otherworldly being isn't capable of accounting for changes in circumstances between now and doing the thing, and if you try to ask again before taking a long rest, there is a 25% chance the reading will be random.

Silence
No sound can be created in or pass through a 20-foot-radius sphere at point you choose. Any creature or object entirely inside the sphere is immune to thunder damage, and are deafened. Casting a spell that includes a verbal component is impossible there.

Suggestion
You suggest an activity to a visible creature that can hear and understand you. You are limited to 2 sentences. Creatures that can't be charmed are immune. The suggestion must be worded to make the action sound reasonable. Asking the creature to do something obviously self-harmful ends the spell.

The target must make a Wisdom save. On a failed save, it performs the action. The action can continue for the entire duration. If the activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Dispel Magic
Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels: You automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Mass Healing Word
Up to six creatures you can see regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d4 for each slot level above 3rd.

Nondetection
A target you touch can't be targeted by divination magic or perceived through magical scrying sensors. The target can be a willing creature, place, or object no larger than 10 feet in any dimension.

Speak with Dead
You partially revive a corpse to ask it questions. It resumes death after the duration. The corpse must still have a mouth and can't be undead. A corpse can only be targeted by this spell once every 10 days.

You can ask up to five questions. It knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and its under no compulsion to offer a truthful answer. This spell doesn't return the soul to its body, so it can't learn new information, doesn't understand anything that's happened since it died, and can't speculate about the future.

Spirit Guardians
Spirits float around you up to 15 feet away. If you are good or neutral, they appear angelic or fey. If you are evil, they appear fiendish.

When you cast the spell, you can choose unlimited creatures you can see to be unaffected. An affected creature's speed is halved in the area, and when it enters the area for the first time or starts its turn there, it must make a Wisdom save. On a failure, the creature takes 3d8 radiant damage (good/neutral) or 3d8 necrotic damage (evil). On a success, the creature takes half damage.

At Higher Levels: The damage increases by 1d8 for each slot level above 3rd.