Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.
You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text. #### Hand of Radiance *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a holy symbol) - **Duration:** Instant ___ Sparks of holy light streak from your fingertips to strike your enemies. Choose up to three creatures within range, none of whom can be more than 10 feet apart. Each target must succeed on a Dexterity saving throw or take 1d4 radiant damage.
This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Voice of Battle *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V - **Duration:** Instant ___ You emit a powerful battle cry that hammers your enemy, distracting it from a nearby ally. Choose a creature within range that is adjacent to one of your allies. That target must make a Wisdom saving throw. If the target fails the saving throw, it takes 1d6 thunder damage. In addition, you can choose one ally that is within 5 feet of the target. That ally can use its reaction to move up to 10 feet without provoking an opportunity attack from the target. On a successful save, the target takes half the damage.
This spell’s damage increases when you reach higher levels, dealing 2d6 thunder damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level. \pagebreak ### 1-st level #### Cleanse *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (a mirror) - **Duration:** Instant ___ A creature you touch is cleansed of all dirt and grime. The target regains 1 hit point, and for 1 hour the symptoms of any disease afflicting the target are suppressed. #### Deathwatch *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 min ___ Until the spell ends, you instantly know if creatures within range are near death (at 0 hit points) or fragile (less than 25% of their hit point maximum). You also know if a creature is undead, alive, or neither (a construct, for example). #### Entropic Shield *1st-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a holy symbol) - **Duration:** Concentration, up to 1 min ___ Any ranged attack made against you for the duration has disadvantage. #### Foundation of Stone *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 min ___ You infuse your comrades with the strength of the earth. Choose six creatures within range. You and all the selected creatures gain a +2 bonus to AC, and advantage on Strength checks for the duration. However, if an affected creature moves from the space it was standing in when the spell was cast, or if it jumps, flies, or otherwise leaves solid ground, the spell’s effects end for that creature.
**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the bonus to Armor Class increases by 1 for every two slot levels above 1st. \columnbreak #### Numinous Shield *1st-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self(15-foot cone) - **Components:** V, S, M (a shield or metal plate embossed with a symbol of the upper planes) - **Duration:** 1 round ___ You project a celestial radiance that protects your allies but punishes an enemy. One creature of your choice within a 15-foot cone originating from you must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage. In addition, choose up to three allies within the same cone. You and those allies each gain a +2 bonus to Armor Class until the end of your next turn.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d10 for each slot level above 1st. #### Prophesied Strike *1-st level divination* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (a melee weapon) - **Duration:** Instant ___ You cast your mind’s eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, make a melee weapon attack against a creature within range. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it inflicts an additional 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage. #### Wailing Wind *1st-level abjuration (ritual)* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** V - **Duration:** 8 hours ___ When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit within a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area.
You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell. \pagebreak ### 2-nd level #### Align Weapon *2nd-level transmutation (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (one weapon or 15 projectiles) - **Duration:** Concentration, up to 10 min ___ You infuse a weapon you touch with the energies of one of the Outer Planes, energies which correspond strongly to certain ethical or moral alignments and inflict extra damage against certain types of creatures. When you cast this spell, choose one of these four planes: