Magic Circle

hexagonal magic symbol: gold on black

3rd-level abjuration
Casting Time: 1 minute
Components: VSM holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Range: 10 feet
Duration: 1 hour
You create a 10-foot radius, 20-foot tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

– The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving 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 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.




Magic Weapon

hexagonal magic symbol: gold on black

2nd-level transmutation
Casting Time: 1 bonus action
Components: VS
Range: Touch
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.




Protection from Evil and Good

hexagonal magic symbol: gold on black

1st-level abjuration
Casting Time: 1 action
Components: VSM holy water or powdered silver and iron, which the spell consumes
Range: Touch
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.




Purify Food and Drink

hexagonal magic symbol: gold on black

1st-level transmutation (ritual)
Casting Time: 1 action
Components: VS
Range: 10 feet
Duration: Instantaneous
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.




Raise Dead

hexagonal magic symbol: gold on black

5th-level necromancy
Casting Time: 1 hour
Components: VSM a diamond worth at least 500 gp, which the spell consumes
Range: Touch
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.

This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.




Protection from Poison

hexagonal magic symbol: gold on black

2nd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.




Remove Curse

hexagonal magic symbol: gold on black

3rd-level abjuration
Casting Time: 1 action
Components: VS
Range: Touch
Duration: Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.




Revivify

hexagonal magic symbol: gold on black

3rd-level necromancy
Casting Time: 1 action
Components: VSM diamonds worth 300 gp, which the spell consumes
Range: Touch
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.




Shield of Faith

hexagonal magic symbol: gold on black

1st-level abjuration
Casting Time: 1 bonus action
Components: VSM a small parchment with a bit of holy text written on it
Range: 60 feet
Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.




Zone of Truth

hexagonal magic symbol: gold on black

2nd-level enchantment
Casting Time: 1 action
Components: VS
Range: 60 feet
Duration: 10 minutes
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.