You wrench open a hole in reality and summon a creature from the cracks between the planes.
You impart sentience to a door, window, gate, lid, or other object that can be opened, closed, and locked. You grant it an Intelligence, Wisdom, and Charisma of 10. The door retains its hit points, AC, and other characteristics, and is considered an object. If the door is reduced to 0 hit points, it is killed and the spell ends.
You bless the ground to accommodate a specific crop in a 130-foot square area. The soil alters its composition to become ideal for that specific plant, purging contaminants (such as salt or other undesirable minerals), instantly decomposing any bodies lying in its soil down to a depth of 5 feet, and dispelling curses of up to 4th level. For a year and a day, plants of the type specified at the casting of the spell produce 50% more yield than they normally would, potentially increasing the income of a farm if properly harvested.
You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires. The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell’s effects for 1 minute.
Until the spell ends, the targets leave their material bodies (
You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.
Funeral: You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR ¼ or less. A corpse can only benefit from this effect once.
This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed. The clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.
You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.
The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the creature only defends itself.
Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).
Your familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.
When the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.
While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm’s senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.