Blindness/Deafness
Blindness/Deafness
Until the spell ends, the target is
Blur
Blur
Until the spell ends, you are shrouded in distortion and your image is blurred.
Color Spray
Color Spray
A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn.
Darkvision
Darkvision
The target gains darkvision out to a range of 60 feet.
Detect Evil and Good
Detect Evil and Good
Range: Special (30-foot radius)
You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature’s presence, as well as where the creature is located.
Detect Magic
Detect Magic
Range: Special (30-foot radius)
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Detect Poison and Disease
Detect Poison and Disease
Range: Special (30-foot radius)
Detect Thoughts
Detect Thoughts
Range: Special (30-foot radius)
Find Traps
Find Traps
This spell reveals whether there is at least one trap within range and within line of sight. You don’t learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.
Foresight
Foresight
You impart the ability to see flashes of the immediate future.