- •Level 1 spells.
- •Casting Time: Swift
- •Level 2 spells.
- •Level 3 spells.
- •Casting Time: 1 action
- •Level 4 spells.
- •Range: Touch
- •Level 5 spells.
- •Level 6 spells.
- •Level 7 spells.
- •Level 8 spells.
- •Level 9 spells.
- •Light domain cleric additional spells.
- •High, and 1 foot thick. The wall lasts for the duration, and it heavily obscures creatures behind it.
- •War domain cleric additional spells.
Level 4 spells.
Air Walk
4th-‐level transmutation
Casting Time: 1 action
Range: 5 feet
Duration: Concentration, up to 1 hour
Choose a willing creature within range. Until the
spell ends, the target can tread on air as if walking on solid ground. The target can move upward or downward at a 45 degree angle at half its speed. Treat strong winds (twenty miles
per hour or more) as difficult terrain.
If the spell ends while the target is airborne, it falls if this spell is the only thing keeping it aloft. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can add one target for each level above 4th.
Death Ward
4th-‐level abjuration
Casting Time: 1 action
Range: Touch
Duration: 8 hours
You touch a creature. Until the spell ends, the first time the target is subjected to an effect that would kill it outright without dealing damage, that effect is instead negated against the target, and the spell ends. Or the first time the target drops to 0 hit points because of damage, the target instead drops to 1 hit point, and the spell ends.
This spell has no effect upon undead or constructs.
Divination
4th-‐level divination (ritual)
Casting Time: 1 action
Range: Self
Duration: Instantaneous
Your prayer and offering put you in contact with
your god or the god’s servants. Ask a single question concerning a specific goal, event, or activity to occur within 1 week. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell does not take into account any possible circumstances that might change the outcome, such as the casting of additional spells
or the loss or gain of a companion.
This spell contacts otherworldly entities for answers. The first time you cast it, you can receive a reliable answer based on your query. If you cast the spell two or more times before completing your next long rest, there is a 25 percent chance on each casting after the first that you get a false reading. The DM makes this roll in secret.
Material Components: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.
Freedom of Movement
4th-‐level abjuration
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Touch a willing creature. For the duration, the target is unaffected by difficult terrain, and magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement
to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target.
Material Components: A leather thong, bound around the arm or a similar appendage.
Guardian of Faith
4th-‐level conjuration
Casting Time: 1 action
Range: 25 feet
Duration: 4 hours
Choose a point within range. A Large spectral guardian appears and hovers there for the duration. The ghostly guardian is indistinct except for a radiant sword and a gleaming shield emblazoned with the symbol of your deity.
Creatures you designate when you cast the spell are not affected by the guardian.
Any other creature that enters the area within
10 feet of the guardian must succeed on a Dexterity saving throw or take 15 radiant damage (half damage on a successful save). The guardian vanishes when it has dealt a total of 60 damage.
