Level 3: Difference between revisions

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== Level 3 ==
= Level 3 Spells =
=== A-C ===
{| class="wikitable"
{| class="wikitable"
|+ Acid Cloud (Druid, Sorcerer, Wizard)
|+ Acid Cloud (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
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{| class="wikitable"
{| class="wikitable"
|+ Alone (Bard, Sorcerer, Warlock, Wizard)
|+ Alone (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
| Level: 3 || Casting Time: 1 Action || Enchantment
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You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.


 
=== Animate Dead ===
{| class="wikitable"
{| class="wikitable"
|+ Anticipate Thought (Bard, Sorcerer, Warlock, Wizard)
|+  
|-
|-
| Level: 3 || Casting Time: 1 Action || Divination
| Level: 3 || Casting Time: 1 Minute || Necromancy || Cleric, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (Something that belongs to the target, worth at least 1CP)
| Range: 30ft || Duration: Instant || Components: VSM (a drop of blood, a piece of flesh, and a pinch of bone dust) || Arcane
|}
|}
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.
This Spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within Range. Your Spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse.<br>
On each of your turns, you can use a Bonus Action to mentally command any number of creatures you have animated with this Spell that are within 60ft of you. If you command multiple creatures, you must give the same command to all of them. When you do this, you can either choose a specific Action or course of Action the creatures take and where they will move, or you can issue a general command, such as ''guard this area'', or ''swarm and attack those wolves''. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures follow it until the task is complete or you give them a new order.<br>
The creature you summon remains under your control for the next 24 Hours, after which it stops obeying any command you've given to it. To maintain control of the creature for another 24 hours, you must cast this Spell on that creature again before you lose control of the creature. When you do so, you reestablish control of the creature for the next 24 Hours. When you cast the Spell in this way, you can cast it on up to four creatures you have animated with this Spell instead of animating one new one.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can animate or reassert control over 2 additional Undead creatures for each Slot Level above 3rd. If you animate multiple creatures, each one must come from a different corpse or pile of bones.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Ashen Path (Cleric, Druid, Paladin)
|+ Anticipate Thought (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 3 || Casting Time: 1 Action || Divination
|-
|-
| Range: 30ft || Duration: 24 Hours || Components: VSM (A sample of contaminant or spores)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (Something that belongs to the target, worth at least 1CP)
|}
|}
Choose up to ten willing creatures you can see within range, the chosen creatures gain the ability to breathe air that is contaminated with ash, spores, smoke, dust, or the like with ease. The creature suffers no ill effects from natural airborne irritants or contaminants and gains Advantage on Saving Throws against magical effects that involve any of these contaminants. In addition, the creatures can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60ft, although this spell does nothing to enhance sight in dark or shadowy conditions.
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.
 


=== Aura of Vitality ===
{| class="wikitable"
{| class="wikitable"
|+ Aura of Vitality (Paladin)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy || Paladin
|-
|-
| Range: 30ft Emanation || Duration: 1 Minute (Concentration) || Components: V
| Range: 30ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
Healing energy radiates from you in a 30ft radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 Hit Points.
Healing energy radiates from you. Until the Spell ends, you can use a Bonus Action to cause one creature of your choice in the area of the Spell to regain 2d6 Hit Points.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 2nd.
<br><br>


=== Barrow Haze ===
{| class="wikitable"
{| class="wikitable"
|+ Barrow Haze (Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
| Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Druid, Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V || Arcane, Divine, Primal
|}
|}
You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks<br>
You create a 20ft Radius Sphere of black, necromantic fog, centered on a point you choose within Range. The Sphere spreads around corners, and its area is Heavily Obscured. It lasts for the Duration or until a wind of fast or greater speed (at least 25 Miles per Hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. Additionally, you are considered to be within 5ft of all points within the area for the purposes of casting Spells with a Range of Touch, or performing Melee Attacks<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th level or higher, the Radius of the Sphere created increases by 10ft for each Slot Level above 3rd.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Battle Trance (Bard)
|+ Battle Trance (Bard, Maledictor, Paladin)
|-
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
| Level: 3 || Casting Time: 1 Action || Enchantment
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*You are immune to the Frightened and Charmed conditions
*You are immune to the Frightened and Charmed conditions


 
=== Battlemind Link ===
{| class="wikitable"
{| class="wikitable"
|+ Battlemind Link (Cleric, Paladin)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Divination
| Level: 3 || Casting Time: 1 Action || Divination || Cleric, Paladin
|-
|-
| Range: 30ft || Duration: Instant, 1 Minute (Concentration) || Components: S
| Range: 30ft || Duration: 10 Minutes || Components: S || Divine
|}
|}
You point to at willing creature within range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated. You and the target take the higher of your two's Initiative rolls.<br>
You point to at willing creature within Range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated, giving you the following benefits:
*If you and the target both make melee attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
*For the Duration of the Spell, you and the target both act simultaneously on the highest Initiative Score between you and the target.
*If you and the target both make ranged attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
*If you and the target both make an Attack against the same target, you both Roll for the Attack simultaneously, using the higher result for both Attacks.
*If you both cast spells, targeting the same area, creature, or creatures, targets of the spells subtract a d6 from saving throws against the spells.
*If you and the target both cast Spells that target the same area, creature, or creatures, targets of the Spell subtract a d6 from Saving Throws made against the Spells.
This spell ends if you and the target cannot see each other, or if one of you falls unconscious or dies.
This Spell ends if you and the target cannot see each other, or if one of you falls [[Conditions#Unconscious|Unconscious]] or dies.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 5th Level or higher, you can target one additional creature for every two Slot Levels above 3rd. All targets of the Spell are all linked, all acting on the same turn simultaneously, taking higher rolls for Attacks, etc.
<br><br>


=== Beacon of Hope ===
{| class="wikitable"
{| class="wikitable"
|+ Beacon of Hope (Cleric)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS || Divine
|}
|}
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom Saving Throws and Death Saving Throws, and regains the maximum number of hit points possible from any healing.
This Spell bestows hope and vitality. Choose any number of creatures within Range. For the Duration, each target has Advantage on Wisdom and Death Saving Throws, and regains the maximum number of Hit Points possible from any healing.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 10ft for each Slot Level above 3rd.
<br><br>


=== Bestow Curse ===
{| class="wikitable"
{| class="wikitable"
|+ Bestow Curse (Bard, Cleric, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Wizard
|-
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
You touch a creature that you invest with a curse, forcing it to make a Wisdom Saving Throw. On a failed Save, the target is cursed for the Duration of the Spell. Choose the nature of the curse from the following options, or work with the DM to create your own:
*Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
*Choose one Ability Score. While cursed, the target has Disadvantage on Ability Checks and Saving Throws made with that Ability Score.
*While cursed, the target has disadvantage on attack rolls against you.
*While cursed, the target has Disadvantage on Attack Rolls targeting you.
*While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
*While cursed, the target makes a Wisdom Saving Throw at the start of each of its turns. On a failed Save, the creature uses its Action to do nothing on its turn.
*While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
*While the target is cursed, your Attacks and Spells deal an additional 1d8 Necrotic Damage to the target.
*While cursed, target is Slowed.
*While cursed, target is [[Conditions#Slowed|Slowed]].
*While cursed, the target cannot speak.
*While cursed, the target cannot speak.
*While cursed, the target shouts its thoughts out loud.
*While cursed, the target shouts its thoughts out loud.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.<br>
A [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic ends this effect.<br>
'''At Higher Levels.''' If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration is increased to 10 Minutes. If you cast this Spell using a Spell Slot of 5th Level or higher, the Duration is increased to 8 Hours and the Spell does not require Concentration. If you cast this Spell using a spell Slot of 7th Level or higher, the Duration is increased to 24 Hours. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration is increased to Until Dispelled.
 
<br><br>
 
{| class="wikitable"
|+ Bite the Hand (Cleric, Druid, Paladin, Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Bonus Action || Enchantment
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.




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{| class="wikitable"
{| class="wikitable"
|+ Blink (Sorcerer, Wizard)
|+ Blink (Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
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While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.


 
=== Bloatbomb ===
{| class="wikitable"
{| class="wikitable"
|+ Bloatbomb (Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
| Level: 3 || Casting Time: 1 Action || Necromancy || Maledictor, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: VS
| Range: 60ft || Duration: Instant || Components: VS || Arcane
|}
|}
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer remaining Hit Points than the amount rolled, it immediately drops to zero Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft radius sphere, centered on the target. Creatures within range must make a Dexterity Saving throw, taking 3d6 Acid Damage on a failed Save, or half as much damage on a successful Save.
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer current Hit Points than the result of the dice, it immediately drops to 0 Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft Radius Sphere, centered on the target. Creatures in the explosion make a Dexterity Saving Throw. On a failed Save, a creature takes 3d6 Acid Damage, and a creature takes half as much Damage on a successful Save.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you increase the Hit Points effected by 1d8 and the Damage dealt by 1d6 for each Slot Level above 3rd.
<br><br>


{| class="wikitable"
{| class="wikitable"
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'''At Higher Levels.''' If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.
'''At Higher Levels.''' If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.


 
=== Bolstering Brew ===
{| class="wikitable"
{| class="wikitable"
|+ Bolstering Brew (Bard, Cleric)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration || Bard, Cleric
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (Exotic ingredients worth 100GP which the spell consumes)
| Range: 30ft || Duration: Instant || Components: VSM (exotic ingredients worth 100GP which the Spell consumes) || Arcane
|}
|}
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 hours:
Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 Hours:
*The creature gains 2d4 Temporary Hit Points
*The creature gains 2d4 Temporary Hit Points.
*The creature is immune to the Frightened condition
*The creature is Immune to the [[Conditions#Frightened|Frightened]] Condition.
*The creature has Resistance to Cold Damage
*The creature has Resistance to Cold Damage.
*The creature has Advantage on Constitution Saving Throws
*The creature has Advantage on Constitution Saving Throws.
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each spell slot above 3rd. When you cast this spell using a spell slot of 7th level or higher, the benefits last for 24 hours and the creatures are immune to the Poisoned condition for the duration.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each Slot Level above 3rd. When you cast this Spell using a spell slot of 7th level or higher, the benefits last for 24 Hours and the creatures are Immune to the [[Conditions#Poisoned|Poisoned]] Condition for the Duration.
 
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Call Lightning (Druid)
|+ Call Lightning (Druid, Shaman)
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration
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{| class="wikitable"
{| class="wikitable"
|+ Catnap (Bard, Sorcerer, Wizard)
|+ Clairvoyance (Bard, Shaman, Sorcerer, Warlock, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 10 Minutes || Components: SM (a pinch of sand)
|}
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
 
 
{| class="wikitable"
|+ Clairvoyance (Bard, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 10 Minutes || Divination
| Level: 3 || Casting Time: 10 Minutes || Divination
Line 257: Line 248:


{| class="wikitable"
{| class="wikitable"
|+ Cold Snap (Druid, Sorcerer, Wizard)
|+ Cold Snap (Druid, Maledictor, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
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'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d1O for each slot level above 3rd
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d1O for each slot level above 3rd


 
=== Counterspell ===
{| class="wikitable"
{| class="wikitable"
|+ Counterspell (Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Reaction when you see a creature within 60ft of you casting a spell || Abjuration
| Level: 3 || Casting Time: 1 Action || Abjuration || Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S
| Range: 60ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: S || Arcane
|}
|}
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.<br>
You prepare to interrupt a creature in the process of casting a Spell. Whenever a Spell is cast in the area of the Spell,  you can use your Reaction to try to counter it. If the Spell is of a Level equal to or lower than the Level of this Spell, the Spell fails and has no effect. If the Spell is of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell's Level. On a successful Check, the Spell fails and has no effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to counter higher Level Spells.
 
<br><br>


=== Create Food Water ===
{| class="wikitable"
{| class="wikitable"
|+ Create Food and Water (Cleric, Paladin)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration || Cleric, Paladin
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS || Divine
|}
|}
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
You create 45lbs of food and 30gal of water on the ground or in containers within Range, enough to sustain up to fifteen Medium Humanoids or five Large Beasts for 24 Hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you create 9lbs of food and 6gal of water (enough to sustain up to three Medium Humanoids or one Large Beast for 24 Hours) for each Slot Level above 3rd.
<br><br>




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Holy power radiates from you in an aura with a 30ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.
Holy power radiates from you in an aura with a 30ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.


=== D-H ===
=== Daylight ===
{| class="wikitable"
{| class="wikitable"
|+ Daylight (Cleric, Druid, Paladin, Sorcerer)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation || Cleric, Druid, Paladin, Sorcerer
|-
|-
| Range: 60ft || Duration: 1 Hour || Components: VS
| Range: 60ft || Duration: 1 Hour || Components: VS || Divine
|}
|}
A 60ft radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.<br>
A 60ft Radius Sphere of light spreads out from a point you choose within Range. The area of the Sphere is filled with Bright Light and sheds Dim Light out to a Range of 60ft.<br>
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br>
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br>
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
If any of this Spell's area overlaps with an area of Darkness created by a Spell of 3rd Level or lower, the Spell that created the Darkness is dispelled.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Radius of the Sphere created and the Dim Light produced, increases by 20ft for each Slot Level above 3rd.
<br><br>


{| class="wikitable"
{| class="wikitable"
Line 322: Line 317:
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.


 
=== Dispel Magic ===
{| class="wikitable"
{| class="wikitable"
|+ Dispel Magic (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
| Level: 3 || Casting Time: 1 Action || Abjuration || Bard, Cleric, Druid, Maledictor, Paladin, Sorcerer, Warlock, Wizard
|-
|-
| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
Choose one creature, object, or magical effect within Range. Any Spell of a Level equal to or lower than the Level of this Spell on the target ends. For each Spell of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell's Level. On a successful Check, the Spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to dispel higher Level Spells.
<br><br>




Line 357: Line 353:


{| class="wikitable"
{| class="wikitable"
|+ Elemental Weapon (Bard, Paladin)
|+ Elemental Weapon (Bard, Maledictor, Paladin, Shaman)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 379: Line 375:


{| class="wikitable"
{| class="wikitable"
|+ Erupting Earth (Druid, Sorcerer, Wizard)
|+ Erupting Earth (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 388: Line 384:
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.


 
=== Fast Friends ===
{| class="wikitable"
{| class="wikitable"
|+ Fast Friends (Bard, Cleric, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
| Level: 3 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Wizard
|-
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V || Arcane
|}
|}
When you cast this spell, choose one Humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.<br>
When you cast this Spell, choose one Humanoid within Range that can see and hear you, and that can understand you, it makes a Saving Throw. On a failed Save, the target becomes [[Conditions#Charmed|Charmed]] by you for the Duration. While the creature is [[Conditions#Charmed|Charmed]] in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.<br>
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.<br>
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can repeat the Save, ending the Spell on itself on a successful Save. Any Save caused by this Spell is made with Advantage if you or your companions are fighting the target. If the activity would result in certain death for the creature, the Spell ends, after which the creature knows it was [[Conditions#Charmed|Charmed]] by you.<br>
When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can target one additional creature for each Slot Level above 3rd.
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
<br><br>
 


{| class="wikitable"
{| class="wikitable"
|+ Fear (Bard, Sorcerer, Warlock, Wizard)
|+ Fear (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Illusion
| Level: 3 || Casting Time: 1 Action || Illusion
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While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.


 
=== Feign Death ===
{| class="wikitable"
{| class="wikitable"
|+ Feign Death (Bard, Cleric, Druid, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy || Bard, Cleric, Druid, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt)
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt) || Divine, Primal
|}
|}
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br>
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br>
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
For the Spell's Duration, or until you use an Action to touch the target and dismiss the Spell on that target, the target appears dead to all outward inspection and to Spells used to determine the target's status. The target is [[Conditions#Blinded|Blinded]] and [[Conditions#Incapacitated|Incapacitated]], and its Speed is reduced to 0. The target has Resistance to all Damage except Psychic Damage for the Duration. If the target is Diseased or [[Conditions#Poisoned|Poisoned]] when you cast the Spell, or becomes Diseased or [[Conditions#Poisoned|Poisoned]] while under the Spell's effect, the Disease and [[Conditions#Poison|Poison]] have no effect until the Spell ends.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Duration of the Spell increases by 1 Hour for each Slot Level above 3rd. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration increases to Until Dispelled.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Fireball (Sorcerer, Wizard)
|+ Fireball (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
Line 437: Line 434:


{| class="wikitable"
{| class="wikitable"
|+ Flame Arrows (Druid, Sorcerer, Wizard)
|+ Flame Arrows (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 448: Line 445:


{| class="wikitable"
{| class="wikitable"
|+ Fly (Sorcerer, Warlock, Wizard)
|+ Fly (Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 459: Line 456:


{| class="wikitable"
{| class="wikitable"
|+ Freedom of the Waves (Druid, Sorcerer)
|+ Freedom of the Waves (Druid, Shaman, Sorcerer)
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration
Line 470: Line 467:


{| class="wikitable"
{| class="wikitable"
|+ Gaseous Form (Sorcerer, Warlock, Wizard)
|+ Gaseous Form (Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 482: Line 479:


{| class="wikitable"
{| class="wikitable"
|+ Glassee (Druid, Sorcerer, Wizard)
|+ Glassee (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Illusion
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of clear crystal)
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of clear crystal)
Line 492: Line 489:


{| class="wikitable"
{| class="wikitable"
|+ Gluey Globule (Druid, Sorcerer, Wizard)
|+ Gluey Globule (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
Line 503: Line 500:
If you use the glue to glue two objects together, then choose two objects that are pressed against each other or one object pressed against a solid within range. The glue takes 1 minute to set, and dissolves after an hour in this form.
If you use the glue to glue two objects together, then choose two objects that are pressed against each other or one object pressed against a solid within range. The glue takes 1 minute to set, and dissolves after an hour in this form.


 
=== Glyph of Warding ===
{| class="wikitable"
{| class="wikitable"
|+ Glyph of Warding (Bard, Cleric, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Hour (Ritual) || Abjuration
| Level: 3 || Casting Time: 1 Hour || Abjuration || Bard, Cleric, Maledictor, Wizard
|-
|-
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200 gp, which the spell consumes)
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200GP) || Arcane
|}
|}
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.<br>
When you cast this Spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10ft in Diameter. If the surface or object is moved more than 10ft from where you cast this Spell, the glyph is broken, and the spell ends without being triggered.<br>
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.<br>
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.<br>
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.<br>
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is Triggered, this Spell ends.<br>
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.<br>
You can further refine the trigger so the Spell activates only under certain circumstances or according to physical characteristics (such as height or weight), Creature Type (for example, the ward could be set to affect Aberrations or specifically Gibbering Mouthers), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.<br>
When you inscribe the glyph, choose explosive runes or a spell glyph.<br>
When you inscribe a glyph, work with your DM to create its effect that activates when triggered. The following are two of the most common glyphs:
'''Explosive Runes.''' When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.<br>
*'''Explosive Runes.''' When Triggered, the glyph erupts with magical energy in a 20ft Radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature takes Damage of one of the following Types of your choice when you inscribe the glyph: Acid, Cold, Fire, Lightning, Poison, or Thunder. This Damage equals a number of d8s equal to twice the Spell's Level. On a successful Save, a creature takes half as much Damage.
'''Spell Glyph.''' You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.<br>
*'''Spell Glyph.''' You can store a Prepared Spell of a Level equal to or less than this Spell that targets a single creature or an area. When the glyph is Triggered, the stored Spell is cast on the creature that Triggered the glyph or a point of your choice within the Spell's Range if it was cast from the glyph's space. If the Spell requires Concentration, that can be ignored for this casting of the Spell.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect to casting the Spell at a higher Level, apart from empowering the glyphs you inscribe.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Haste (Sorcerer, Wizard)
|+ Haste (Maledictor, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 531: Line 529:
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.


 
=== Healing Wave ===
{| class="wikitable"
{| class="wikitable"
|+ Healing Wave (Bard, Cleric, Druid, Palain)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman
|-
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS || Divine
|}
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 2d6 + your spellcasting ability modifier.<br>
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
This Spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 2d6 for each slot level above 3rd
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.
<br><br>




Line 557: Line 556:


{| class="wikitable"
{| class="wikitable"
|+ Hypnotic Pattern (Bard, Sorcerer, Warlock, Wizard)
|+ Hypnotic Pattern (Bard, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Illusion
| Level: 3 || Casting Time: 1 Action || Illusion
Line 566: Line 565:
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


=== I-R ===
{| class="wikitable"
{| class="wikitable"
|+ Impossible Angles (Bard, Sorcerer, Warlock, Wizard)
|+ Impossible Angles (Bard, Maledictor, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 578: Line 576:
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.


 
=== Incite Greed ===
{| class="wikitable"
{| class="wikitable"
|+ Incite Greed (Cleric, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
| Level: 3 || Casting Time: 1 Action || Enchantment || Cleric, Sorcerer, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP) || Arcane
|}
|}
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.<br>
When you cast this Spell, you present the gem used as the Material Component and choose any number of creatures within Range that can see you, all targets make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] until the Spell ends, or until you or your companions performs a harmful act towards it. While [[Conditions#Charmed|Charmed]] in this way, a creature can do nothing but approach you in a safe manner. While within 5ft of you, a creature [[Conditions#Charmed|Charmed]] in this way does nothing apart form gleefully and greedily stare the the gem used for the Material Components for this Spell.<br>
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At the end of each of its turns, a creature [[Conditions#Charmed|Charmed]] in this way repeats the Save, ending the Spell on itself on a successful Save.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 10ft for each Slot Level above 3rd.
<br><br>




Line 613: Line 613:
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.


=== Life Transference ===
{| class="wikitable"
|+
|-
| Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Paladin, Shaman, Wizard
|-
| Range: 30ft || Duration: Instant || Components: VS || Divine, Primal
|}
You sacrifice some of your health to mend another creature's injuries. You take 4d8 Necrotic Damage, which can’t be reduced in any way, and one creature of your choice that you can see within Range regains a number of Hit Points equal to twice the Necrotic Damage you took.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d8 for each Slot Level above 3rd.
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Life Transference (Cleric, Paladin, Wizard)
|+ Lightning Arrow (Shaman)
|-
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
| Level: 3 || Casting Time: 1 Bonus Action || Transmutation
|-
|-
| Range: 30ft || Duration: Instant || Components: VS
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.<br>
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.<br>
The piece of ammunition or weapon then returns to its normal form.<br>  
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.




{| class="wikitable"
{| class="wikitable"
|+ Lightning Bolt (Sorcerer, Wizard)
|+ Lightning Bolt (Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
Line 638: Line 651:


{| class="wikitable"
{| class="wikitable"
|+ Magic Circle (Sorcerer, Wizard)
|+ Magic Circle (Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Minute || Abjuration
| Level: 3 || Casting Time: 1 Minute || Abjuration
Line 686: Line 699:
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.


 
=== Martyr's Bargain ===
{| class="wikitable"
{| class="wikitable"
|+ Martyr's Bargain (Cleric, Paladin)
|+
|-
|-
| Level: 3 || Casting Time: 1 Reaction when you re forced to make a Saving Throw against a damaging effect || Abjuration
| Level: 3 || Casting Time: 1 Reaction (when you are forced to make a Saving Throw against a Damaging effect) || Abjuration || Cleric, Paladin
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
Among the faithful followers of the Three, the purity martyr’s bargain represents true faith and true sacrifice. You bear a damaging effect upon yourself to shield your allies. When you and any number of creatures within range are subjected to a saving throw against a damaging effect, you prevent that damage. When this spell ends, you suffer the maximum possible damage that the effect could have caused you. This damage cannot be reduced or prevented in any way.
Among the faithful followers of the Three, the purity of the martyr's bargain represents true faith and true sacrifice. You bear a Damaging effect upon yourself to shield your allies. When you and any number of creatures within Range are force to make a Saving Throw against a Damaging effect, you prevent all that Damage. When this Spell ends, you take the maximum Damage possible from the triggering Damaging effect.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 15ft for each Slot Level above 3rd.
<br><br>


=== Mass Healing Word ===
{| class="wikitable"
{| class="wikitable"
|+ Mass Healing Word (Cleric)
|+
|-
|-
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Shaman
|-
|-
| Range: 60ft || Duration: Instant || Components: V
| Range: 60ft || Duration: Instant || Components: V || Divine
|}
|}
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>
As you call out words of restoration, all creatures of your choice that you can see within Range regain Hit Points equal to 1d8 + your Spellcasting Ability Modifier. This Spell has no effect on Undead or Constructs.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d8 for each Slot Level above 3rd.
 
<br><br>


=== Meld Into Stone ===
{| class="wikitable"
{| class="wikitable"
|+ Meld Into Stone (Cleric, Druid)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Shaman
|-
|-
| Range: Touch || Duration: 8 Hours || Components: VS
| Range: Touch || Duration: 8 Hours || Components: VS || Primal
|}
|}
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.<br>
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the Duration. Using your Speed, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by non-magical senses.<br>
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.<br>
While merged with the stone, you can't see what occurs outside it, and you have Disadvantage on any Wisdom (Perception) Checks you make to hear sounds. You remain aware of the passage of time and can cast Spells on yourself while merged in the stone. You can use your Speed to leave the stone where you entered it, which ends the Spell. You otherwise can't move. You do not need food or drink while in the stone.<br>
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Minor physical Damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you from the stone, ends the Spell, and deals 6d6 Bludgeoning Damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 60 Bludgeoning Damage to you. If expelled, you fall [[Conditions#Prone|Prone]] in an unoccupied space closest to where you first entered.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Duration of the Spell increases by 8 Hours, the Damage dealt by partial destruction decreases by 1d6, and the Damage dealt by complete destruction decreases by 10 for each Slot Level above 3rd.
<br><br>




Line 730: Line 748:
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.


 
=== Motivational Speech ===
{| class="wikitable"
{| class="wikitable"
|+ Motivational Speech (Bard, Cleric)
|+
|-
|-
| Level: 3 || Casting Time: 1 Minute || Enchantment
| Level: 3 || Casting Time: 1 Minute || Enchantment || Bard, Cleric
|-
|-
| Range: 60ft || Duration: 1 Hour || Components: V
| Range: 60ft || Duration: 1 Hour || Components: V || Arcane
|}
|}
 
You address allies, adventurers, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose any number of creatures within Range that can hear you. Each target gains 5 Temporary Hit Points for the Duration of the Spell. While a creature has these Temporary Hit Points, it has Advantage on Wisdom Saving Throws. Also while a creature has these Temporary Hit Points, if a target is hit by an Attack, it has Advantage on the next Attack it makes.<br>
You address allies, adventurers, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Temporary Hit Points granted increase by 5 for each Slot Level above 3rd.
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
<br><br>
 


{| class="wikitable"
{| class="wikitable"
|+ Nondetection (Bard, Wizard)
|+ Nondetection (Bard, Maledictor, Shaman, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
| Level: 3 || Casting Time: 1 Action || Abjuration
Line 752: Line 769:
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.


 
=== Petrify Limb ===
{| class="wikitable"
{| class="wikitable"
|+ Petrify (Druid, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Transmutation || Druid, Maledictor, Shaman, Warlock, Wizard
|-
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP)
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP)
|}
|}
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 5d10 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. This spell also has an additional effect based on which limb you chose as follows:<br>
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a Ranged Spell Attack against the target. On a hit, it takes 5d10 Necrotic Damage, and it makes a Constitution Saving Throw if it has any limbs. On a failed Save, you choose one of its limbs to affect. That limb is turned to stone until the Spell ends, and cannot be used to make Attacks. This Spell also has an additional effect based on which limb you chose as follows:
'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.<br>
*'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.
'''Leg.''' The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.<br>
*'''Leg.''' The target is [[Conditions#Slowed|Slowed]] while walking. If half or more of its legs are not functional or replaced by prosthetics, it must use a cane or crutch to move. If it does not, it falls [[Conditions#Prone|Prone]] if it takes the Dash Action, and it has Disadvantage on all Dexterity Saving Throws it makes. If no legs remain, it can't walk at all, and must crawl.
'''Wing.''' The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.<br>
*'''Wing.''' The target is [[Conditions#Slowed|Slowed]] while flying. If half or more of its wings aren't functional or replaced by prosthetics, it cannot fly without the aid of magic.<br>
'''Tail.''' The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis.<br>
*'''Tail.''' The target is [[Conditions#Slowed|Slowed]] while swimming or climbing, except those granted by magic, unless the limb is replaced by a prosthetics.<br>
'''Fin.''' The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis.
*'''Fin.''' The target is [[Conditions#Slowed|Slowed]] while swimming unless it is granted by magic or the limb is replaced by a prosthesis.
For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind.<br>
For the Duration, the target must repeat the Constitution Saving Throw at the end of each of its turns. If it has two successful Saves, the Spell ends.<br>
If you maintain your concentration on this spell for the full duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br>
If you maintain your Concentration on this Spell for the full Duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the [[Conditions#Petrified|Petrified]] Condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br>
Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell<br>
Undead, Constructs, and creatures that cannot be [[Conditions#Petrified|Petrified]] are unaffected by the Spell.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldl0 for each slot level above 3rd
'''At Higher Levels.''' When you cast this Spell using a Spell slot of 4th Level or higher, the Damage dealt increases by 1d10 for each Slot Level above 3rd.
 
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Phantom Steed (Wizard)
|+ Phantom Steed (Shaman, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Minute (Ritual) || Illusion
| Level: 3 || Casting Time: 1 Minute (Ritual) || Illusion
Line 781: Line 798:
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.<br>
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.<br>
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a Riding Horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a Riding Horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.




{| class="wikitable"
{| class="wikitable"
|+ Plant Growth (Bard, Druid)
|+ Plant Growth (Bard, Druid, Shaman)
|-
|-
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation
Line 796: Line 812:
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.


 
=== Protection from Energy ===
{| class="wikitable"
{| class="wikitable"
|+ Protection From Energy (Cleric, Druid, Sorcerer)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Druid, Shaman, Sorcerer
|-
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane
|}
|}
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
You touch a willing creature. For the Duration, the target gains Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.<br>
 
'''At Higher Levels.''' When you cast this Spell at 4th Level or higher, you can either target one additional creature or give the targets Resistance to an additional Damage Type from the list. When you cast this Spell at 9th Level or higher, You give targets Immunity to the Damage Types you choose.
<br><br>


{| class="wikitable"
{| class="wikitable"
Line 820: Line 837:


{| class="wikitable"
{| class="wikitable"
|+ Quakewalk (Druid, Sorcerer)
|+ Quakewalk (Druid, Shaman, Sorcerer)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 830: Line 847:
This spell can't affect creatures that aren't on the ground, and only functions while you are on the ground or in the ground and you aren't incapacitated
This spell can't affect creatures that aren't on the ground, and only functions while you are on the ground or in the ground and you aren't incapacitated


 
=== Remove Curse ===
{| class="wikitable"
{| class="wikitable"
|+ Relocate (Bard, Sorcerer, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Maledictor, Paladin, Shaman, Warlock, Wizard
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VS || Arcane, Divine
|}
|}
Your magic relocates one other creature that you touch. If the target is willing, it is teleported up to 90 feet to an unoccupied space that you can see.<br>
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.<br>
If the target is not willing, you must make a melee spell attack against the target as you attempt to touch it. On a hit, the target must make a Charisma saving throw. On a failed saving throw, the target is teleported up to 90 feet to an unoccupied space that you can see.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, however, casting the Spell at at a higher Level could remove more powerful curses. Discuss with your DM about casting the Spell at a higher Level when casting the Spell.
 
<br><br>


=== Revivify ===
{| class="wikitable"
{| class="wikitable"
|+ Remove Curse (Cleric, Paladin, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
| Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Paladin, Shaman
|-
|-
| Range: Touch || Duration: Instant || Components: VS
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth a combined 300GP at least, which the Spell consumes) || Divine
|}
|}
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.
You touch a creature that has died within the last Minute. If that creature's soul is willing, it 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.<br>
 
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or Higher, the value of the Material Components is reduced by 50GP for each Slot Level above 3rd.
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Revivify (Cleric, Paladin)
|+ Roaming Pit (Bard, Druid, Maledictor, Shaman, Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth 300GP, which the spell consumes)
|}
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.
 
 
{| class="wikitable"
|+ Roaming Pit (Bard, Druid, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
Line 871: Line 880:
You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.<br>
You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.<br>
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.
=== S-Z ===




{| class="wikitable"
{| class="wikitable"
|+ Sand Cloak (Druid, Sorcerer)
|+ Sand Cloak (Druid, Shaman, Sorcerer)
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration
Line 885: Line 892:
When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be Blinded until the start of its next turn.<br>
When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be Blinded until the start of its next turn.<br>


 
=== Sending ===
{| class="wikitable"
{| class="wikitable"
|+ Sending (Bard, Cleric, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Transmutation || Bard, Cleric, Maledictor, Wizard
|-
|-
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire)
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine
|}
|}
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.<br>
You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The Spell enables creatures with Intelligence Scores of at least 1 to understand the meaning of your message.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn't arrive.<br>


'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you the message you send can be 25 words longer for each Slot Level above 3rd.
<br><br>


=== Sleet Storm ===
{| class="wikitable"
{| class="wikitable"
|+ Sleet Storm (Druid, Sorcerer, Wizard)
|+ Sleet Storm (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration
Line 910: Line 920:


{| class="wikitable"
{| class="wikitable"
|+ Slow (Sorcerer, Wizard)
|+ Slow (Maledictor, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 921: Line 931:
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.


 
=== Speak with Dead ===
{| class="wikitable"
{| class="wikitable"
|+ Speak With Dead (Bard, Cleric)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Shaman
|-
|-
| Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense)
| Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense) || Divine
|}
|}
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.<br>
You grant the semblance of life and intelligence to a corpse of your choice within Range, allowing it to answer the questions you pose. The corpse must still have a mouth and cannot be Undead. The Spell fails if the corpse was the target of this Spell within the last 10 Days.<br>
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Until the Spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the [[Languages]] it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This Spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can ask the target 5 additional questions and the Spell fails if the Spell was cast on the target 1 less Day for each Slot Level above 3rd.
<br><br>




{| class="wikitable"
{| class="wikitable"
|+ Speak With Plants (Bard, Druid)
|+ Speak With Plants (Bard, Druid, Shaman)
|-
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
| Level: 3 || Casting Time: 1 Action || Transmutation
Line 946: Line 958:
This spell can cause the plants created by the entangle spell to release a restrained creature.
This spell can cause the plants created by the entangle spell to release a restrained creature.


 
=== Spirit Guardians ===
{| class="wikitable"
{| class="wikitable"
|+ Spirit Guardians (Cleric)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration || Cleric, Shaman
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Divine, Primal
|}
|}
You call forth spirits to protect you. They flit around you in the area of the Spell for the Duration.<br>
When you cast this Spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature is [[Conditions#Slowed|Slowed]] in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it makes a Wisdom Saving Throw. On a failed Save, a creatures takes 3d8 Radiant Damage or 3d8 Necrotic Damage (your choice). On a successful Save, a creatures takes half as much Damage.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d8 for each Slot Level above 3rd.
<br><br>


 
=== Spirit Shroud ===
{| class="wikitable"
{| class="wikitable"
|+ Spirit Shroud (Cleric, Paladin, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Paladin, Shaman, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS || Divine, Primal
|}
|}
 
You call forth spirits of the dead, which flit around you in the are for the Spell's Duration. The spirits are intangible and invulnerable.<br>
Until the Spell ends, any Attack you make against a creature within 10ft of you deals an additional 1d8 Damage of one of the following Types: Cold, Necrotic, or Radiant Damage (your choice). Any creature that takes this additional Damage can't regain Hit Points until the start of your next turn.<br>
In addition, any creature of your choice that you can see that starts its turn within the area has its Speed reduced by 10ft until the start of your next turn.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 5th Level or higher, the Damage increases by 1d8 for every two Slot Levels above 3rd.
<br><br>


{| class="wikitable"
{| class="wikitable"
|+ Stinking Cloud (Bard, Sorcerer, Wizard)
|+ Stinking Cloud (Bard, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a rotten egg or several skunk cabbage leaves)
|}
|}
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.<br>
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.<br>
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.




{| class="wikitable"
{| class="wikitable"
|+ Swift Ward (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|+ Tactical Acumen (Maledictor, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Illusion
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
|}
|}
Tactical acumen grants your allies a mastery of battlefield tactics. Choose up to three creatures you can see within range. Whenever a target would make an attack with advantage, they may reroll one of the dice once.




{| class="wikitable"
{| class="wikitable"
|+ Tactical Acumen (Sorcerer, Wizard)
|+ Thunder Step (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 90ft || Duration: Instant || Components: V
|}
|}
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.<br>
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.




{| class="wikitable"
{| class="wikitable"
|+ Terra Steed (Druid, Paladin, Wizard)
|+ Tidal Wave (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: Instant || Components: VSM (a drop of water)
|}
|}
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.


 
=== Tiny Hut ===
{| class="wikitable"
{| class="wikitable"
|+ Thunder Step (Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration || Bard, Wizard
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 8 Hours || Components: VSM (a small crystal bead) || Arcane
|}
 
 
{| class="wikitable"
|+ Tidal Wave (Druid, Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
 
 
{| class="wikitable"
|+ Tiny Hut (Bard, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
|}
A 10ft Radius immobile dome of force springs into existence around and above you, which remains until the Spell ends or you leave its area.<br>
Generally, ten Medium creatures can fit inside the dome at one time. The Spell fails if there is a creature that is partially, but not wholly, in the dome. Creatures and objects in the dome when the Spell is cast can move through it freely. All other creatures and objects cannot move through he dome. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the dome is comfortable and dry, regardless of the weather outside.<br>
Until the Spell ends, you can change the light level of the area inside the dome as a Free Action.<br>
The dome iso page from the outside, of any one color you choose, but it is transparent from the inside.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Radius of the dome created increases by 5ft for each Slot Level above 3rd.
<br><br>




Line 1,031: Line 1,047:
|+ Tiny Servant (Wizard)
|+ Tiny Servant (Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Minute || Transmutation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 8 Hours || Components: VS
|}
|}
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.<br>
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.<br>
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.


 
=== Tongues ===
{| class="wikitable"
{| class="wikitable"
|+ Tongues (Bard, Cleric, Sorcerer, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Divination || Bard, Cleric, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 1 Hour || Components: SM (a small clay model of a ziggurat) || Arcane, Divine
|}
 
 
{| class="wikitable"
|+ Toxic Breath (Sorcerer, Wizard)
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
|}
Touch one willing creature. For the Duration, that creature understands all speech it hears, and all creatures that know at least one [[Languages|Language]] and can hear the target understands what it says.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can either increase the Duration of the Spell by 1 Hour or target one additional willing creature within Range for each Slot Level above 3rd.
<br><br>




Line 1,058: Line 1,072:
|+ Vampiric Touch (Warlock, Wizard)
|+ Vampiric Touch (Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
|}
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.




{| class="wikitable"
{| class="wikitable"
|+ Vile Swarm (Druid, Warlock)
|+ Vile Swarm (Druid, Shaman, Warlock)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Illusion
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin)
|}
|}
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.<br>




{| class="wikitable"
{| class="wikitable"
|+ Wall of Sand (Wizard)
|+ Wall of Sand (Shaman, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 90ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a handful of sand)
|}
|}
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.




{| class="wikitable"
{| class="wikitable"
|+ Wall of Water (Druid, Sorcerer, Wizard)
|+ Wall of Water (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water)
|}
|}
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.<br>
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.




{| class="wikitable"
{| class="wikitable"
|+ Water Breathing (Druid, Sorcerer, Wizard)
|+ Water Breathing (Druid, Shaman, Sorcerer, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 24 Hours || Components: VSM (a drop of water)
|}
|}
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.


 
=== Water Walk ===
{| class="wikitable"
{| class="wikitable"
|+ Water Walk (Cleric, Druid, Sorcerer)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Sorcerer
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork) || Arcane
|}
|}
This spell grants the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were harmless solid ground (creatures crossing molten lava can still take Damage from the heat). Up to ten willing creatures you can see within Range gain this ability for the Duration.<br>
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60ft per Round.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can either increase the Duration of the Spell by 1 Hour or target 5 additional willing creatures within Range for each Slot Level above 3rd.
<br><br>




Line 1,114: Line 1,139:
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny fan and a feather of exotic origin)
|}
|}
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.<br>
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.


=== Uncommon Spells ===
= Uncommon Spells =
{| class="wikitable"
{| class="wikitable"
|+ Conjure Barrage
|+ Conjure Barrage
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (one piece of ammunition or a thrown weapon)
|}
 
 
{| class="wikitable"
|+ Lightning Arrow
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
|}
|}
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
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