Level 3: Difference between revisions

275 bytes removed ,  14:21, 29 January 2023
 
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| Level: 3 || Casting Time: 1 Minute || Necromancy || Cleric, Wizard
| Level: 3 || Casting Time: 1 Minute || Necromancy || Cleric, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a drop of blood, a piece of flesh, and a pinch of bone dust) || Divine
| Range: 30ft || Duration: Instant || Components: VSM (a drop of blood, a piece of flesh, and a pinch of bone dust) || Arcane
|}
|}
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>
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>
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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 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.
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=== Barrow Haze ===
=== Barrow Haze ===
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| Level: 3 || Casting Time: 1 Action || Divination || Cleric, Paladin
| Level: 3 || Casting Time: 1 Action || Divination || Cleric, Paladin
|-
|-
| Range: 30ft || Duration: 10 Minutes || Components: S || Cleric, Paladin
| 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, giving you the following benefits:
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:
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| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Wizard
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Wizard
|-
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS || Arcane
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
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:
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:
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*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 [[Level 3#Remove Curse|Remove Curse]] Spell ends this 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 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.
'''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.
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|+
|+
|-
|-
| Level: 3 || Casting Time: 1 Reaction (when you see a creature within 60ft of you casting a Spell) || Abjuration || Maledictor, Sorcerer, Warlock, Wizard
| Level: 3 || Casting Time: 1 Action || Abjuration || Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S || Arcane
| Range: 60ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: S || Arcane
|}
|}
You attempt to interrupt a creature in the process of casting a Spell. Make a Spellcasting Ability Check contested by a Spellcasting Ability Check made by the creature that cast the Spell. If you succeed, the 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>
If this Spell is cast at a higher Level than the Spell or magical effect, you gain a bonus to your Check equal to the number of Slot Levels above the Spell or magical effect that this Spell is cast at.<br>
'''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.
If this Spell is cast at a lower Level than the Spell or magical effect, you gain a penalty to your Check equal to the number of Slot Levels below the Spell or magical effect that this Spell is cast at.<br>
If you and the target tie on the Spellcasting Ability Checks, the Spell fails and you both roll on the Wild Magic Surge table described in the [[Sorcerer#Wild Magic|Wild Magic Sorcerer Subclass]], producing the effect rolled.<br>
'''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 more likely to gain a bonus to your Check or reduce the penalty to it, making it more likely to end the Spell or magical effects.
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| Range: 60ft || Duration: 1 Hour || Components: VS || Divine
| Range: 60ft || Duration: 1 Hour || Components: VS || Divine
|}
|}
A 60ft Radius Sphere of light spreads out from a point you choose within Range. The area of the Sphere is coated in Bright Light and sheds Dim Light out to a Range of 60ft.<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.
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| Range: 120ft || Duration: Instant || Components: VS || Arcane
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
Choose one creature, object, or magical effect within Range. For each Spell and magical effect on the target, you make a Spellcasting Ability Check contested by a Spellcasting Ability Check made by the creature that cast the Spell or created the magical effect. If you succeed, the Spell or magical effect 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>
If this Spell is cast at a higher Level than the Spell or magical effect, you gain a bonus to your Check equal to the number of Slot Levels above the Spell or magical effect that this Spell is cast at.<br>
'''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.
If this Spell is cast at a lower Level than the Spell or magical effect, you gain a penalty to your Check equal to the number of Slot Levels below the Spell or magical effect that this Spell is cast at.<br>
'''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 more likely to gain a bonus to your Check or reduce the penalty to it, making it more likely to end the Spell or magical effects.
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| Level: 3 || Casting Time: 1 Hour || Abjuration || Bard, Cleric, Maledictor, Wizard
| 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 200GP)
| 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 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>
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>
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| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman
| 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 1d6 + 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, and 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 increases by 1d6 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.
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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>
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 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>
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 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 50 Bludgeoning Damage to you. If expelled, you fall [[Conditions#Prone|Prone]] in an unoccupied space closest to where you first entered.<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 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.
'''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.
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| Range: Touch || Duration: Instant || Components: VSM (diamonds worth a combined 300GP at least, which the Spell consumes) || Divine
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth a combined 300GP at least, which the Spell consumes) || Divine
|}
|}
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.
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.
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|+
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation || Bard, Cleric, Maledictor, Wizard
| 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) || Arcane, Divine
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine
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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 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% chance that the message doesn't arrive.<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% chance that the message doesn't arrive.<br>
Due to the nature of language, some languages can convey thoughts and meaning in more or less words. Generally use the following table for the purposes of sending messages in [[Languages]] other than Common.
 
{| class="wikitable"
|+ Words in a Language for 25 words in common.
|-
! Aeberez !! Archipelagan !! Common !! Draikyaan !! Druidic !! Dwarvish !! Elemental !! Kethie !! Giant !! Goblin
|-
| Example || Example || 25 Words (1x) || Example || Example || Example || Example || Example || Example || Example
|-
! Halfling !! High-Speech !! Ìqáalìe !! Kalashtari !! Primal !! Silvin !! Thieve's Cant
|-
| Example || Example || Example || 100 Words (4x) || Example || Example || 6 Words (0.25x)
|}
'''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.
'''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.
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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, Shaman)
|+
|-
|-
| 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.
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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, Shaman)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration || Cleric, Shaman
|-
|-
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Divine, Primal
|}
|}
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.<br>
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's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.<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.
'''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.
 
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=== Spirit Shroud ===
{| class="wikitable"
{| class="wikitable"
|+ Spirit Shroud (Cleric, Paladin, Shaman, Warlock, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Paladin, Shaman, Warlock, Wizard
|-
|-
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS || Divine, Primal
|}
|}
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.<br>
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 deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.<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 10 feet of you has its speed reduced by 10 feet 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 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
'''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.
 
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{| class="wikitable"
{| class="wikitable"
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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.
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"
|+ Tiny Hut (Bard, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration || Bard, Wizard
|-
|-
| Range: 10ft Still Emanation || Duration: 8 Hours || Components: VSM (a small crystal bead)
| Range: Self || Duration: 8 Hours || Components: VSM (a small crystal bead) || Arcane
|}
|}
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.<br>
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>
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.<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 command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
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.
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'''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.
'''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 || Divination
| Level: 3 || Casting Time: 1 Action || Divination || Bard, Cleric, Sorcerer, Warlock, Wizard
|-
|-
| Range: Touch || Duration: 1 Hour || Components: VM (a small clay model of a ziggurat)
| Range: Touch || Duration: 1 Hour || Components: SM (a small clay model of a ziggurat) || Arcane, Divine
|}
|}
This spell grants a willing creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
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.
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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.
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 (Ritual) || Transmutation
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Sorcerer
|-
|-
| Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork)
| 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>
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 60 feet per round.
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.
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