Level 3

A-C

Acid Cloud (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

You conjure a cloud of acidic vapor over the head of one creature you can see within range. The cloud follows the target as it moves and sprays acid upon it periodically. At the start of each of the target's turns while the cloud remains, the target and each other creature in the target's space must succeed on a Dexterity Saving Throw or take 5d4 Acid damage.
The cloud lasts for the duration or until a wind of moderate or greater speed (at least 25 miles per hour) disperses it. If the target ends any of its turns at least 50 feet away from where it began that turn, the spell immediately ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d4 for each slot level above 3rd


Allegro (Bard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 120ft Duration: 1 Minute Components: VSM (A few small gears of copper)

You alter time around up to six creature of your choice in a 40ft cube within range. An affected creature can use a Bonus Action to take the Dash and Disengage actions.


Ally Across Time (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

You create a space of temporal possibility where your timeline overlaps with those of your parallel existences. You summon a duplicate of yourself that that lasts for the duration of the spell. The duplicate appears in an unoccupied space that you can see within range. As a Bonus Action on your turn, you can move the illusion up to 30ft to a space you see and command it to take an Action, but it must remain within 120ft of you. Your duplicate has an Action that it may use to make a single weapon attack, cast a cantrip, or take the Help action.
At Higher Levels: When you cast this spell using a spell slot of 5th Level or higher, you create an additional duplicate for every two slot levels above 3rd.


Alone (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

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.


Anticipate Thought (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (Something that belongs to the target, worth at least 1CP)

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.


Ashen Path (Cleric, Druid, Paladin)
Level: 3 Casting Time: 1 Action (Ritual) Transmutation
Range: 30ft Duration: 24 Hours Components: VSM (A sample of contaminant or spores)

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.


Aura of Vitality (Paladin)
Level: 3 Casting Time: 1 Action Evocation
Range: 30ft Emanation Duration: 1 Minute (Concentration) Components: V

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.


Barrow Haze (Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: 60ft Duration: 1 Minute (Concentration) Components: V

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
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.


Battle Trance (Bard)
Level: 3 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: V

You are transformed into a single-minded force of destruction. For the duration of the spell, you gain the following benefits:

  • Your critical range increases by 1
  • On your turn when you score a critical hit or reduce a creature to 0 Hit Points, you can make one melee weapon attack as a Bonus Action
  • You are immune to the Frightened and Charmed conditions


Battlemind Link (Cleric, Paladin)
Level: 3 Casting Time: 1 Action Divination
Range: 30ft Duration: Instant, 1 Minute (Concentration) Components: S

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 each roll initiative, using the higher result, acting simultaneously

  • 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.
  • 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 both cast spells, targeting the same area, creature, or creatures, targets of the spells subtract a d6 from saving throws against the spells.

This spell ends if you and the target cannot see each other, or if one of you falls unconscious or dies.


Beacon of Hope (Cleric)
Level: 3 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 1 Minute (Concentration) Components: VS

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.


Bestow Curse (Bard, Cleric, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: Touch Duration: Instant, 1 Minute (Concentration) Components: VS

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:

  • 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 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 the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
  • While cursed, target is Slowed.
  • While cursed, the target cannot speak.
  • 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.
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.


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.


Blinding Smite (Paladin)
Level: 3 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 Radiant Damage to the target. Additionally, the target must succeed on a Constitution Saving throw or be Blinded until the spell ends.
A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded.


Blink (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: Self Duration: 1 Minute Components: VS

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Second Ward. At the start of your next turn, and when the spell ends if you are in the Second Ward, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
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 (Warlock, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS

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.


Body Double (Bard, Warlock)
Level: 3 Casting Time: 1 Action Illusion
Range: 60ft Duration: 1 Hour (Concentration) Components: V

Choose two creatures of the same size within range, designate one as a primary target and one as a secondary target. the primary target makes a Charisma Saving throw, on a failure, or if it chooses to fail, its appearance, scent, sounds, and mannerisms change to match those of the secondary target. As long as the two targets are of the same size, they are indistinguishable from each other.
At Higher Levels. If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.


Bolstering Brew (Bard, Cleric)
Level: 3 Casting Time: 1 Action Conjuration
Range: 30ft Duration: Instant Components: VSM (Exotic ingredients worth 100GP)

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 is immune to the Frightened condition
  • The creature has Resistance to Cold Damage
  • 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.


Call Lightning (Druid)
Level: 3 Casting Time: 1 Action Conjuration
Range: 120ft Duration: 10 Minutes (Concentration) Components: VS

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
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.


Call The Void (Warlock)
Level: 3 Casting Time: 1 Action Evocation
Range: 10ft Emanation Duration: 1 Minute (Concentration) Components: VS

This spell surrounds you with a 10ft aura of nothingness that moves with you and channels mysterious energies. Creatures within the area of you are Slowed, and when a creature enters the area for the first time on a turn or starts its turn there it must make a Dexterity Saving throw, taking 3d10 Force Damage on a failed Save, or half damage on a successful Save. A creature in the area cannot breath or speak, and sound cannot pass through the area.
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. When you cast this spell using a spell slot of 5th level or higher, the range increases by 5ft for every two slot levels above 3rd.


Catnap (Bard, Sorcerer, 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.
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.


Clairvoyance (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 10 Minutes Divination
Range: 1 Mile Duration: 10 Minutes (Concentration) Components: VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.


Cold Snap (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: 1 Round or 10 Minutes Components: S

With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Cold Damage and until the end of your next turn, its speed is reduced to 0ft and it has disadvantage on weapon attack rolls. It also gains one level of Exhaustion unless it has Resistance or Immunity to the Cold Damage. On a successful Save, it only takes half damage and doesn't suffer any other effects.
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30ft cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.
Any levels of exhaustion caused by this spell are only removed from a creature when it finishes a long rest in a warm environment.
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 (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Reaction when you see a creature within 60ft of you casting a spell Abjuration
Range: 60ft Duration: Instant Components: S

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.
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.


Create Food and Water (Cleric, Paladin)
Level: 3 Casting Time: 1 Action Conjuration
Range: 30ft Duration: Instant Components: VS

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.


Crusader's Mantle (Paladin)
Level: 3 Casting Time: 1 Action Evocation
Range: 30ft Emanation Duration: 1 Minute (Concentration) Components: V

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.

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Daylight (Cleric, Druid, Paladin, Sorcerer)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: 1 Hour Components: VS

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.
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.
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.


Discovery Torch (Bard, Paladin, Warlock)
Level: 3 Casting Time: 1 Action Divination
Range: Touch Duration: 1 Hour (Concentration) Components: VS

An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of temporal significance. Allies within the area of this light gain Advantage on checks discover secrets and clues.


Dispel Magic (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Abjuration
Range: 120ft Duration: Instant Components: VS

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.
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.


Draconic Stride (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 1 Minute (Concentration) Components: VS

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.


Dream Reality (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: 30ft Duration: 10 Minutes Components: V

You cause the target to perceive the world as if in a dream. When the spell ends, the target must make a Wisdom Saving Throw, forgetting all identifying details of events that transpired while the spell lasted on a failure. The creature treats these memories as if they were a dream, and will not believe otherwise by non-magical means.


Elemental Weapon (Bard, Paladin)
Level: 3 Casting Time: 1 Action Transmutation
Range: Touch Duration: Instant, 1 Hour (Concentration) Components: VS

A weapon you touch becomes a magic weapon if it was not already. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d6 damage of the chosen type when it hits. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d6.


Enemies Abound (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Enchantment
Range: 120ft Duration: 1 Minute (Concentration) Components: VS

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.


Erupting Earth (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 120ft Duration: Instant, 1 Minute (Concentration) Components: VSM (a piece of obsidian)

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
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 (Bard, Cleric, Wizard)
Level: 3 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Hour (Concentration) Components: V

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.
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.
When the spell ends, the creature knows it was charmed by you.
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.


Fear (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: 30ft Emanated Cone Duration: 1 Minute (Concentration) Components: VSM (w white feather or the heart of a hen)

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot emanated cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
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 (Bard, Cleric, Druid, Wizard)
Level: 3 Casting Time: 1 Action (Ritual) Necromancy
Range: Touch Duration: 1 Hour Components: VSM (a pinch of graveyard dirt)

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
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.


Fireball (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 150ft Duration: Instant Components: VSM (a tiny ball of bat guano and sulfur)

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
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.


Flame Arrows (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VS

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 Fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.


Fly (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: Touch Duration: 10 Minutes (Concentration) Components: VSM (a wing feather from any bird)

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
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.


Freedom of the Waves (Druid, Sorcerer)
Level: 3 Casting Time: 1 Action Conjuration
Range: 120ft Duration: Instant Components: VSM (a strand of wet hair)

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.


Gaseous Form (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (a bit of cause and a wisp of smoke)

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.


Glassee (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: Touch Duration: 1 Minute (Concentration) Components: VSM (a small piece of clear crystal)

You render a a piece of metal, stone, or wood, as transparent as glass for the duration of the spell. The square affect is can be no longer than 5 feet in any dimension. The affected area can be up to four inches thick if metal, six if stone, and twenty if wood. You choose whether each side can see through to the other, either making a one-way view, or a full window. You can change which sides can see through to the other as a Bonus Action on subsequent turns.


Gluey Globule (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: 1 Minute Components: VSM ()

You form a sphere of sticky, magical glue, hovering above your hand. You can either shoot the glue at a creature or use it to glue two objects together.
The glue has an AC of 16, has 40 HP, and is Immune to all damage apart from Acid Damage, which it is Vulnerable to. Additionally, a creature Restrained by, or within 5ft of the glue can break it by making a successful Strength (Athletics) check against your Spell Save DC as an Action. When the glue is broken in this any creature or object that isn't being worn or carried that was previously attached to the glue takes 2d6 Slashing damage from the shards of hardened glue.
If you shoot the glue at a creature, make a Ranged Spell Attack against a creature within range. On a hit, the target is Restrained. This form of the glue dissolves after 1 minute
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 (Bard, Cleric, Wizard)
Level: 3 Casting Time: 1 Hour (Ritual) Abjuration
Range: Touch Duration: Until Dispelled or Triggered Components: VSM (incense and powdered diamond worth at least 200 gp, which the spell consumes)

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.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
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.
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.
When you inscribe the glyph, choose explosive runes or a spell glyph.
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.
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.
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.


Haste (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a shaving of licorice root)

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
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 (Bard, Cleric, Druid, Palain)
Level: 3 Casting Time: 1 Action Necromancy
Range: 15ft Duration: 1 Round (Concentration) Components: VS

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.
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.
This spell has no effect on undead, constructs, or creatures that have 0 hit points.
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


Hunger of Darkness (Warlock)
Level: 3 Casting Time: 1 Action Conjuration
Range: 150ft Duration: 1 Minute (Concentration) Components: VSM (a pickled octopus tentacle)

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.


Hypnotic Pattern (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: 120ft Duration: 1 Minute (Concentration) Components: SM (a glowing stick of incense or a crystal vial filled with phosphorescent material)

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
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

Impossible Angles (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Incite Greed (Cleric, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Instant Audience (Bard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Intellect Fortress (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Life Transference (Cleric, Paladin, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Lightning Bolt (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Magic Circle (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Magnificent Tower (Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Major Image (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Martyr's Bargain (Cleric, Paladin)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Mass Healing Word (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Mass Shield (Bard, Cleric, Paladin, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Meld Into Stone (Cleric, Druid)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Minute Meteors (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Motivational Speech (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Nondetection (Bard, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Petrify (Druid, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Phantom Steed (Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Plant Growth (Bard, Druid)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Protection From Energy (Cleric, Druid, Sorcerer)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Pulse Wave (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Quakewalk (Druid, Sorcerer)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Relocate (Bard, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Remove Curse (Cleric, Paladin, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Revivify (Cleric, Paladin)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Roaming Pit (Bard, Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


S-Z

Sand Cloak (Druid, Sorcerer)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Sending (Bard, Cleric, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Sleet Storm (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Slow (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Speak With Dead (Bard, Cleric)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Speak With Plants (Bard, Druid)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Spirit Guardians (Cleric)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Spirit Shroud (Cleric, Paladin, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Stinking Cloud (Bard, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Swift Ward (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Tactical Acumen (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Terra Steed (Druid, Paladin, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Thunder Step (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Tidal Wave (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Tiny Hut (Bard, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Tiny Servant (Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Tongues (Bard, Cleric, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Toxic Breath (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Vampiric Touch (Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Vile Swarm (Druid, Warlock)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Wall of Sand (Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Wall of Water (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Water Breathing (Druid, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Water Walk (Cleric, Druid, Sorcerer)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Wind Wall (Druid)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Uncommon Spells

Conjure Barrage
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Lightning Arrow
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()