Level 3 Spells

Acid Cloud (Druid, Shaman, 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, Maledictor, 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.

Animate Dead

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) 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.
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.
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.
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.


Anticipate Thought (Bard, Maledictor, 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.

Aura of Vitality

Level: 3 Casting Time: 1 Action Necromancy Paladin
Range: 30ft Moving Emanation Duration: 1 Minute (Concentration) Components: V Divine

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.
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.

Barrow Haze

Level: 3 Casting Time: 1 Action Necromancy Cleric, Druid, Maledictor, Paladin, Shaman, Sorcerer, Warlock, Wizard
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 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
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.


Battle Trance (Bard, Maledictor, Paladin)
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

Level: 3 Casting Time: 1 Action Divination 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:

  • 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 an Attack against the same target, you both Roll for the Attack simultaneously, using the higher result for both Attacks.
  • 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.
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.

Beacon of Hope

Level: 3 Casting Time: 1 Action Abjuration Cleric
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 and Death Saving Throws, and regains the maximum number of Hit Points possible from any healing.
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.

Bestow Curse

Level: 3 Casting Time: 1 Action Necromancy Bard, Cleric, Maledictor, Shaman, Wizard
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:

  • 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 targeting you.
  • 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 additional 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 or similar magic ends this effect.
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.


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 (Maledictor, 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

Level: 3 Casting Time: 1 Action Necromancy Maledictor, Warlock, Wizard
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 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.
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.

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

Choose a creature within range, it makes a Charisma Saving Throw, on a failed Save, the target's appearance, scent, sounds, and mannerisms change to match those of another creature within range of your choice of the same size category. The target can choose to fail the Saving Throw. As long as the two targets are 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

Level: 3 Casting Time: 1 Action Conjuration Bard, Cleric
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:

  • 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 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 Poisoned Condition for the Duration.

Call Lightning (Druid, Shaman)
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 Moving 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. Other 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 Charisma 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.


Clairvoyance (Bard, Shaman, 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, Maledictor, Shaman, 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

Level: 3 Casting Time: 1 Action Abjuration Maledictor, Sorcerer, Warlock, Wizard
Range: 60ft Moving Emanation Duration: 1 Minute (Concentration) Components: S Arcane

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.
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.

Create Food Water

Level: 3 Casting Time: 1 Action Conjuration Cleric, Paladin
Range: 30ft Duration: Instant Components: VS Divine

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.
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.


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.

Daylight

Level: 3 Casting Time: 1 Action Evocation Cleric, Druid, Paladin, Sorcerer
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 filled with Bright Light and sheds Dim Light out to a Range of 60ft.
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.
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.

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 significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.

Dispel Magic

Level: 3 Casting Time: 1 Action Abjuration Bard, Cleric, Druid, Maledictor, Paladin, Sorcerer, Warlock, Wizard
Range: 120ft Duration: Instant Components: VS Arcane

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.
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.


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, Maledictor, Paladin, Shaman)
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, Shaman, 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

Level: 3 Casting Time: 1 Action Enchantment Bard, Cleric, Wizard
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, it makes a Saving Throw. On a failed Save, the target becomes 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 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 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, Maledictor, 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

Level: 3 Casting Time: 1 Action (Ritual) Necromancy Bard, Cleric, Druid, Wizard
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.
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 Blinded and 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 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.
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.


Fireball (Shaman, 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, Shaman, 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 (Shaman, 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, Shaman, 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 (Shaman, 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, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
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, Shaman, 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

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) 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.
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 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.
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 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 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.

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.


Haste (Maledictor, Shaman, 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

Level: 3 Casting Time: 1 Action Necromancy Bard, Cleric, Druid, Paladin, Shaman
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.
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, and 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 increases by 1d6 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, Shaman, 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.

Impossible Angles (Bard, Maledictor, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Minute (Concentration) Components: V

You cause a 20ft radius sphere centered on a point you choose within range to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. For the duration, the area becomes difficult terrain.
Any creatures in the area when this spell is cast, or that enter the area must succeed a Wisdom Saving Throw or become disoriented and become Poisoned until it leaves the area.
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

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) 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, all targets make a Wisdom Saving Throw. On a failed Save, a creature is Charmed until the Spell ends, or until you or your companions performs a harmful act towards it. While Charmed in this way, a creature can do nothing but approach you in a safe manner. While within 5ft of you, a creature Charmed in this way does nothing apart form gleefully and greedily stare the the gem used for the Material Components for this Spell.
At the end of each of its turns, a creature Charmed in this way repeats the Save, ending the Spell on itself on a successful Save.
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.


Instant Audience (Bard)
Level: 3 Casting Time: 1 Action Illusion
Range: 60ft Still Emanation Duration: 4 Hours Components: VSM (four buttons and a live mouse which disappear for the duration of the spell)

You conjure a semi-real audience. Every minute for the next 10 minutes, 1d4 people will enter the area as if just coming in from the outside naturally, coming in from around corners, through doors, or the like. They appear to be a mix of people appropriate for the circumstance and location.
When appropriate, the group applauds, chats to one another, and eats available snacks. The group can also interact with real creatures in the area, praising, talking to, or shaming the person as appropriate.
The group does not talk about themselves at all as they have no history or true knowledge beyond trivia you yourself might know, nor do they leave the area.
When the spell ends or you dismiss the spell as an Action, the audience leaves in the same ways they entered. The members of the audience do not fight in any manner, each one has a 10 AC and 1 HP, instantly vanishing if harmed in any way.


Intellect Fortress (Bard, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Abjuration
Range: 30ft Duration: 1 Hour (Concentration) Components: V

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma 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 for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Life Transference

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.
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.

Lightning Arrow (Shaman)
Level: 3 Casting Time: 1 Bonus Action Transmutation
Range: Self Duration: 1 Minute (Concentration) Components: VS

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.
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.
The piece of ammunition or weapon then returns to its normal form.
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.


Lightning Bolt (Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 100/5ft Emanated Line Duration: Instant Components: VSM (a bit of fur and a rod of amber, crystal, or glass)

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning 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.


Magic Circle (Maledictor, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Minute Abjuration
Range: 10ft Duration: 1 Hour Components: VSM (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: elementals, fey, highlings or undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can’t be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.


Magnificent Tower (Wizard)
Level: 3 Casting Time: 10 Minutes Conjuration
Range: 30ft Duration: 24 Hours Components: VSM (a fragment of stone, wood, or other building material)

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace
  • A study with desks, books, bookshelves, parchments, ink, and ink pens
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
  • A lounge with couches, armchairs, side tables and footstools
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches
  • An observatory with a telescope and maps of the night sky
  • An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.


Major Image (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Illusion
Range: 120ft Duration: 10 Minutes (Concentration) Components: VSM (a bit of fleece)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
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

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 Divine

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.
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.

Mass Healing Word

Level: 3 Casting Time: 1 Bonus Action Necromancy Cleric, Shaman
Range: 60ft Duration: Instant Components: V Divine

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.
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.

Meld Into Stone

Level: 3 Casting Time: 1 Action (Ritual) Transmutation Cleric, Druid, Shaman
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 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.
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.
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 Prone in an unoccupied space closest to where you first entered.
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.


Minute Meteors (Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: Self Duration: 10 Minutes (Concentration) Components: VSM (niter, sulfur, and pine tar formed into a bead)

You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
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

Level: 3 Casting Time: 1 Minute Enchantment Bard, Cleric
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.
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.

Nondetection (Bard, Maledictor, Shaman, Wizard)
Level: 3 Casting Time: 1 Action Abjuration
Range: Touch Duration: 8 Hours Components: VSM (a pinch of diamond dust worth 25GP sprinkled over the target, which the spell consumes)

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

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)

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.
  • Leg. The target is 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 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 is 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.
  • Tail. The target is Slowed while swimming or climbing, except those granted by magic, unless the limb is replaced by a prosthetics.
  • Fin. The target is Slowed while swimming unless it is granted by magic or the limb is replaced by a prosthesis.

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.
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.
Undead, Constructs, and creatures that cannot be Petrified are unaffected by the Spell.
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.

Phantom Steed (Shaman, Wizard)
Level: 3 Casting Time: 1 Minute (Ritual) Illusion
Range: 30ft Duration: 1 Hour Components: VS

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.
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.


Plant Growth (Bard, Druid, Shaman)
Level: 3 Casting Time: 1 Action or 8 Hours Transmutation
Range: 150ft Duration: Instant Components: VS

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
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

Level: 3 Casting Time: 1 Action Abjuration Cleric, Druid, Shaman, Sorcerer
Range: Touch Duration: 1 Hour (Concentration) Components: VS Arcane

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.
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.

Pulse Wave (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 30ft Emanated Cone Duration: Instant, 1 Minute (Concentration) Components: VS

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.


Quakewalk (Druid, Shaman, Sorcerer)
Level: 3 Casting Time: 1 Action Transmutation
Range: 15ft Moving Emanation Duration: 1 Minute (Concentration) Components: VS

You begin stomping and grinding your feet, causing the ground around you to temporarily deform like rubber under your earthen magic. Each other creature within 15 feet of you must make a Dexterity saving throw. On a failed saving throw, a creature is knocked prone.
Until the spell ends, the ground within 15 feet of you is difficult terrain for other creatures. In addition, you can use a bonus action on each of your turns after the first to stomp the ground, forcing all other creatures within the area to repeat the saving throw, falling prone on a failed save.
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

Level: 3 Casting Time: 1 Action Abjuration Cleric, Maledictor, Paladin, Shaman, Warlock, Wizard
Range: Touch Duration: Instant Components: VS Arcane, 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.
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.

Revivify

Level: 3 Casting Time: 1 Action Necromancy Cleric, Paladin, Shaman
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.
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.

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

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.
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.


Sand Cloak (Druid, Shaman, Sorcerer)
Level: 3 Casting Time: 1 Action Conjuration
Range: 15ft Moving Emanation Duration: 10 Minutes (Concentration) Components: VS

You create a swirling cloak of sand and dust extending 15 feet out from you that lasts for the duration. The area is lightly obscured and is difficult terrain for other creatures. You can use a bonus action to reduce or increase the radius of the area, up to a maximum of 15 feet.
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.

Sending

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

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.
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.

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.

Sleet Storm

Sleet Storm (Druid, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Conjuration
Range: 150ft Duration: 1 Minute (Concentration) Components: VSM (a pinch of dust and a few drops of water)

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.


Slow (Maledictor, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Transmutation
Range: 120ft Duration: 1 Minute (Concentration) Components: VSM (a drop of molasses)

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
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

Level: 3 Casting Time: 1 Action Necromancy Bard, Cleric, Shaman
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 cannot be Undead. The Spell fails if the corpse was the target of this Spell within the last 10 Days.
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.
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.


Speak With Plants (Bard, Druid, Shaman)
Level: 3 Casting Time: 1 Action Transmutation
Range: 30ft Still Emanation Duration: 10 Minutes Components: VS

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.

Spirit Guardians

Level: 3 Casting Time: 1 Action Conjuration Cleric, Shaman
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.
When you cast this Spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature is 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.
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.

Spirit Shroud

Level: 3 Casting Time: 1 Bonus Action Necromancy Cleric, Paladin, Shaman, Warlock, Wizard
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.
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.
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.
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.

Stinking Cloud (Bard, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Conjuration
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.
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.
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.


Tactical Acumen (Maledictor, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Illusion
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.


Thunder Step (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Conjuration
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.
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.
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.


Tidal Wave (Druid, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Conjuration
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

Level: 3 Casting Time: 1 Minute (Ritual) Abjuration Bard, Wizard
Range: Self Duration: 8 Hours Components: VSM (a small crystal bead) Arcane

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.
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.
Until the Spell ends, you can change the light level of the area inside the dome as a Free Action.
The dome iso page from the outside, of any one color you choose, but it is transparent from the inside.
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.


Tiny Servant (Wizard)
Level: 3 Casting Time: 1 Minute Transmutation
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.
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.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
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

Level: 3 Casting Time: 1 Action Divination Bard, Cleric, Sorcerer, Warlock, Wizard
Range: Touch Duration: 1 Hour Components: SM (a small clay model of a ziggurat) Arcane, Divine

Touch one willing creature. For the Duration, that creature understands all speech it hears, and all creatures that know at least one Language and can hear the target understands what it says.
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.


Vampiric Touch (Warlock, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
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.
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.


Vile Swarm (Druid, Shaman, Warlock)
Level: 3 Casting Time: 1 Action Illusion
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.


Wall of Sand (Shaman, Wizard)
Level: 3 Casting Time: 1 Action Evocation
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.


Wall of Water (Druid, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Evocation
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.
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.


Water Breathing (Druid, Shaman, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action (Ritual) Transmutation
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

Level: 3 Casting Time: 1 Action (Ritual) Transmutation Cleric, Druid, Sorcerer
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.
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.
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.


Wind Wall (Druid)
Level: 3 Casting Time: 1 Action Evocation
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.
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.
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

Conjure Barrage
Level: 3 Casting Time: 1 Action Conjuration
Range: 60ft Emanated Cone Duration: Instant Components: VSM (one piece of ammunition or a thrown weapon)

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.