4,244
edits
(→D-H) |
(→D-H) |
||
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| Level: 3 || Casting Time: 1 Action || Evocation | | Level: 3 || Casting Time: 1 Action || Evocation | ||
|- | |- | ||
| Range: 60ft || Duration: | | 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.<b> | |||
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.<br> | |||
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. | |||
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|+ Discovery Torch (Bard, Paladin, Warlock) | |+ Discovery Torch (Bard, Paladin, Warlock) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Divination | ||
|- | |- | ||
| Range: | | 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. | |||
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|+ Dispel Magic (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard) | |+ Dispel Magic (Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Abjuration | ||
|- | |- | ||
| Range: | | 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.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. | |||
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|+ Draconic Stride (Sorcerer, Wizard) | |+ Draconic Stride (Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Bonus Action || Transmutation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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.<br> | |||
'''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. | |||
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|+ Dream Reality (Bard, Sorcerer, Warlock, Wizard) | |+ Dream Reality (Bard, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Illusion | ||
|- | |- | ||
| Range: | | 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. | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Elemental Weapon (Paladin) | |+ Elemental Weapon (Bard, Paladin) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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. | |||
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|+ Enemies Abound (Bard, Sorcerer, Warlock, Wizard) | |+ Enemies Abound (Bard, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Enchantment | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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. | |||
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|+ Erupting Earth (Druid, Sorcerer, Wizard) | |+ Erupting Earth (Druid, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
'''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. | |||
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|+ Fast Friends (Bard, Cleric, Wizard) | |+ Fast Friends (Bard, Cleric, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Enchantment | ||
|- | |- | ||
| Range: | | 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.<br> | |||
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.<br> | |||
When the spell ends, the creature knows it was charmed by you.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. | |||
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|+ Fear (Bard, Sorcerer, Warlock, Wizard) | |+ Fear (Bard, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Illusion | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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. | |||
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|+ Feign Death (Bard, Cleric, Druid, Wizard) | |+ Feign Death (Bard, Cleric, Druid, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy | ||
|- | |- | ||
| Range: | | 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.<br> | |||
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. | |||
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| Level: 3 || Casting Time: 1 Action || Evocation | | Level: 3 || Casting Time: 1 Action || Evocation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. | |||
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|+ Flame Arrows (Druid, Sorcerer, Wizard) | |+ Flame Arrows (Druid, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
'''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. | |||
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|+ Fly (Sorcerer, Warlock, Wizard) | |+ Fly (Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. | |||
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|+ Freedom of the Waves (Druid, Sorcerer) | |+ Freedom of the Waves (Druid, Sorcerer) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Conjuration | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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. | |||
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|+ Gaseous Form (Sorcerer, Warlock, Wizard) | |+ Gaseous Form (Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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.<br> | |||
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. | |||
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|+ Glassee (Druid, Sorcerer, Wizard) | |+ Glassee (Druid, Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Illusion | ||
|- | |- | ||
| Range: | | 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. | |||
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| Level: 3 || Casting Time: 1 Action || Evocation | | Level: 3 || Casting Time: 1 Action || Evocation | ||
|- | |- | ||
| Range: 60ft || Duration: | | 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.<br> | |||
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.<br> | |||
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<br> | |||
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. | |||
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|+ Glyph of Warding (Bard, Cleric, Wizard) | |+ Glyph of Warding (Bard, Cleric, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 | | Level: 3 || Casting Time: 1 Hour (Ritual) || Abjuration | ||
|- | |- | ||
| Range: | | 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.<br> | |||
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.<br> | |||
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.<br> | |||
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.<br> | |||
When you inscribe the glyph, choose explosive runes or a spell glyph.<br> | |||
'''Explosive Runes.''' When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.<br> | |||
'''Spell Glyph.''' You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.<br> | |||
'''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. | |||
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|+ Haste (Sorcerer, Wizard) | |+ Haste (Sorcerer, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Transmutation | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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. | |||
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|+ Healing Wave (Bard, Cleric, Druid, Palain) | |+ Healing Wave (Bard, Cleric, Druid, Palain) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Necromancy | ||
|- | |- | ||
| Range: | | 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.<br> | |||
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br> | |||
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br> | |||
'''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 | |||
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|+ Hunger of Darkness (Warlock) | |+ Hunger of Darkness (Warlock) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Conjuration | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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. | |||
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|+ Hypnotic Pattern (Bard, Sorcerer, Warlock, Wizard) | |+ Hypnotic Pattern (Bard, Sorcerer, Warlock, Wizard) | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | Level: 3 || Casting Time: 1 Action || Illusion | ||
|- | |- | ||
| Range: | | 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.<br> | |||
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 === | === I-R === |