Level 3: Difference between revisions

12,624 bytes added ,  18:59, 2 November 2022
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|+ Major Image (Sorcerer, Wizard)
|+ Major Image (Sorcerer, Wizard)
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|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Illusion
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 120ft || Duration: 10 Minutes (Concentration) || Components: VSM (a bit of fleece)
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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).<br>
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.<br>
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.<br>
'''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.




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|+ Martyr's Bargain (Cleric, Paladin)
|+ Martyr's Bargain (Cleric, Paladin)
|-
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Reaction when you re forced to make a Saving Throw against a damaging effect || Abjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V
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|}
Among the faithful followers of the Three, the purity martyr’s bargain represents true faith and true sacrifice. You bear a damaging effect upon yourself to shield your allies. When you and any number of creatures within range are subjected to a saving throw against a damaging effect, you prevent that damage. When this spell ends, you suffer the maximum possible damage that the effect could have caused you. This damage cannot be reduced or prevented in any way.




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




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|+ Meld Into Stone (Cleric, Druid)
|+ Meld Into Stone (Cleric, Druid)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 8 Hours || Components: VS
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You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.<br>
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.<br>
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.




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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
|-
|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (niter, sulfur, and pine tar formed into a bead)
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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.<br>
'''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.




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




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|+ Nondetection (Bard, Wizard)
|+ Nondetection (Bard, Wizard)
|-
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Abjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 8 Hours || Components: VSM (a pinch of diamond dust worth 25GP sprinkled over the target, which the spell consumes)
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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.




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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
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|-
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP)
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A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 5d10 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. This spell also has an additional effect based on which limb you chose as follows:<br>
'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.<br>
'''Leg.''' The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.<br>
'''Wing.''' The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.<br>
'''Tail.''' The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis.<br>
'''Fin.''' The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis.
For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind.<br>
If you maintain your concentration on this spell for the full duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br>
Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by ldl0 for each slot level above 3rd




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|+ Phantom Steed (Wizard)
|+ Phantom Steed (Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Minute (Ritual) || Illusion
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 1 Hour || Components: VS
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A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.<br>
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a Riding Horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.




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|+ Plant Growth (Bard, Druid)
|+ Plant Growth (Bard, Druid)
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|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action or 8 Hours || Transmutation
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 150ft || Duration: Instant || Components: VS
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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.<br>
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.<br>
You can exclude one or more areas of any size within the spell's area from being affected.<br>
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.




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|+ Protection From Energy (Cleric, Druid, Sorcerer)
|+ Protection From Energy (Cleric, Druid, Sorcerer)
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Abjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
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For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.




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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Evocation
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft Emanated Cone || Duration: Instant, 1 Minute (Concentration) || Components: VS
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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.<br>
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.<br>
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.




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|+ Quakewalk (Druid, Sorcerer)
|+ Quakewalk (Druid, Sorcerer)
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Transmutation
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
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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.<br>
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.<br>
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




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|+ Relocate (Bard, Sorcerer, Wizard)
|+ Relocate (Bard, Sorcerer, Wizard)
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Conjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant || Components: VS
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Your magic relocates one other creature that you touch. If the target is willing, it is teleported up to 90 feet to an unoccupied space that you can see.<br>
If the target is not willing, you must make a melee spell attack against the target as you attempt to touch it. On a hit, the target must make a Charisma saving throw. On a failed saving throw, the target is teleported up to 90 feet to an unoccupied space that you can see.




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|+ Remove Curse (Cleric, Paladin, Warlock, Wizard)
|+ Remove Curse (Cleric, Paladin, Warlock, Wizard)
|-
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Abjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant || Components: VS
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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.




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|+ Revivify (Cleric, Paladin)
|+ Revivify (Cleric, Paladin)
|-
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth 300GP, which the spell consumes)
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You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.




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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
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You create a 10x10ft extra-dimensional hole with a depth of 30ft on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. As a bonus action, you can direct the pit to move up to 20 feet horizontally.<br>
A creature that the pit moves under for the first time on a turn, or who ends its turn adjacent to the pit must make a Dexterity save or fall in. Any creature that avoid falling into the pit when it reaches its new destination move to the nearest safe space. Creatures that fall into the pit move with it if it is relocated.


=== S-Z ===
=== S-Z ===