Level 3: Difference between revisions

1,779 bytes removed ,  14:21, 29 January 2023
 
(15 intermediate revisions by one other user not shown)
Line 48: Line 48:
| Level: 3 || Casting Time: 1 Minute || Necromancy || Cleric, Wizard
| Level: 3 || Casting Time: 1 Minute || Necromancy || Cleric, Wizard
|-
|-
| Range: 30ft || Duration: Instant || Components: VSM (a drop of blood, a piece of flesh, and a pinch of bone dust) || Divine
| Range: 30ft || Duration: Instant || Components: VSM (a drop of blood, a piece of flesh, and a pinch of bone dust) || Arcane
|}
|}
This Spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within Range. Your Spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse.<br>
This Spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within Range. Your Spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse.<br>
Line 66: Line 66:
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.


=== Aura of Vitality ===
{| class="wikitable"
{| class="wikitable"
|+ Aura of Vitality (Paladin)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy || Paladin
|-
|-
| Range: 30ft Emanation || Duration: 1 Minute (Concentration) || Components: V
| Range: 30ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
Healing energy radiates from you in a 30ft radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 Hit Points.
Healing energy radiates from you. Until the Spell ends, you can use a Bonus Action to cause one creature of your choice in the area of the Spell to regain 2d6 Hit Points.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 2nd.
<br><br>


=== Barrow Haze ===
=== Barrow Haze ===
Line 106: Line 109:
| Level: 3 || Casting Time: 1 Action || Divination || Cleric, Paladin
| Level: 3 || Casting Time: 1 Action || Divination || Cleric, Paladin
|-
|-
| Range: 30ft || Duration: 10 Minutes || Components: S || Cleric, Paladin
| Range: 30ft || Duration: 10 Minutes || Components: S || Divine
|}
|}
You point to at willing creature within Range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated, giving you the following benefits:
You point to at willing creature within Range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated, giving you the following benefits:
Line 134: Line 137:
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Wizard
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Maledictor, Shaman, Wizard
|-
|-
| Range: Touch || Duration: Instant, 1 Minute (Concentration) || Components: VS || Arcane
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS || Arcane
|}
|}
You touch a creature that you invest with a curse, forcing it to make a Wisdom Saving Throw. On a failed Save, the target is cursed for the Duration of the Spell. Choose the nature of the curse from the following options, or work with the DM to create your own:
You touch a creature that you invest with a curse, forcing it to make a Wisdom Saving Throw. On a failed Save, the target is cursed for the Duration of the Spell. Choose the nature of the curse from the following options, or work with the DM to create your own:
Line 144: Line 147:
*While cursed, the target cannot speak.
*While cursed, the target cannot speak.
*While cursed, the target shouts its thoughts out loud.
*While cursed, the target shouts its thoughts out loud.
A [[Level 3#Remove Curse|Remove Curse]] Spell ends this effect.<br>
A [[Level 3#Remove Curse|Remove Curse]] Spell or similar magic ends this effect.<br>
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration is increased to 10 Minutes. If you cast this Spell using a Spell Slot of 5th Level or higher, the Duration is increased to 8 Hours and the Spell does not require Concentration. If you cast this Spell using a spell Slot of 7th Level or higher, the Duration is increased to 24 Hours. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration is increased to Until Dispelled.
'''At Higher Levels.''' If you cast this Spell using a Spell Slot of 4th Level or higher, the Duration is increased to 10 Minutes. If you cast this Spell using a Spell Slot of 5th Level or higher, the Duration is increased to 8 Hours and the Spell does not require Concentration. If you cast this Spell using a spell Slot of 7th Level or higher, the Duration is increased to 24 Hours. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration is increased to Until Dispelled.
<br><br>
<br><br>
Line 261: Line 264:
|+
|+
|-
|-
| Level: 3 || Casting Time: 1 Reaction (when you see a creature within 60ft of you casting a Spell) || Abjuration || Maledictor, Sorcerer, Warlock, Wizard
| Level: 3 || Casting Time: 1 Action || Abjuration || Maledictor, Sorcerer, Warlock, Wizard
|-
|-
| Range: 60ft || Duration: Instant || Components: S || Arcane
| Range: 60ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: S || Arcane
|}
|}
You attempt to interrupt a creature in the process of casting a Spell. Make a Spellcasting Ability Check contested by a Spellcasting Ability Check made by the creature that cast the Spell. If you succeed, the Spell fails and has no effect.<br>
You prepare to interrupt a creature in the process of casting a Spell. Whenever a Spell is cast in the area of the Spell,  you can use your Reaction to try to counter it. If the Spell is of a Level equal to or lower than the Level of this Spell, the Spell fails and has no effect. If the Spell is of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell's Level. On a successful Check, the Spell fails and has no effect.<br>
If this Spell is cast at a higher Level than the Spell or magical effect, you gain a bonus to your Check equal to the number of Slot Levels above the Spell or magical effect that this Spell is cast at.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to counter higher Level Spells.
If this Spell is cast at a lower Level than the Spell or magical effect, you gain a penalty to your Check equal to the number of Slot Levels below the Spell or magical effect that this Spell is cast at.<br>
If you and the target tie on the Spellcasting Ability Checks, the Spell fails and you both roll on the Wild Magic Surge table described in the [[Sorcerer#Wild Magic|Wild Magic Sorcerer Subclass]], producing the effect rolled.<br>
'''At higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are more likely to gain a bonus to your Check or reduce the penalty to it, making it more likely to end the Spell or magical effects.
<br><br>
<br><br>


Line 325: Line 325:
| Range: 120ft || Duration: Instant || Components: VS || Arcane
| Range: 120ft || Duration: Instant || Components: VS || Arcane
|}
|}
Choose one creature, object, or magical effect within Range. For each Spell and magical effect on the target, you make a Spellcasting Ability Check contested by a Spellcasting Ability Check made by the creature that cast the Spell or created the magical effect. If you succeed, the Spell or magical effect ends.<br>
Choose one creature, object, or magical effect within Range. Any Spell of a Level equal to or lower than the Level of this Spell on the target ends. For each Spell of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell's Level. On a successful Check, the Spell ends.<br>
If this Spell is cast at a higher Level than the Spell or magical effect, you gain a bonus to your Check equal to the number of Slot Levels above the Spell or magical effect that this Spell is cast at.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to dispel higher Level Spells.
If this Spell is cast at a lower Level than the Spell or magical effect, you gain a penalty to your Check equal to the number of Slot Levels below the Spell or magical effect that this Spell is cast at.<br>
'''At higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are more likely to gain a bonus to your Check or reduce the penalty to it, making it more likely to end the Spell or magical effects.
<br><br>
<br><br>


Line 537: Line 535:
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman
|-
|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS || Divine
|}
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.<br>
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.<br>
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br>
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br>
This spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br>
This Spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.
<br><br>
<br><br>
Line 898: Line 896:
|+
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation || Bard, Cleric, Maledictor, Wizard
| Level: 3 || Casting Time: 1 Action || Transmutation || Bard, Cleric, Maledictor, Wizard
|-
|-
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine
Line 904: Line 902:
You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The Spell enables creatures with Intelligence Scores of at least 1 to understand the meaning of your message.<br>
You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The Spell enables creatures with Intelligence Scores of at least 1 to understand the meaning of your message.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn't arrive.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn't arrive.<br>
Due to the nature of language, some languages can convey thoughts and meaning in more or less words. Generally use the following table for the purposes of sending messages in [[Languages]] other than Common. ''As a general rule, you can just use the number of words in the following table, and the same number for casting the Spell at higher Levels.''
 
{| class="wikitable"
|+ Words in a Language for 25 words in Common.
|-
! [[Languages#Aeberez|Aeberez]] !! [[Languages#Archipelagan|Archipelagan]] !! [[Languages#Common|Common]] !! [[Languages#Draikyaan|Draikyaan]] !! [[Languages#Druidic|Druidic]] !! [[Languages#Dwarvish|Dwarvish]] !! [[Languages#Elemental|Elemental]] !! [[Languages#Folkish|Folkish]] !! [[Languages#Giant|Giant]] !! [[Languages#Goblin|Goblin]]
|-
| 75 Words (3x) || 12 Words (0.5x) || 25 Words (1x) || 25 Words (1x) || 5 Words (0.2x) || 30 Words (1.2x) || 30 Words (1.2x) || 10 Words (0.4x) || 50 Words (2x) || 30 Words (1.2x)
|-
! [[Languages#High-Speech|High-Speech]] !! [[Languages#Ìqáalìe|Ìqáalìe]] !! [[Languages#Kalashtari|Kalashtari]] !! [[Languages#Kethie|Kethie]] !! [[Languages#Primal|Primal]] !! [[Languages#Silvin|Silvin]] !! [[Languages#Thieve's Cant|Thieve's Cant]]
|-
| 50 Words (2x) || 100 Words (4x) || 50 Words (2x) || 35 Words (1.4x) || 25 Words (1x) || 12 (0.5x) || 6 Words (0.25x)
|}
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you the message you send can be 25 words longer for each Slot Level above 3rd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you the message you send can be 25 words longer for each Slot Level above 3rd.
<br><br>
<br><br>
Line 953: Line 940:
|}
|}
You grant the semblance of life and intelligence to a corpse of your choice within Range, allowing it to answer the questions you pose. The corpse must still have a mouth and cannot be Undead. The Spell fails if the corpse was the target of this Spell within the last 10 Days.<br>
You grant the semblance of life and intelligence to a corpse of your choice within Range, allowing it to answer the questions you pose. The corpse must still have a mouth and cannot be Undead. The Spell fails if the corpse was the target of this Spell within the last 10 Days.<br>
Until the Spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the [[Languages]] it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This Spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Until the Spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the [[Languages]] it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This Spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can ask the target 5 additional questions and the Spell fails if the Spell was cast on the target 1 less Day for each Slot Level above 3rd.
<br><br>
<br><br>


Line 1,040: Line 1,028:
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.


 
=== Tiny Hut ===
{| class="wikitable"
{| class="wikitable"
|+ Tiny Hut (Bard, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration || Bard, Wizard
|-
|-
| Range: 10ft Still Emanation || Duration: 8 Hours || Components: VSM (a small crystal bead)
| Range: Self || Duration: 8 Hours || Components: VSM (a small crystal bead) || Arcane
|}
|}
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.<br>
A 10ft Radius immobile dome of force springs into existence around and above you, which remains until the Spell ends or you leave its area.<br>
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.<br>
Generally, ten Medium creatures can fit inside the dome at one time. The Spell fails if there is a creature that is partially, but not wholly, in the dome. Creatures and objects in the dome when the Spell is cast can move through it freely. All other creatures and objects cannot move through he dome. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the dome is comfortable and dry, regardless of the weather outside.<br>
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Until the Spell ends, you can change the light level of the area inside the dome as a Free Action.<br>
The dome iso page from the outside, of any one color you choose, but it is transparent from the inside.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Radius of the dome created increases by 5ft for each Slot Level above 3rd.
<br><br>




63

edits