Level 3

A-C

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

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


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

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


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

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


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

You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.


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

This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.


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

Choose up to ten willing creatures you can see within range, the chosen creatures gain the ability to breathe air that is contaminated with ash, spores, smoke, dust, or the like with ease. The creature suffers no ill effects from natural airborne irritants or contaminants and gains Advantage on Saving Throws against magical effects that involve any of these contaminants. In addition, the creatures can see through magical obscuring effects caused by dense ash, smoke, fog, or similar concealment up to a distance of 60ft, although this spell does nothing to enhance sight in dark or shadowy conditions.


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

Healing energy radiates from you in a 30ft radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 Hit Points.


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

You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.


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

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

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


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

You point to at willing creature within range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated. You and the target each roll initiative, using the higher result, acting simultaneously

  • If you and the target both make melee attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
  • If you and the target both make ranged attacks against the same creature, you both roll an attack roll simultaneously, using the higher result for both of your attack rolls.
  • If you both cast spells, targeting the same area, creature, or creatures, targets of the spells subtract a d6 from saving throws against the spells.

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


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

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom Saving Throws and Death Saving Throws, and regains the maximum number of hit points possible from any healing.


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

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 Necrotic Damage to the target.
  • While cursed, target is Slowed.
  • While cursed, the target cannot speak.
  • While cursed, the target shouts its thoughts out loud.

A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.


Bite the Hand (Cleric, Druid, Paladin, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Bonus Action Enchantment
Range: 30ft Duration: Instant Components: VS

With a short command and a wave of the hand, you compel a Charmed or summoned creature to attack the creature that has Charmed or summoned it. The target creature must make a Wisdom Saving Throw, or, as a reaction, moving up to its movement speed and making a single attack against the creature that summoned or Charmed it as a reaction. If the creature fails the Saving Throw by 5 or more, it also ends the Charmed condition on it.


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

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


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

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Second Ward. At the start of your next turn, and when the spell ends if you are in the Second Ward, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Second Ward, you can see and hear the material world, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.


Bloatbomb (Warlock, Wizard)
Level: 3 Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS

You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer remaining Hit Points than the amount rolled, it immediately drops to zero Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft radius sphere, centered on the target. Creatures within range must make a Dexterity Saving throw, taking 3d6 Acid Damage on a failed Save, or half as much damage on a successful Save.


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

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


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

Invoking the deep magic of ancient brewers, you bring forth a vibrant brew of beer or ale. You and up to five other creatures within range can partake of this drink and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains the following benefits for 8 hours:

  • The creature gains 2d4 Temporary Hit Points
  • The creature is immune to the Frightened condition
  • The creature has Resistance to Cold Damage
  • The creature has Advantage on Constitution Saving Throws

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature and creatures gain 1d4 additional Temporary Hit Points for each spell slot above 3rd. When you cast this spell using a spell slot of 7th level or higher, the benefits last for 24 hours and the creatures are immune to the Poisoned condition for the duration.


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

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.


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

This spell surrounds you with a 10ft aura of nothingness that moves with you and channels mysterious energies. Creatures within the area of you are Slowed, and when a creature enters the area for the first time on a turn or starts its turn there it must make a Dexterity Saving throw, taking 3d10 Force Damage on a failed Save, or half damage on a successful Save. A creature in the area cannot breath or speak, and sound cannot pass through the area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the range increases by 5ft for every two slot levels above 3rd.


Catnap (Bard, Sorcerer, Wizard)
Level: 3 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 10 Minutes Components: SM (a pinch of sand)

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.


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

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


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

With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Cold Damage and until the end of your next turn, its speed is reduced to 0ft and it has disadvantage on weapon attack rolls. It also gains one level of Exhaustion unless it has Resistance or Immunity to the Cold Damage. On a successful Save, it only takes half damage and doesn't suffer any other effects.
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30ft cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.
Any levels of exhaustion caused by this spell are only removed from a creature when it finishes a long rest in a warm environment.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d1O for each slot level above 3rd


Counterspell (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Reaction when you see a creature within 60ft of you casting a spell Abjuration
Range: 60ft Duration: Instant Components: S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.


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

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.


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

Holy power radiates from you in an aura with a 30ft radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 Radiant Damage when it hits with a weapon attack.

D-H

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


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


Die For Your Master (Sorcerer, Warlock, Wizard)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Healing Wave (Bard, Cleric, Druid, Palain)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


Hunger of Darkness (Warlock)
Level: 3 Casting Time: 1 Action Evocation
Range: 60ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


S-Z

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Uncommon Spells

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


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