Level 3: Difference between revisions

6,341 bytes added ,  19:39, 2 November 2022
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{| class="wikitable"
{| class="wikitable"
|+ Terra Steed (Druid, Paladin, Wizard)
|+ Thunder Step (Sorcerer, Warlock, Wizard)
|-
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| Level: 3 || Casting Time: 1 Action || Conjuration
| Level: 3 || Casting Time: 1 Action || Conjuration
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| Range: Self || Duration: 10 Minutes (Concentration) || Components: VSM (a pebble or small rock)
| Range: 90ft || Duration: Instant || Components: V
|}
You conjure an earthen boulder, which you leap atop as part of casting the spen and your magic causes it to float and fly. You gain a flying speed of 30 feet for the duration. While you fly in this way, the boulder remains beneath you and can provide half cover. If you fall while flying in this way, the spell ends immediately.<br>
In addition, if you fly at least 20 feet straight toward a target using this flying speed on your turn, you can use your bonus action to slam the target using the boulder. Make a melee spell attack against the target. On a hit, the target takes 2d6 nonmagical bludgeoning damage.<br>
When the spell ends, the boulder turns to dust and you fall if you are still aloft, unless you can stop the fall<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the flying speed you gain increases by 30 feet for each slot level above 3rd
 
 
{| class="wikitable"
|+ Thunder Step (Sorcerer, Warlock, Wizard)
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| Level: 3 || Casting Time: 1 Action || Evocation
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
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|}
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.<br>
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.<br>
'''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.




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|+ Tidal Wave (Druid, Sorcerer, Wizard)
|+ Tidal Wave (Druid, Sorcerer, Wizard)
|-
|-
| 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: 120ft || Duration: Instant || Components: VSM (a drop of water)
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|}
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.




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|+ Tiny Hut (Bard, Wizard)
|+ Tiny Hut (Bard, Wizard)
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|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 10ft Still Emanation || Duration: 8 Hours || Components: VSM (a small crystal bead)
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|}
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>
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>
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.




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|+ Tiny Servant (Wizard)
|+ Tiny Servant (Wizard)
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|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Minute || 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 touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.<br>
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.<br>
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.




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|+ Tongues (Bard, Cleric, Sorcerer, Warlock, Wizard)
|+ Tongues (Bard, Cleric, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Divination
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: Touch || Duration: 1 Hour || Components: VM (a small clay model of a ziggurat)
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This spell grants a willing creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.




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|+ Toxic Breath (Sorcerer, Wizard)
|+ Toxic Breath (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: 30ft Emanated Cone || Duration: 1 Round || Components: VSM (a lead ring or a green dragon's)
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You exhale a cloud of misty vapor in a 30 foot cone in front ofyou. Each creature in the cone must make a Constitution saving throw. On a failure, a creature takes 8d6 poison damage, and it is poisoned until the start of your next turn. While poisoned in this way, its speed is reduced by half. On a success, a creature takes half damage and is not poisoned




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|+ Vampiric Touch (Warlock, Wizard)
|+ Vampiric Touch (Warlock, Wizard)
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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: Self || Duration: 1 Minute (Concentration) || Components: VS
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The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.<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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| Level: 3 || Casting Time: 1 Action || Illusion
| Level: 3 || Casting Time: 1 Action || Illusion
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin which the spell consumes)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin)
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|}
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.<br>
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.<br>
The swarm has a 13AC and 25HP, it cannot act on its own.




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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: 90ft || Duration: Instant, 10 Minutes (Concentration) || Components: VSM (a handful of sand)
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You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.




{| class="wikitable"
{| class="wikitable"
|+ Wall of Water (Druid, Sorcerer, Wizard)
|+ Water of Water (Druid, Sorcerer, Wizard)
|-
|-
| 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: 60ft || Duration: 10 Minutes (Concentration) || Components: VSM (a drop of water)
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|}
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.<br>
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.




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|+ Water Breathing (Druid, Sorcerer, Wizard)
|+ Water Breathing (Druid, Sorcerer, Wizard)
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|-
| 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: 30ft || Duration: 24 Hours || Components: VSM (a drop of water)
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|}
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.




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|+ Water Walk (Cleric, Druid, Sorcerer)
|+ Water Walk (Cleric, Druid, Sorcerer)
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|-
| 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: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork)
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|}
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br>
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.




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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: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny fan and a feather of exotic origin)
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|}
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.<br>
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.<br>
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.


=== Uncommon Spells ===
=== Uncommon Spells ===