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= Level 3 Spells = | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Acid Cloud (Druid, Shaman, Sorcerer, Wizard) | |+ Acid Cloud (Druid, Shaman, Sorcerer, Wizard) | ||
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| 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) || | | 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> | ||
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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" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | 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 | 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 === | ||
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| 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 || | | 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: | ||
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| 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: | | 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: | ||
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*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> | ||
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'''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 | '''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 == | === Counterspell === | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 | | Level: 3 || Casting Time: 1 Action || Abjuration || Maledictor, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: 60ft || Duration: | | Range: 60ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: S || Arcane | ||
|} | |} | ||
You | 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> | ||
'''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 | |||
'''At | |||
<br><br> | <br><br> | ||
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| Range: 60ft || Duration: 1 Hour || Components: VS || Divine | | Range: 60ft || Duration: 1 Hour || Components: VS || Divine | ||
|} | |} | ||
A 60ft Radius Sphere of light spreads out from a point you choose within Range. The area of the Sphere is | A 60ft Radius Sphere of light spreads out from a point you choose within Range. The area of the Sphere is filled with Bright Light and sheds Dim Light out to a Range of 60ft.<br> | ||
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 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. | 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.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Radius of the Sphere created and the Dim Light produced, increases by 20ft for each Slot Level above 3rd. | |||
<br><br> | <br><br> | ||
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| Range: 120ft || Duration: Instant || Components: VS || Arcane | | Range: 120ft || Duration: Instant || Components: VS || Arcane | ||
|} | |} | ||
Choose one creature, object, or magical effect within Range. | 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> | ||
'''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. | |||
'''At | |||
<br><br> | <br><br> | ||
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'''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. | '''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. | ||
=== Fast Friends === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Enchantment | | Level: 3 || Casting Time: 1 Action || Enchantment || Bard, Cleric, Wizard | ||
|- | |- | ||
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V | | Range: 30ft || Duration: 1 Hour (Concentration) || Components: V || Arcane | ||
|} | |} | ||
When you cast this | When you cast this Spell, choose one Humanoid within Range that can see and hear you, and that can understand you, it makes a Saving Throw. On a failed Save, the target becomes [[Conditions#Charmed|Charmed]] by you for the Duration. While the creature is [[Conditions#Charmed|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 | 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 repeat the Save, ending the Spell on itself on a successful Save. Any Save caused by this Spell is made with Advantage if you or your companions are fighting the target. If the activity would result in certain death for the creature, the Spell ends, after which the creature knows it was [[Conditions#Charmed|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. | |||
'''At Higher Levels.''' When you cast this | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
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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. | 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. | ||
=== Feign Death === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy | | Level: 3 || Casting Time: 1 Action (Ritual) || Necromancy || Bard, Cleric, Druid, Wizard | ||
|- | |- | ||
| Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt) | | Range: Touch || Duration: 1 Hour || Components: VSM (a pinch of graveyard dirt) || Divine, Primal | ||
|} | |} | ||
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br> | You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.<br> | ||
For the | For the Spell's Duration, or until you use an Action to touch the target and dismiss the Spell on that target, the target appears dead to all outward inspection and to Spells used to determine the target's status. The target is [[Conditions#Blinded|Blinded]] and [[Conditions#Incapacitated|Incapacitated]], and its Speed is reduced to 0. The target has Resistance to all Damage except Psychic Damage for the Duration. If the target is Diseased or [[Conditions#Poisoned|Poisoned]] when you cast the Spell, or becomes Diseased or [[Conditions#Poisoned|Poisoned]] while under the Spell's effect, the Disease and [[Conditions#Poison|Poison]] have no effect until the Spell ends.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Duration of the Spell increases by 1 Hour for each Slot Level above 3rd. If you cast this Spell using a Spell Slot of 9th Level or higher, the Duration increases to Until Dispelled. | |||
<br><br> | |||
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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. | 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. | ||
=== Glyph of Warding === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Hour | | Level: 3 || Casting Time: 1 Hour || Abjuration || Bard, Cleric, Maledictor, Wizard | ||
|- | |- | ||
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least | | Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200GP) || Arcane | ||
|} | |} | ||
When you cast this | 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 10ft in Diameter. If the surface or object is moved more than 10ft 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> | 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 | 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 | 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 Type (for example, the ward could be set to affect Aberrations or specifically Gibbering Mouthers), 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 | When you inscribe a glyph, work with your DM to create its effect that activates when triggered. The following are two of the most common glyphs: | ||
'''Explosive Runes.''' When | *'''Explosive Runes.''' When Triggered, the glyph erupts with magical energy in a 20ft Radius Sphere centered on the glyph. The Sphere spreads around corners. Each creature in the area makes a Dexterity Saving Throw. On a failed Save, a creature takes Damage of one of the following Types of your choice when you inscribe the glyph: Acid, Cold, Fire, Lightning, Poison, or Thunder. This Damage equals a number of d8s equal to twice the Spell's Level. On a successful Save, a creature takes half as much Damage. | ||
'''Spell Glyph.''' You can store a | *'''Spell Glyph.''' You can store a Prepared Spell of a Level equal to or less than this Spell that targets a single creature or an area. When the glyph is Triggered, the stored Spell is cast on the creature that Triggered the glyph or a point of your choice within the Spell's Range if it was cast from the glyph's space. If the Spell requires Concentration, that can be ignored for this casting of the Spell.<br> | ||
'''At Higher Levels.''' When you cast this | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect to casting the Spell at a higher Level, apart from empowering the glyphs you inscribe. | ||
<br><br> | |||
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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. | 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. | ||
=== Healing Wave === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Necromancy | | 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 | 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 | At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br> | ||
This | This Spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br> | ||
'''At Higher Levels.''' When you cast this | '''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> | |||
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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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ Impossible Angles (Bard, Maledictor, Sorcerer, Warlock, Wizard) | |+ Impossible Angles (Bard, Maledictor, Sorcerer, Warlock, Wizard) | ||
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An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success. | An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success. | ||
=== Incite Greed === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Enchantment | | Level: 3 || Casting Time: 1 Action || Enchantment || Cleric, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP) | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP) || Arcane | ||
|} | |} | ||
When you cast this | When you cast this Spell, you present the gem used as the Material Component and choose any number of creatures within Range that can see you, all targets make a Wisdom Saving Throw. On a failed Save, a creature is [[Conditions#Charmed|Charmed]] until the Spell ends, or until you or your companions performs a harmful act towards it. While [[Conditions#Charmed|Charmed]] in this way, a creature can do nothing but approach you in a safe manner. While within 5ft of you, a creature [[Conditions#Charmed|Charmed]] in this way does nothing apart form gleefully and greedily stare the the gem used for the Material Components for this Spell.<br> | ||
At the end of each of its turns, | At the end of each of its turns, a creature [[Conditions#Charmed|Charmed]] in this way repeats the Save, ending the Spell on itself on a successful Save.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 10ft for each Slot Level above 3rd. | |||
<br><br> | |||
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'''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. The creatures must be within 30 feet of each other when you target them. | '''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. The creatures must be within 30 feet of each other when you target them. | ||
=== Life Transference === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Necromancy | | Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Paladin, Shaman, Wizard | ||
|- | |- | ||
| Range: 30ft || Duration: Instant || Components: VS | | Range: 30ft || Duration: Instant || Components: VS || Divine, Primal | ||
|} | |} | ||
You sacrifice some of your health to mend another | You sacrifice some of your health to mend another creature's injuries. You take 4d8 Necrotic Damage, which can’t be reduced in any way, and one creature of your choice that you can see within Range regains a number of Hit Points equal to twice the Necrotic Damage you took.<br> | ||
'''At Higher Levels.''' When you cast this | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d8 for each Slot Level above 3rd. | ||
<br><br> | |||
{| class="wikitable" | {| class="wikitable" | ||
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'''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. | '''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. | ||
=== Martyr's Bargain === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Reaction when you | | Level: 3 || Casting Time: 1 Reaction (when you are forced to make a Saving Throw against a Damaging effect) || Abjuration || Cleric, Paladin | ||
|- | |- | ||
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: V | | Range: 30ft || Duration: 1 Minute (Concentration) || Components: V || Divine | ||
|} | |} | ||
Among the faithful followers of the Three, the purity | Among the faithful followers of the Three, the purity of the 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 force to make a Saving Throw against a Damaging effect, you prevent all that Damage. When this Spell ends, you take the maximum Damage possible from the triggering Damaging effect.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Range of the Spell increases by 15ft for each Slot Level above 3rd. | |||
<br><br> | |||
=== Mass Healing Word === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy | | Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Shaman | ||
|- | |- | ||
| Range: 60ft || Duration: Instant || Components: V | | Range: 60ft || Duration: Instant || Components: V || Divine | ||
|} | |} | ||
As you call out words of restoration, | As you call out words of restoration, all 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 | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d8 for each Slot Level above 3rd. | ||
<br><br> | |||
=== Meld Into Stone === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation | | Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Shaman | ||
|- | |- | ||
| Range: Touch || Duration: 8 Hours || Components: VS | | Range: Touch || Duration: 8 Hours || Components: VS || Primal | ||
|} | |} | ||
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 | 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 Speed, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by non-magical senses.<br> | ||
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) | While merged with the stone, you can't see what occurs outside it, and you have Disadvantage on any Wisdom (Perception) Checks you make to hear sounds. You remain aware of the passage of time and can cast Spells on yourself while merged in the stone. You can use your Speed to leave the stone where you entered it, which ends the Spell. You otherwise can't move. You do not need food or drink while in the stone.<br> | ||
Minor physical | 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 from the stone, ends the Spell, and deals 6d6 Bludgeoning Damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 60 Bludgeoning Damage to you. If expelled, you fall [[Conditions#Prone|Prone]] in an unoccupied space closest to where you first entered.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Duration of the Spell increases by 8 Hours, the Damage dealt by partial destruction decreases by 1d6, and the Damage dealt by complete destruction decreases by 10 for each Slot Level above 3rd. | |||
<br><br> | |||
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'''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. | '''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. | ||
=== Motivational Speech === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Minute || Enchantment | | Level: 3 || Casting Time: 1 Minute || Enchantment || Bard, Cleric | ||
|- | |- | ||
| Range: 60ft || Duration: 1 Hour || Components: V | | Range: 60ft || Duration: 1 Hour || Components: V || Arcane | ||
|} | |} | ||
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 any number of creatures within Range that can hear you. Each target gains 5 Temporary Hit Points for the Duration of the Spell. While a creature has these Temporary Hit Points, it has Advantage on Wisdom Saving Throws. Also while a creature has these Temporary Hit Points, if a target is hit by an Attack, it has Advantage on the next Attack it makes.<br> | |||
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 | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Temporary Hit Points granted increase by 5 for each Slot Level above 3rd. | ||
'''At Higher Levels.''' When you cast this | <br><br> | ||
{| class="wikitable" | {| class="wikitable" | ||
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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. | 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. | ||
=== Protection from Energy === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Abjuration | | Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Druid, Shaman, Sorcerer | ||
|- | |- | ||
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS | | Range: Touch || Duration: 1 Hour (Concentration) || Components: VS || Arcane | ||
|} | |} | ||
For the | You touch a willing creature. For the Duration, the target gains Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.<br> | ||
'''At Higher Levels.''' When you cast this Spell at 4th Level or higher, you can either target one additional creature or give the targets Resistance to an additional Damage Type from the list. When you cast this Spell at 9th Level or higher, You give targets Immunity to the Damage Types you choose. | |||
<br><br> | |||
{| class="wikitable" | {| class="wikitable" | ||
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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 | 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 | ||
=== Remove Curse === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Abjuration | | Level: 3 || Casting Time: 1 Action || Abjuration || Cleric, Maledictor, Paladin, Shaman, Warlock, Wizard | ||
|- | |- | ||
| Range: Touch || Duration: Instant || Components: VS | | Range: Touch || Duration: Instant || Components: VS || Arcane, Divine | ||
|} | |} | ||
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. | 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.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, however, casting the Spell at at a higher Level could remove more powerful curses. Discuss with your DM about casting the Spell at a higher Level when casting the Spell. | |||
<br><br> | |||
=== Revivify === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Necromancy | | Level: 3 || Casting Time: 1 Action || Necromancy || Cleric, Paladin, Shaman | ||
|- | |- | ||
| Range: Touch || Duration: Instant || Components: VSM (diamonds worth 300GP, which the | | Range: Touch || Duration: Instant || Components: VSM (diamonds worth a combined 300GP at least, which the Spell consumes) || Divine | ||
|} | |} | ||
You touch a creature that has died within the last | You touch a creature that has died within the last Minute. If that creature's soul is willing, it 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.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or Higher, the value of the Material Components is reduced by 50GP for each Slot Level above 3rd. | |||
<br><br> | |||
{| class="wikitable" | {| class="wikitable" | ||
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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> | 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. | 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. | ||
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When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be Blinded until the start of its next turn.<br> | When a creature other than you enters the area for the first time on a turn or starts its turn there, it is buffeted by sand and dust, and it must succeed on a Constitution saving throw or be Blinded until the start of its next turn.<br> | ||
=== Sending === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || | | 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) | | Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine | ||
|} | |} | ||
You send a short message of | 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 | 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> | ||
'''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> | |||
=== Sleet Storm === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Sleet Storm (Druid, Shaman, Sorcerer, Wizard) | |+ Sleet Storm (Druid, Shaman, Sorcerer, Wizard) | ||
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A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. | A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. | ||
=== Speak with Dead === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Necromancy | | Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Shaman | ||
|- | |- | ||
| Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense) | | Range: 10ft || Duration: 10 Minutes || Components: VSM (burning incense) || Divine | ||
|} | |} | ||
You grant the semblance of life and intelligence to a corpse of your choice within | 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 | 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> | |||
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This spell can cause the plants created by the entangle spell to release a restrained creature. | This spell can cause the plants created by the entangle spell to release a restrained creature. | ||
=== Spirit Guardians === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Conjuration | | Level: 3 || Casting Time: 1 Action || Conjuration || Cleric, Shaman | ||
|- | |- | ||
| Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS | | Range: 15ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: VS || Divine, Primal | ||
|} | |} | ||
You call forth spirits to protect you. They flit around you | You call forth spirits to protect you. They flit around you in the area of the Spell for the Duration.<br> | ||
When you cast this | When you cast this Spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature is [[Conditions#Slowed|Slowed]] in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it makes a Wisdom Saving Throw. On a failed Save, a creatures takes 3d8 Radiant Damage or 3d8 Necrotic Damage (your choice). On a successful Save, a creatures takes half as much Damage.<br> | ||
'''At Higher Levels.''' When you cast this | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the Damage increases by 1d8 for each Slot Level above 3rd. | ||
<br><br> | |||
=== Spirit Shroud === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy | | Level: 3 || Casting Time: 1 Bonus Action || Necromancy || Cleric, Paladin, Shaman, Warlock, Wizard | ||
|- | |- | ||
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS | | Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS || Divine, Primal | ||
|} | |} | ||
You call forth spirits of the dead, which flit around you for the | You call forth spirits of the dead, which flit around you in the are for the Spell's Duration. The spirits are intangible and invulnerable.<br> | ||
Until the | Until the Spell ends, any Attack you make against a creature within 10ft of you deals an additional 1d8 Damage of one of the following Types: Cold, Necrotic, or Radiant Damage (your choice). Any creature that takes this additional Damage can't regain Hit Points until the start of your next turn.<br> | ||
In addition, any creature of your choice that you can see that starts its turn within | In addition, any creature of your choice that you can see that starts its turn within the area has its Speed reduced by 10ft until the start of your next turn.<br> | ||
'''At Higher Levels.''' When you cast this | '''At Higher Levels.''' When you cast this Spell using a Spell Slot of 5th Level or higher, the Damage increases by 1d8 for every two Slot Levels above 3rd. | ||
<br><br> | |||
{| class="wikitable" | {| class="wikitable" | ||
Line 1,013: | 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" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration | | Level: 3 || Casting Time: 1 Minute (Ritual) || Abjuration || Bard, Wizard | ||
|- | |- | ||
| Range: | | Range: Self || Duration: 8 Hours || Components: VSM (a small crystal bead) || Arcane | ||
|} | |} | ||
A | 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> | ||
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 | 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> | |||
Line 1,038: | Line 1,056: | ||
'''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. | '''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. | ||
=== Tongues === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action || Divination | | Level: 3 || Casting Time: 1 Action || Divination || Bard, Cleric, Sorcerer, Warlock, Wizard | ||
|- | |- | ||
| Range: Touch || Duration: 1 Hour || Components: | | Range: Touch || Duration: 1 Hour || Components: SM (a small clay model of a ziggurat) || Arcane, Divine | ||
|} | |} | ||
Touch one willing creature. For the Duration, that creature understands all speech it hears, and all creatures that know at least one [[Languages|Language]] and can hear the target understands what it says.<br> | |||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can either increase the Duration of the Spell by 1 Hour or target one additional willing creature within Range for each Slot Level above 3rd. | |||
<br><br> | |||
Line 1,100: | Line 1,120: | ||
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. | 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. | ||
=== Water Walk === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
| Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation | | Level: 3 || Casting Time: 1 Action (Ritual) || Transmutation || Cleric, Druid, Sorcerer | ||
|- | |- | ||
| Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork) | | Range: 30ft || Duration: 1 Hour || Components: VSM (a piece of cork) || Arcane | ||
|} | |} | ||
This spell grants the ability to move across any liquid surface | 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 | If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60ft per Round.<br> | ||
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you can either increase the Duration of the Spell by 1 Hour or target 5 additional willing creatures within Range for each Slot Level above 3rd. | |||
<br><br> | |||
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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. | 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 = | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Conjure Barrage | |+ Conjure Barrage |
edits