Level 3: Difference between revisions

633 bytes added ,  16:59, 10 January 2023
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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"
|+ Feign Death (Bard, Cleric, Druid, Wizard)
|+
|-
|-
| 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 spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
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.
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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"
|+ Glyph of Warding (Bard, Cleric, Maledictor, Wizard)
|+
|-
|-
| Level: 3 || Casting Time: 1 Hour (Ritual) || Abjuration
| 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 200 gp, which the spell consumes)
| Range: Touch || Duration: Until Dispelled or Triggered || Components: VSM (incense and powdered diamond worth at least 200GP)
|}
|}
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 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.<br>
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 triggered, this spell ends.<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 Triggered, this Spell ends.<br>
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 kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.<br>
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 the glyph, choose explosive runes or a spell glyph.<br>
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 triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.<br>
*'''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 prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.<br>
*'''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 spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
'''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.
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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"
|+ Healing Wave (Bard, Cleric, Druid, Paladin, Shaman)
|+
|-
|-
| 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
|}
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to 1d6 + your spellcasting ability modifier.<br>
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.<br>
At the start of your next turn, if you have not lost Concentration on this spell, you repeat this spell's effects.<br>
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br>
This spell has no effect on undead, constructs, or creatures that have 0 hit points.<br>
This spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the healing done at the start of your next turn increases by 1d6 for each slot level above 3rd
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.
<br><br>




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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.


=== I-R ===
{| 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"
|+ Incite Greed (Cleric, Sorcerer, Warlock, Wizard)
|+
|-
|-
| 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 spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.<br>
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, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
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.
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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"
|+ Life Transference (Cleric, Paladin, Shaman, Wizard)
|+
|-
|-
| 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 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 take.<br>
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 spell using a spell slot of 4th level or higher, the damage increases by 1d8 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 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"
|+ Martyr's Bargain (Cleric, Paladin)
|+ Martyr's Bargain (Cleric, Paladin)
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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.
=== S-Z ===




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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 ===
= Uncommon Spells =
{| class="wikitable"
{| class="wikitable"
|+ Conjure Barrage
|+ Conjure Barrage