Level 3: Difference between revisions

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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"
|+ Aura of Vitality (Paladin)
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Necromancy || Paladin
|-
|-
| Range: 30ft Emanation || Duration: 1 Minute (Concentration) || Components: V
| Range: 30ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V || Divine
|}
|}
Healing energy radiates from you in a 30ft radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 Hit Points.
Healing energy radiates from you. Until the Spell ends, you can use a Bonus Action to cause one creature of your choice in the area of the Spell to regain 2d6 Hit Points.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 2nd.
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=== 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 || Cleric, Paladin
| Range: 30ft || Duration: 10 Minutes || Components: S || Divine
|}
|}
You point to at willing creature within Range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated, giving you the following benefits:
You point to at willing creature within Range, fusing your minds, allowing the two fo you to fight in tandem, perfectly coordinated, giving you the following benefits:
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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>
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.
'''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.
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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. For each Spell and magical effect on the target, you make a Spellcasting Ability Check contested by a Spellcasting Ability Check made by the creature that cast the Spell or created the magical effect. If you succeed, the Spell or magical effect ends.<br>
Choose one creature, object, or magical effect within Range. Any Spell of a Level equal to or lower than the Level of this Spell on the target ends. For each Spell of a Level higher than the Level of this Spell, you make a Spellcasting Ability Check with a DC of 10 + the Spell's Level. On a successful Check, the Spell ends.<br>
If this Spell is cast at a higher Level than the Spell or magical effect, you gain a bonus to your Check equal to the number of Slot Levels above the Spell or magical effect that this Spell is cast at.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are able to dispel higher Level Spells.
If this Spell is cast at a lower Level than the Spell or magical effect, you gain a penalty to your Check equal to the number of Slot Levels below the Spell or magical effect that this Spell is cast at.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, there is no inherent effect, rather you are more likely to gain a bonus to your Check or reduce the penalty to it, making it more likely to end the Spell or magical effects.
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| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman
| Level: 3 || Casting Time: 1 Action || Necromancy || Bard, Cleric, Druid, Paladin, Shaman
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|-
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS
| Range: 15ft || Duration: 1 Round (Concentration) || Components: VS || Divine
|}
|}
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.<br>
Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within Range regain a number of Hit Points equal to 1d6 + your Spellcasting Ability Modifier.<br>
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br>
At the start of your next turn, if you have not lost Concentration on this Spell, you repeat this Spell's effects.<br>
This spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br>
This Spell has no effect on Undead, Constructs, and creatures that have 0 Hit Points.<br>
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, the healing increases by 1d6 for each Slot Level above 3rd.
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|+
|+
|-
|-
| Level: 3 || Casting Time: 1 Action || Evocation || Bard, Cleric, Maledictor, Wizard
| Level: 3 || Casting Time: 1 Action || Transmutation || Bard, Cleric, Maledictor, Wizard
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|-
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine
| Range: Unlimited || Duration: 1 Round || Components: VSM (a short piece of fine copper wire) || Arcane, Divine
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You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The Spell enables creatures with Intelligence Scores of at least 1 to understand the meaning of your message.<br>
You send a short message of 25 words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The Spell enables creatures with Intelligence Scores of at least 1 to understand the meaning of your message.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn't arrive.<br>
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5% chance that the message doesn't arrive.<br>
Due to the nature of language, some languages can convey thoughts and meaning in more or less words. Generally use the following table for the purposes of sending messages in [[Languages]] other than Common. ''As a general rule, you can just use the number of words in the following table, and the same number for casting the Spell at higher Levels.''
 
{| class="wikitable"
|+ Words in a Language for 25 words in Common.
|-
! [[Languages#Aeberez|Aeberez]] !! [[Languages#Archipelagan|Archipelagan]] !! [[Languages#Common|Common]] !! [[Languages#Draikyaan|Draikyaan]] !! [[Languages#Druidic|Druidic]] !! [[Languages#Dwarvish|Dwarvish]] !! [[Languages#Elemental|Elemental]] !! [[Languages#Folkish|Folkish]] !! [[Languages#Giant|Giant]] !! [[Languages#Goblin|Goblin]]
|-
| 75 Words (3x) || 12 Words (0.5x) || 25 Words (1x) || 25 Words (1x) || 5 Words (0.2x) || 30 Words (1.2x) || 30 Words (1.2x) || 10 Words (0.4x) || 50 Words (2x) || 30 Words (1.2x)
|-
! [[Languages#High-Speech|High-Speech]] !! [[Languages#Ìqáalìe|Ìqáalìe]] !! [[Languages#Kalashtari|Kalashtari]] !! [[Languages#Kethie|Kethie]] !! [[Languages#Primal|Primal]] !! [[Languages#Silvin|Silvin]] !! [[Languages#Thieve's Cant|Thieve's Cant]]
|-
| 50 Words (2x) || 100 Words (4x) || 50 Words (2x) || 35 Words (1.4x) || 25 Words (1x) || 12 (0.5x) || 6 Words (0.25x)
|}
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you the message you send can be 25 words longer for each Slot Level above 3rd.
'''At Higher Levels.''' When you cast this Spell using a Spell Slot of 4th Level or higher, you the message you send can be 25 words longer for each Slot Level above 3rd.
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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.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.


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