Level 3: Difference between revisions

5,802 bytes added ,  14:46, 10 September 2022
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|+ Call Lightning (Druid)
|+ Call Lightning (Druid)
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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: 120ft || Duration: 10 Minutes (Concentration) || Components: VS
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A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).<br>
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.<br>
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.<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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| 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: 10ft Emanation || Duration: 1 Minute (Concentration) || Components: VS
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This spell surrounds you with a 10ft aura of nothingness that moves with you and channels mysterious energies. Creatures within the area of you are Slowed, and when a creature enters the area for the first time on a turn or starts its turn there it must make a Dexterity Saving throw, taking 3d10 Force Damage on a failed Save, or half damage on a successful Save. A creature in the area cannot breath or speak, and sound cannot pass through the area.<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. When you cast this spell using a spell slot of 5th level or higher, the range increases by 5ft for every two slot levels above 3rd.




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|+ Catnap (Bard, Sorcerer, Wizard)
|+ Catnap (Bard, Sorcerer, Wizard)
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Action || Enchantment
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 30ft || Duration: 10 Minutes || Components: SM (a pinch of sand)
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You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.




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|+ Clairvoyance (Bard, Sorcerer, Warlock, Wizard)
|+ Clairvoyance (Bard, Sorcerer, Warlock, Wizard)
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 10 Minutes || Divination
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 1 Mile || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
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You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.<br>
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.<br>
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.




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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: 60ft || Duration: 1 Round or 10 Minutes || Components: S
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With a snap of your fingers you banish heat from a target. There are two possible uses for the spell: targeting either one creature that you can see within range or targeting an area of liquid, such as water, acid, mud, snow, quicksand, or lava.<br>
If you target a creature, it must make a Constitution Saving Throw. On a failure, the target takes 5d10 Cold Damage and until the end of your next turn, its speed is reduced to 0ft and it has disadvantage on weapon attack rolls. It also gains one level of Exhaustion unless it has Resistance or Immunity to the Cold Damage. On a successful Save, it only takes half damage and doesn't suffer any other effects.<br>
If you target an area, your magic affects a portion of liquid that you can see within range and fits into a 30ft cube. The affected liquid is frozen solid for 10 minutes, provided that there are no creatures in the area. Not all liquids lose their properties when frozen. For example, frozen lava may still be extremely hot to the touch, and frozen acid may still sting or even cause damage in extreme concentrations.<br>
Any levels of exhaustion caused by this spell are only removed from a creature when it finishes a long rest in a warm environment.<br>
'''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




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|+ Counterspell (Sorcerer, Warlock, Wizard)
|+ Counterspell (Sorcerer, Warlock, Wizard)
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| Level: 3 || Casting Time: 1 Action || Evocation
| Level: 3 || Casting Time: 1 Reaction when you see a creature within 60ft of you casting a spell || Abjuration
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| Range: 60ft || Duration: Instant, 1 Minute (Concentration) || Components: VSM ()
| Range: 60ft || Duration: Instant || Components: S
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You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.




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|+ Create Food and Water (Cleric, Paladin)
|+ Create Food and Water (Cleric, Paladin)
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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 || Duration: Instant || Components: VS
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You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.




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


=== D-H ===
=== D-H ===