3rd-level abjuration (cleric, paladin, sorcerer)
When you take a single source of damage, you create a protective ward that has 18 hit points. The ward absorbs up to its total number of hit points from the attack.
Once the ward has absorbed damage in this manner, it goes inert until you release it the next time you deal damage.
The number of hit points absorbed by the ward is added as force damage to your next attack, spell, or spell-like ability.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ward gains 6 hit points for every slot level above 3rd.
3rd-level transmutation (temporal)
Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
3rd-level evocation
You create a ten-foot long, vividly purple, glowing line of magical force, which you can use as a whip. You use your spell attack modifier to attack. On a hit, it does 2d10 acid damage. If it does at least 15 points of damage, and if the target is wearing armor, the armor’s AC is permanently reduced by one level of effectiveness. If it is reduced to AC 10, it is destroyed.
3rd-level conjuration
Components: V, S, M (a piece of string and a bit of wood) Casting Time: 1 action Duration: 12 hours Range: 60 ft. Area of Effect: 1 summoned creature Saving Throw: None
You summon an invisible creature capable of steering and navigating any vessel competently. It follows simple instructions you give it regarding the bearing and speed of the vessel. Treat the creature as if it had a +6 bonus to relevant ability checks when performing its duties.
The creature has AC 10, 1 hit point, Strength 10, and it can’t attack. If it drops to 0 hit points, the spell ends.
3rd-level transmutation (ritual)
You grant up to ten willing creatures you can see the ability to breathe air until the spell ends. These creatures retain the ability to breathe in their normal element.
3rd-level transmutation (ritual)
You create an invisible bridge up to 60 feet long and 10 feet wide that connects two points of your choosing. Both ends of the bridge must be within the spell’s range, and both must be solid objects that can support the weight of whatever physical objects cross the bridge. The bridge itself has no weight. Anyone can cross this bridge while it exists, provided they know where it is.
At Higher Levels: When you cast air bridge using a slot of 5th level or higher, the bridge is substantial only to those you nominate; to all others, it does not exist. This is also true if you cast the spell as a ritual and are capable of casting 5th level spells.
3rd-level enchantment
A willing creature gains an aura of nobility, which gives it advantage on Charisma ability checks made to influence others.
3rd-level enchantment
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.
3rd-level transmutation (ritual)
You animate a quill pen to precisely duplicate any form of nonmagical writing you see.
3rd-level abjuration (ritual)
You create a token that repels one specific creature that is feared by many. You must provide either the creature’s name or a description of the creature (such as “the vampire Ebon Thuthane” or “the giant one-eyed boar that destroyed hamlet of Marswick”).
When the person who wears the token confronts this creature in melee combat, it must make an Intelligence saving throw or be at disadvantage on attack rolls against the wearer.
3rd-level divination (ritual) (druid)
You touch a willing creature and call upon the spirits of their ancestors to appear and offer guidance. The target may pick one language to become proficient in for the duration.
Additionally, the target gains double its proficiency bonus for ability checks it makes that use Intelligence and Wisdom until the spell ends.
3rd-level evocation (ritual)
You create an anchor and chain of pure force that attach to a ship and maintain its position against current and strong wind. Creatures aboard the ship can raise the anchor by using an action to touch the chain and command it, and they can lower the anchor the same way. The anchor disappears when the spell ends.
3rd-level illusion
This spell allows you and up to three more willing creatures to take on the appearance of any one species of beast of CR 1 or less, but only to members of that species. All creatures of that species perceive affected creatures not only as their own kind but also as members of their own pack, herd, flock, or group. The spell does not guarantee safety; affected creatures might still be challenged as rivals for mates or dominance, but such challenges are no more severe than they would be for a genuine rival beast.
3rd-level enchantment
You choose one beast you can see and that can hear you and get it to perform one trick for you. As long as the trick is within that creature’s physical capabilities, it will perform the trick to the best of its ability. The animal is unlikely to understand abstract reasoning and must have your request spelled out in detail.
3rd-level divination (ritual)
You hold a mirror or crystal ball and ask a question (which must have a who, what, or where). For instance, “where did I put my keys?” or “what is on the other side of the Iron Gate?” or “who is the fairest of them all?” The item them shows you an answering image, provided the object, place, or person is within 5 miles of you. It provides no other information about the image.
3rd-level divination (temporal)
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.
3rd-level evocation
You hurl a spear made of magical force at one creature within range. Make a ranged spell attack against the target. If it hits, the spear does 3d10 force damage. If the target is a spellcaster, the hit also wipes out one of its available, lowest-level spell slots as if the spell had been expended.
At Higher Levels: For each spell slot used higher than 3rd level, damage increases by 1d10. When you cast arcane spear using a spell slot of 6th level or higher, a hit also wipes out two of the target’s spell slots instead of one.
3rd-level evocation
You create an immovable, nearly invisible barrier around yourself or one willing creature. This barrier is solid save for an “arrow slit” and grants the target AC 18. The target may fire a bow or crossbow through the slit and may mentally command the slit to move, thus allowing the target to fire in any direction.
3rd-level transmutation
A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.
As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.
3rd-level abjuration (ritual)
You scribe a tattoo on a willing creature’s skin that holds a portion of an animal’s energy and ability. A creature can only hold one aspect tattoo at a time; scribing another eliminates the previous one. The animal being represented must be present when the aspect tattoo is created.
The recipient of the tattoo can activate the tattoo’s effect as a bonus action. Once the tattoo is scribed, it remains until the effect is activated.
The known tattoos are as follows:
Other animal tattoos could be discovered that grant different powers.
3rd-level divination
This spell grants you awareness of nearby movement on the Astral or Ethereal plane.
Should any creature or “natural” phenomena from those planes approach you, this spell will alert you.
3rd-level enchantment
You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round.
Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.
3rd-level abjuration
When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.
3rd-level transmutation
One axe becomes magically effective against objects. For the duration of the spell, the axe is considered to be made of adamantine and does an additional 2d6 damage against inanimate objects and constructs.
3rd-level enchantment
One creature you can see must make a Wisdom saving throw. If the saving throw fails, the creature is cursed and becomes incapable of producing intelligible speech for the duration of the spell. The creature is also unable to cast spells with a verbal component. At the end of each of the creature’s turns, it can repeat the saving throw. A successful save ends the spell. A spell that removes a curse can also end Babel’s curse.
At Higher Levels: If you cast Babel’s curse with a 5th-level or higher spell slot, the creature is also unable to understand spoken language for the duration of the spell. If you use an 8th-level or higher spell slot, the duration becomes permanent and the creature can’t make saving throws to end the effect.
3rd-level enchantment
Bad luck curses one creature to become incredibly unlucky. The affected creature has disadvantage on saving throws for the duration of the spell unless it makes a successful Wisdom saving throw when bad luck is first cast. The spell also ends if the creature rolls a natural 20 on a saving throw, or by magic that removes a curse.
3rd-level evocation
You release a hoarse cry that reverberates in a 30-foot cone in front of you. Each creature in the cone must make a Constitution saving throw. If the saving throw fails, the creature drops everything it is holding, is incapacitated until the end of its next turn, and is frightened. A frightened creature can make a Wisdom saving throw at the end of each of its turns; a successful save ends the fright.
3rd-level illusion
You create a shadowy double of yourself that superimposes itself on you. As a bonus action, you can move the double up to 20 feet away from you; you can then use it as the source of any weapon attack you make or spell you cast, as if you were standing in the double’s spot. At the end of your turn, the double returns to your space.
The battle double can’t be damaged or even attacked. It has no real, physical presence except in the moment when it attacks.
3rd-level transmutation
You gain the ability to bear hug a creature within one size category of you. If you successfully make an unarmed attack, you can grapple that creature (escape DC is equal to your spell save DC). As long as the grapple remains in effect, that target is restrained.
At the start of each of your turns, you may constrict, doing 2d8 + your Strength modifier in bludgeoning damage.
3rd-level transmutation
One beast gains the ability to speak and understand a single language you know. The spell does not increase the beast’s intelligence, nor does it make the beast friendly toward you if it wasn’t before.
3rd-level conjuration
You conjure four hooked chains that burst out of the ground at a spot you can see. The chains lash at one creature within 10 feet of their location in an attempt to hook into its flesh, clothing, or gear. Each chain has AC 18, 10 hit points, resistance to bludgeoning, piercing and slashing damage from nonadamantine weapons, and immunity to fire, necrotic, poison, psychic, and radiant damage. A chain disappears if it is reduced to 0 hit points.
The creature being attacked by the chains must make a Dexterity saving throw. If the saving throw fails, all four chains attach themselves to the creature and restrain it. At the beginning of each of the creature’s turns, it takes 1d6 piercing damage per chain attached to it. As an action, a creature can make a Strength check against your spell save DC to break free from the chains; the DC increases by 1 for each chain attached to the victim. If the victim escapes, the spell ends.
If the targeted creature avoids the chains, every other creature within reach of the chains must make a successful Dexterity saving throw or be hooked and restrained by one chain, with effects as described above.
3rd-level abjuration
You gesture at a point within range. A sphere of shifting shadows with a 20-foot radius emanates from that point, visible only to those with darkvision. Creatures with darkvision can’t see into or through this area. Creatures without darkvision are not affected.
3rd-level evocation (angelic)
Casting Time: 1 bonus action Range: Self Components: V, S, M (a rebuke of evil, written in Celestial) Duration: Concentration, up to 10 minutes
You create a sword of pure white fire in your free hand.
The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.
The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
3rd-level evocation
You imbue your weapon with the essence of concentrated sound. When it strikes a creature, it does an additional 2d6 thunder damage. The spell ends if you relinquish or lose your grip on the weapon.
3rd-level abjuration (cleric, paladin)
You make a plea to the god of justice, asking him to aid one of you allies. Using your reaction, you allow a creature that you can see within range that failed a saving throw to reroll the saving throw with advantage.
The creature must keep the second result.
3rd-level conjuration
You create a cloud of thick ash in a 30-foot radius sphere around a point you can see. The cloud spreads around corners, and its area is heavily obscured. Fire spells do not burn off the mist, but water-and cold-based spells do dispel the magic. Each creature in the cloud takes 2d6 fire damage at the beginning of its turn. The cloud lasts for the duration of the spell or until a wind of moderate or greater speed (10 miles per hour) disperses it.
3rd-level evocation
You enchant an arrow or bolt you can see. The projectile erupts in a burst of light when it strikes a solid object or at the height of its arc (your choice). Anyone within 30 feet of this eruption who can see it must make a Constitution saving throw or be blinded. A blinded creature can repeat the saving throw at the end of each of its turns; a successful save ends the blindness.
3rd-level transmutation (ritual)
You spend three hours meditating and the area around you becomes much more verdant and fertile than it was before. If the land was dry, it becomes moist. If the land was waterlogged and swampy, the water drains away to reveal fresh loam.
This spell cannot, in and of itself, overcome truly bad conditions such as that caused by a long and terrible drought, but it can help to improve conditions somewhat.
A particular plot of land can only be affected by this spell once per season, and the effects last until the end of the current growing season.
3rd-level necromancy (blood)
When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks.
If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.
3rd-level enchantment (druid, ranger)
You touch a willing creature. The target gains a keen sense of smell, granting it advantage on Wisdom (Perception) checks that rely on smell. Additionally, the target has advantage on melee attack rolls against any creature that doesn’t have all its hp.
The frenzy induced by the spell causes the target to lose the ability to discern between friend and foe. Each round, it has a 20% chance to attack any adjacent living creature that doesn’t have all its hp.
At Higher Levels. When you cast this spell using spell slot of 4th level or higher, you can target one additional creature for each slot above 3rd.
3rd-level necromancy
You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 x the creature’s challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.
3rd-level conjuration (ritual)
Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.
3rd-level conjuration
You strengthen the bones of a willing creature you touch. The creature gains resistance against bludgeoning damage for the duration of the spell.
3rd-level necromancy
You enchant an arm or leg bone taken from a skeleton or corpse of a Medium or smaller creature. When any creature touches that bone, it explodes in a blast of red and violet energy. Every creature within 10 feet of the bone takes 4d10 necrotic damage, or half damage with a successful Constitution saving throw.
3rd-level transmutation
The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.
3rd-level transmutation
You or one willing creature you touch gains good luck. You may choose from one of the following ways:
3rd-level evocation
You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell.
d6 | Effect |
---|---|
1 | 2d10 acid damage to all creatures within 10 feet of the target |
2 | 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target |
3 | 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn |
4 | 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon |
5 | 2d10 force damage to the target, and the target is pushed 20 feet |
6 | 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn |
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.
3rd-level divination
When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.
3rd-level evocation
You create a great burst of sound emanating from a point you can see. All creatures within 20 feet of that point are deafened for 10 minutes unless they make successful Constitution saving throws. Brittle objects and creatures made of crystal also take 6d6 thunder damage, or half damage with a successful saving throw.
3rd-level conjuration (shadow)
Casting Time: 1 action Range: 60 feet Components: V, S, M (a dog’s tooth) Duration: Concentration, up to 1 minute
You conjure a shadow mastiff from the plane of shadow.
This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.
The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.
The mastiff disappears when it drops to 0 hit points or when the spell ends.
3rd-level abjuration (chaos)
While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.
3rd-level evocation
You deliver a blasting rebuke to your foes. The creature must make a Wisdom saving roll or suffer an effect, depending on its alignment:
3rd-level transmutation (dragon)
You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.
Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
3rd-level necromancy
One creature you touch is afflicted with pain from high-pressure gas bubbles forced into its bloodstream. The creature must make a Constitution saving throw. On a successful save, the spell has no effect. If the saving throw fails, then the creature takes 2d6 necrotic damage at the end of each of its turns and it must subtract 1d4 from its attack rolls and ability checks for the duration of the spell. The creature can repeat the saving throw at the end of each of its turns (after taking damage from the spell); a successful save ends the spell.
3rd-level conjuration (fiendish)
Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains.
On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
The chains remain until the spell ends. If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.
3rd-level transmutation
Your body becomes the reservoir of an electric charge. The next time you are struck by a melee attack during the spell’s duration, the attacker takes 8d6 lightning damage, or half damage with a successful Constitution saving throw.
3rd-level enchantment
You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell.
At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.
When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward. You can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 3d6 psychic damage and becomes restrained for 1 round.
3rd-level divination
You grant a willing creature a brief glimpse into the future and the ability to rearrange its fate. The creature 1d20 twice and notes the rolls. The creature must use those two results for its next two d20 rolls during the spell’s duration, but it can choose the order in which the results are used.
At Higher Levels: For each spell slot used higher than 3rd level, you can affect one additional creature.
3rd-level conjuration
You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker.
As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.
3rd-level illusion
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns.
An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
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.
3rd-level abjuration
You sing a pleasant song and all allies within range will cease feeling nonmagically caused pain, heat, cold, hunger, thirst, or exhaustion. This spell does not negate normal damage, but affected creatures have advantage on all saving throws against magical effects that cause pain, negatively affect emotions (such as by causing fright), or that cause hunger, thirst, or exhaustion.
3rd-level necromancy
You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn’t understand your language, or if your command is directly harmful to it.
3rd-level enchantment
Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.
A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn.
Compelled movement doesn’t affect a creature that can’t be charmed or that is incorporeal.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.
3rd-level divination
You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:
You have advantage on attack rolls against the target.
For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.
As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.
3rd-level illusion
You render a single item of Medium-size or smaller completely undetectable when you hide it on your person. Only the spell true seeing will reveal its existence.
3rd-level enchantment (labyrinth)
This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.
Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.
3rd-level conjuration
You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a ghost, a shadow, or a wight.
3rd-level necromancy
Components: V, S Casting Time: 1 action Duration: 12 hours Range: Self Area of Effect: 1 corpse Saving Throw: None
You create magical armor from the remains of a dead humanoid that is the same size as you or larger. You touch the corpse, which then bends and twists itself around you to form a gruesome suit of armor from bones and dead flesh. Treat the armor as half-plate +1 (AC 16). You take normal penalties for wearing corpse armor if you aren’t proficient with medium armor.
You also gain 25 temporary hit points. The spell ends when these temporary hit points are all gone (you’ve taken 25 points of damage). At that point, the remnants of the corpse disintegrate into dust.
3rd-level conjuration (ritual) (bard, wizard)
You compress a single mundane item onto a blank patch with the intention of attaching it to a robe of useful items. The item you choose must be no larger than 30 feet in any dimension. The patch must then be sewn onto a robe of useful items before it can be used.
At Higher Levels. When casting this spell using a spell slot, you are able to fashion non-sentient magic items into patches depending on the spell slot used, as follows: 3rd level (common), 5th level (uncommon), 7th level (rare), and 9th level (very rare).
3rd-level evocation (sorcerer, warlock, wizard)
You curl up or shudder for a second, before bursting forth a dazzling explosion of scintillating light and crystalline shards around you. All creatures within a 20-foot-radius around you must make a Dexterity saving throw. On a failure, the blasts of light and crystal shards inflict 3d6 psychic and 3d6 radiant damage, half as much on a successful save. You are not affected by this spell. Creatures are never killed by this spell, only knocked unconscious.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. You may freely choose whether the increased damage is psychic or radiant damage and freely distribute the d6s granted by higher spell slots among the two damage types.
3rd-level enchantment
Components: V, S Casting Time: 1 action Duration: Permanent Range: 60 ft. Area of Effect: 1 creature Saving Throw: Wisdom negates
You choose a creature you can see and name an object. The creature instantly develops a powerful phobia of that object unless it makes a successful Wisdom saving throw against curses. If the creature can see the object it fears at the start of its turn, it must make a successful Wisdom saving throw or become frightened until the start of its next turn.
The curse can be ended only by magic that lifts a curse.
3rd-level necromancy
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply.
A remove curse spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until dispelled.
3rd-level necromancy
By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure.
d4 | Result |
---|---|
1 | Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. |
2 | Target stands transfixed and blinking, takes no action. |
3 | Target flees or fights (50 percent chance of each). |
4 | Target charges directly at caster, enraged. |
3rd-level transmutation
You curse one creature you can see. That creature becomes highly sensitive to light unless it makes a successful Constitution saving throw. The cursed creature has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when it, you, or whatever it is trying to perceive or attack is in bright light.
3rd-level necromancy (ritual)
You inscribe your victim’s name on a lead tablet, invoke the spirits of the dead, and place the tablet in an occupied tomb.
Each midnight thereafter, your victim must succeed at a Wisdom saving throw.
Failure means the subject suffers horrifying nightmares of his own death. When the target wakes up, he will have taken a level of exhaustion that cannot be removed until he gets an undisturbed night’s rest. He will also take 1d10 psychic damage. The levels of exhaustion are cumulative. If the target succeeds on the saving throw, he is unaffected that night.
If your target succeeds at three saving throws in a row, the curse is broken and the spell ends. If the curse tablet, which radiates both magic and evil, is found and destroyed, this also breaks the curse, but it will inflict 1d10 psychic damage to the target as well.
Because the curse is laid upon the tablet and not directly on the target, a remove curse spell will not end the curse. It will, however, give the target advantage on the next night’s saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts an additional two days per spell slot above 3rd level.
3rd-level enchantment
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.
3rd-level evocation
You grant one creature 15 temporary hit points for the duration of the spell. While any of those hit points remain, the creature does not take any penalties for exhaustion, although levels of exhaustion remain and affect the creature when the spell ends.
At Higher Levels: If you use a 4th-level or higher slot to cast dancer’s grace, you grant an additional 5 temporary hit points for each slot level above 3rd.
3rd-level necromancy
Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened.
A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.
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.
3rd-level evocation
You create a whip made out of a black, rubbery tentacle. This whip has a reach of 30 feet and attacks with your spell attack modifier. If it misses, it quickly slithers back to you and can be used again the following round.
On a hit, the whip inflicts 3d8 bludgeoning damage and wraps around the target, grappling it (escape DC is equal to your spell save DC). Until this grapple ends, the target is restrained and you cannot use the darkbolt on another target. In addition, at the start of each of the target’s turns, the darkbolt squeezes, causing an additional 3d8 bludgeoning damage.
3rd-level evocation (ritual)
You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.
3rd-level transmutation
Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.
3rd-level necromancy
You give one willing creature you can see the ability to keep fighting despite near-lethal wounds. When the creature drops to 0 hit points without being instantly killed, it does not become unconscious but can keep acting normally. The creature still makes death saving throws and dies if it fails three times or if it takes enough damage to cause instant death. The creature does not automatically fail death saving throws when it takes damage. Delay death has no effect on a creature already at 0 hit points when the spell is cast.
3rd-level evocation
Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
3rd-level conjuration (fiendish)
One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.
If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.
3rd-level divination
Components: V, S Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: 10 miles
You become aware of the location of any and all islands and continents within the spell’s range. You only learn their location, not their size nor composition.
At Higher Levels: For each spell slot used higher than 3rd level, the range increases by 10 miles per level.
3rd-level evocation (ritual)
This spell digs a hole 5 feet wide and 5 feet deep in one round. In each subsequent round, you can choose to make the hole wider by five feet or deeper by five feet. You may dig through earth, sand, mud, or loose gravel, but not through solid rock or large, compacted stones.
This spell can also be used to inflict damage against earth elementals and constructs made of earth or clay. The target earth elemental must make a Constitution saving throw. The target takes 4d10 force damage on a failed saving throw, or half as much damage on a successful one.
At Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you may dig through rock.
3rd-level conjuration (labyrinth)
This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can’t reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.
3rd-level conjuration (ritual)
You conjure an opening to a dimensional toolbox. This is stocked with every artisan tool and up to 10 gp worth of common materials. As an action, you can reach in and take out a tool or material contained within. Any tool or material that is not used when the spell ends fades away (materials used in crafting recipes remain.)
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the toolbox contains +1 tools (tools that add +1 to the crafting check made.) When you cast this spell using a spell slot of 9th level, the toolbox contains +2 tools (tools that add +2 to the crafting check made.
3rd-level enchantment
You magically infect a living creature with murderous impulses, unless that creature makes a successful Wisdom saving throw. If the saving throw fails, that creature will instantly go berserk, similar to a barbarian’s rage, and will instantly seek to destroy everyone around, friend and foe alike. The creature will not attack you unless you attack it first.
While raging, the creature has advantage on Strength checks and Strength saving throws, does bonus damage equal to your spell attack modifier when making an attack that uses Strength, and has resistance to bludgeoning, piercing, and slashing damage.
The creature cannot cast spells or use missile attacks while raging. At the end of the rage, the creature will take a level of exhaustion.
3rd-level transmutation
Your animal companion takes on an unnaturally ferocious appearance and its muscles throb with adrenaline. Until the spell ends, its melee attacks do an additional 2d6 damage and it has advantage on attack rolls, but all creatures attacking it also have advantage on their attacks. When the spell ends, the creature gains one level of exhaustion.
3rd-level divination
Choose a creature you can see within range. If that creature fails a Wisdom saving throw, you determine whether or not the creature is a lycanthrope. You can determine what kind of lycanthrope the creature is with a successful DC 20 Intelligence (Nature) check.
3rd-level enchantment (bard)
You select one creature within range and sing or play a song aimed at disrupting your target, causing them to make a Constitution saving throw vs your Spellcasting DC or lose their focus, ending any concentration spell they currently are casting. If they lose concentration in this manner, they cannot cast a spell from the same school of magic until they complete a long rest.
3rd-level abjuration
Components: V, S, M (holy symbol) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 creature Saving Throw: see below
One creature you touch becomes warded against attack. While divine mantle is in effect, any creature that intends to aim an attack or a harmful spell at the warded creature must make a Wisdom saving throw before resolving the attack. If the saving throw fails, the attacker changes its mind at the last moment and either redirects the attack against a different target or doesn’t attack at all (its choice). The warded creature can be included in area effects without first making a saving throw.
3rd-level transmutation
You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.
Creatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.
Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.
3rd-level illusion
When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.
If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.
The spell ends when its duration expires or when all your illusory weapons are destroyed or expended.
An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.
3rd-level abjuration
When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.
The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon’s damage normally. If the attack was a spell, it’s affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.
3rd-level illusion
You create a shadowy mastiff with glowing eyes, visible and audible only to you and the target of the spell. Upon first seeing the hound, the target must make a Wisdom saving throw at disadvantage. On a success, the hound disappears. On a failure, the creature is frightened for 10 minutes.
Thereafter, the target is relentlessly stalked by the hound. It never comes closer than 10 feet or farther than 300 feet from the target, but it fills the target with an unshakable premonition of death. While haunted by the hound, the target is at disadvantage on all saving throws to avoid being frightened. The hound, despite its fear-inspiring appearance, cannot attack and cannot be attacked.
This curse can be broken by casting a remove curse or wish spell, if the target rolls natural twenties on both dice when saving against being frightened, or if you use your action to dismiss the spell.
3rd-level enchantment (dragon)
You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher.
3rd-level enchantment (dragon)
Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.
3rd-level enchantment
You create sound vibrations in a 40-foot cone that produce deep feelings of dread in target creatures. Each creature in the cone must make a Wisdom saving throw. If the saving throw fails, the creature becomes frightened of you for the duration of the spell. On a successful save, the creature isn’t frightened but does suffer a -2 penalty on saving throws against fright for the duration of the spell. Affected creatures can repeat the saving throw at the ends of their turns; a successful save ends the effect on that creature.
Although this spell is based on sound, it is vibrations that cause the fear effect. Deaf or deafened creatures are not immune, but they do get advantage on their Wisdom saving throws.
3rd-level transmutation (ritual)
You spend an hour meditating and the area around you becomes much drier than before. If the land was wet and swampy, the water drains away. If it was a field or forest, the ground withers to dust and the vegetation begins to die within a few days.
This spell doesn’t work if cast on an area with more than a foot of standing water.
A particular plot of land can only be affected by this spell once per season, and the effects last until the end of the current growing season.
3rd-level evocation
You cause a creature’s lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying.
Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air.
A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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.
3rd-level conjuration
You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or blight spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.
If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.
At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.
3rd-level transmutation
You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet. You cannot use the blindsight ability while deafened.
While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.
3rd-level transmutation
The ground reshapes itself to form a wall that is 6 inches thick, 20 feet wide, and 2 feet high. You must be able to see the entire area of affect, and it all must be within the spell’s range. The wall can curve however you choose. It has AC 15 and 50 hit points. The wall provides cover the same as any earthen wall. The ground returns to its natural shape when the spell ends or when the wall is reduced to 0 hit points.
3rd-level evocation (technomagic)
When you cast this spell, you send a powerful burst of energy that ruins electronic circuitry in a 20-foot cube. Any computer, telephone, television, or other device with a computer processor inside ceases to function immediately, and the contents of hard drives and other storage media are scrambled.
The electromagnetic pulse affects only devices with extensive circuitry, not everything that uses electricity. Ordinarily the lights stay on, although their electronic switches might not function. Automobiles continue to run, although their engines will run more roughly without electronic guidance. Cars with an electronic ignition system won't start after the spell.
Devices affected by this spell can be fixed using an engineering kit.
3rd-level evocation
Components: V, S, M (iron filings) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 120 ft. Area of Effect: Cylinder, 20-ft. radius, 20 ft. high Saving Throw: Dexterity negates effect
You cause an intense electromagnetic storm to break out in a cylindrical zone with a 20-foot radius and 20 feet high, at a point you can see. The spell has three effects.
First, each creature that starts its turn in the area of effect takes 1d10 lightning damage unless it makes a successful Dexterity saving throw.
Second, any attempt to use magnetism within the area of effect (to navigate, for example) is spoiled by the storm’s intense magnetic field unless the opposed magnetic field is generated by a spell of level 4 or higher. Third, any electrical current (magical or otherwise) that passes within 60 feet of the electromagnetic storm is drawn into the storm, causing everyone in the storm’s area to take whatever damage the electricity would normally do. For example, assume a wizard casts lightning bolt within 60 feet of an electromagnetic storm. The bolt is drawn into the storm and it terminates there, causing its normal damage to everyone inside the electromagnetic storm.
3rd-level conjuration
A hearth, oven, forge, or similar object which uses fire or heat to work, springs to life under the caster's touch. An illusion of the required fuel appears within it, and it remains functional for the duration of the spell as if it was supplied with the required material fuel. It produces no smoke, ash, or anything beyond heat, light, and sound.
If this spell is cast on an object already under the effects of the spell, the duration it remains active is extended by 24 hours. If it remains under the effects of the spell continuously for 1 month (30 days) then the effect becomes permanent.
3rd-level transmutation
You point to one Large or smaller creature within range that is standing on natural, unworked earth, sand, rock, or a similar material (or on vegetation that is on top of such a material). A block of solid stone rises out of the ground and engulfs the target within.
The target may make a Dexterity saving throw to resist. For the duration of the spell, the target is subjected to the petrified condition. If the creature has the ability to pass through solid stone and does not need to activate that ability (such as if the creature is naturally immaterial), then it cannot be affected by this spell. When the spell expires, the stone crumbles away, leaving the engulfed target unharmed.
3rd-level transmutation (chaos)
By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.
3rd-level transmutation
You gain one ability chosen from the list below until the spell ends.
3rd-level transmutation
One creature you touch must make a Charisma saving throw against curses or become cursed so that the natural world considers them anathema. The creature has disadvantage on Charisma ability and skill checks when interacting with any creature that has a close tie to nature. In addition, while in an area away from civilization, its chance to encounter hostile creatures is doubled and it has disadvantage on ability checks involving any sort of interaction with nature, not just those related to Charisma.
3rd-level conjuration
You summon a cloud of invisible, explosive gas that spreads out into a 20-foot-radius sphere around a point you can see. If fire is brought into contact with the cloud, the gas ignites and does 6d6 fire damage to creatures inside the cloud, or half damage to creatures that make a successful Dexterity saving throw. The cloud of gas can be noticed only with a successful Wisdom (Perception) check against your spell DC.
3rd-level abjuration
You force one creature that originates from the plane of Shadow to return to that plane unless it makes a successful Charisma saving throw. If the saving throw succeeds, the target creature still takes 3d6 force damage.
3rd-level transmutation
You enchant up to five specially constructed boxes and place these boxes up no farther than one mile from each other, and all within five miles of you. Any words spoken into one box while you touch it can be clearly heard emanating from all other others
You must touch each of these boxes in turn when casting the spell. Optionally, you can create one box covered in gold filigree and worth 500 gp; this box is the master box and you only need to touch this one to cast the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may enchant one additional box for each slot level above 3rd.
3rd-level evocation
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Sight Area of Effect: 1 creature Saving Throw: None
You throw a bolt of fire at one creature you can see. Make a ranged spell attack against the target. If it hits, the bolt does 5d10 fire damage.
At Higher Levels: For each spell slot used higher than 3rd level, the spell does an additional 1d10 damage.
3rd-level transmutation
You infuse your mount with divine vigor. While you are riding it, it gains advantage on attack rolls and saving throws and increases its land speed by 30 feet.
3rd-level abjuration
Granted by both gods of pain and of protection, this spell has two uses; you must choose which you will use when casting the spell:
3rd-level necromancy
You touch a skeleton and imbue it with the ability to launch its finger bones as missiles. As an action, the skeleton can make a ranged weapon attack against one creature within 30 feet; a hit does 1d6 piercing damage. The skeleton’s attack bonus equals its Dexterity modifier + 2. If the skeleton makes more than five finger missile attacks, it can no longer make claw attacks.
At Higher Levels: For each spell slot used higher than 3rd level, the spell affects one additional skeleton.
3rd-level abjuration
You cast this spell and an aura of emerald-green flames flares out around you.
While this spell is active, you have immunity to fire. In addition, any creature that attempts to grapple you or that hits you with an unarmed attack takes 2d6 fire damage and must make a Dexterity saving throw or be set on fire. Each round for the next 1d4 rounds, that creature takes 1d6 fire damage.
3rd-level transmutation
One willing creature you touch grows reddish gills that allow it to breathe safely in areas of high heat, smoke, and lava. The spell doesn’t grant any resistance or immunity to fire damage, nor do the gills enable the creature to breathe underwater.
At Higher Levels: For each spell slot used higher than 3rd level, you can affect one additional willing creature.
3rd-level evocation (bard, sorcerer, warlock, wizard)
You create a whip made of scorching flame and select one creature within range, with the intention of unbalancing it.
The target must make a Dexterity saving throw. On a failed save, the target takes 5d8 fire damage and you choose to knock it prone or to pull it up to 30 feet closer to your location.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and you can pull the target an additional 5 feet for each slot level above 3rd.
3rd-level abjuration
One willing creature you touch gets advantage on saving throws against charm effects.
3rd-level transmutation
A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.
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.
3rd-level illusion
You touch a pile of up to 150 copper coins or an object made out of copper, brass, or bronze that weighs less than 1 pound, you turn them into gold. When the spell has expired, they revert back to normal.
If one of these altered items is touched with a piece of iron, it has a 25% chance of instantly reverting back to normal.
At Higher Levels. When you cast this spell using a 4th-level or higher spell slot, the resultant gold objects will not revert if touched with iron.
3rd-level illusion (ritual)
While casting this spell, you touch up to eight willing targets. This gives you and your allies the ability to speak in a secret language that is incomprehensible gibberish to everyone else. This language cannot be understood even when using spells such as comprehend languages or tongues.
3rd-level abjuration (apocalypse)
You attempt to hijack a spell being cast and redirect it to serve your purpose. If the spell is being cast with a spell slot of 3rd level or lower, you choose the target or targets for the spell instead of its caster. If the spell is being cast with a spell slot of 4th level or higher, make an ability check using your spellcasting ability against a DC of 12 + the spell’s level. On a successful check, you choose the target or targets for the spell. Your targets must be valid targets for the spell based on the caster’s ability and the range of the spell, but using your distinctions for friendly and hostile creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it works automatically (no check required) against a spell being cast that uses a spell slot of the same level or a lower one.
3rd-level transmutation (winter)
When you cast freeze blood as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice.
At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.
3rd-level conjuration
The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level evocation (sorcerer, wizard)
Icy terror escapes your hands in a screaming torrent.
Each living creature in a 30-foot cone must succeed on a Wisdom saving throw or take 5d10 psychic damage and be frightened for 1 minute. A creature that succeeds on its saving throw takes half as much damage and isn’t frightened. A frightened creature can make another Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer frightened.
A creature killed by this spell has a 10% chance of returning as a ghost.
3rd-level conjuration (druid, sorcerer, wizard)
You touch a willing creature, encasing them in a protective coating of ice. For the duration, they gain a +3 bonus to AC and become resistant to cold damage but suffer disadvantage on all Dexterity checks and saves for the duration. Every time they are hit by a melee weapon attack, their attacker takes 1d6 cold damage.
Additionally, each time they are successfully attacked, the protection provided by frost armor wanes, reducing its armor class bonus by 1. After the AC bonus provided by the armor is reduced to 0, the armor shatters and the spell ends.
A spell that harnesses the very strength of the frost giants themselves… or so the story goes.
3rd-level evocation
You create three shards of ice that float around you.
While at least two shards survive, you have half cover against attacks that are aimed at you. The shards don’t hinder your attacks.
When you cast the spell, or as an action on a subsequent turn, you can direct a shard to attack a creature you can see within 30 feet. Make a ranged spell attack roll. If it hits, the creature takes 2d10 piercing plus 1d10 cold damage. The shard is destroyed whether it hits or misses.
At Higher Levels: For each spell slot used higher than 3rd level, the spell creates one additional shard.
3rd-level evocation
You create a ten-foot long, blue-white, glowing line of solidified coldness, which you can use as a whip. You use your spell attack modifier to attack. On a hit, it does 3d10 cold damage to living tissue and the creature must make a Constitution saving throw or be paralyzed for 1 round.
3rd-level evocation (winter)
You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation.
When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.
After every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.
3rd-level evocation
Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw.
A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level abjuration (sorcerer, wizard)
Using your reaction, you end a creature’s movement and return it to the space it began it’s turn in. If you can see a creature within range and are able to see its original location (that space need not be in range), the target must make a Charisma saving throw or be teleported back to the space it began its current turn in. A creature can choose to fail the saving throw if it wishes.
3rd-level conjuration
You create a 10-foot-square hollow cube of glass in an area you can see. If a creature is in the area where the cube is created, it escapes with a successful Dexterity save and moves automatically to a space adjacent to the cube. Creatures that fail the saving throw are trapped inside the cube and cannot leave it except by teleportation or similar means. The cube has AC 12 and 100 hit points. It is immune to acid, necrotic, poison, and psychic damage, but is vulnerable to force and thunder damage. Creatures inside the cube when it is destroyed take 5d6 slashing damage from shards of glass.
3rd-level divination (apocalypse)
You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.
3rd-level conjuration
When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent - lightly obscuring the area beyond it - from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.
3rd-level evocation
You fill the globe with a flickering light, much like the one created by continual flame.
However, you can control the intensity of the light, making it as bright as a torch to somewhat dimmer than the light produced by the faerie fire spell. You may control the light from as far as 20 feet away.
3rd-level conjuration (alkemancy)
You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.
Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.
3rd-level abjuration
You draw down a portion of your god’s aura and drape it around one willing creature. For the duration of the spell, the creature gains +2 AC, has a +4 bonus on Charisma (Intimidate) checks, and a +2 bonus on saving throws. The aura is faintly visible and resembles your god’s image.
3rd-level illusion
You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn’t changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain.
A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.
When you cast this spell, you can designate a password.
A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell.
If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.
3rd-level enchantment
One plant creature you can see becomes paralyzed for the duration of the spell unless it makes a successful Wisdom saving throw. An affected plant can repeat the saving throw at the end of each of its turns to end the spell.
At Higher Levels: For each spell slot used higher than 3rd level, you can affect one additional plant creature.
3rd-level evocation
You project a blast of water from your hand at one creature you can see. Make a ranged spell attack against that creature. If it hits, the creature takes 5d10 bludgeoning damage and is knocked prone.
At Higher Levels: For each spell slot used higher than 3rd level, the attack does an additional 1d10 damage.
3rd-level illusion
After you cast this spell, as soon as a creature in the area leaves the ground, the magic activates, turning them both silent and invisible but only while they remain aloft. Both effects deactivate as soon as a target touches the ground (not the ceilings or walls, but the ground or floor).
3rd-level conjuration (ritual) (druid, ranger)
You summon two magical leeches that exist for the duration.
They can be given to willing creatures and placed somewhere on their skin. While attached this way, they proceed to suck out all forms of non-magical poison and toxins, rendering the creature immune to disease and poison effects for the duration. Additionally, the creature becomes resistant to poison damage for the duration.
3rd-level necromancy
You lay your hands on one willing creature and absorb their wounds onto yourself. For every 6 points of damage you heal (rounded up) on the affected creature, you take 1d6 necrotic damage. This damage can’t be reduced by resistance, immunity, or any other means as you’re absorbing it, but once you’ve taken the damage, it can be healed normally. A target creature can’t heal more than 60 hit points from one casting of this spell.
3rd-level transmutation
You sear the flesh of one creature you can see. The target creature must make a Constitution saving throw. If the saving throw fails, it takes 4d10 fire damage and loses 1d4 points of Dexterity. If the saving throw succeeds, it takes half damage and loses no Dexterity.
At Higher Levels: For each spell slot used higher than 3rd level, heat flesh does an additional 1d10 fire damage.
3rd-level evocation (apocalypse)
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn’t provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You leave a 5-foot-wide line of hellfire burning behind you in your path. This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful Dexterity saving throw.
A creature can take this damage only once per turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level evocation
Used primarily when you are trapped or otherwise in danger, you summon a hovering, insubstantial and translucent, 1-foot tall hand. You can then command the hand to locate a creature of your choice, based on a physical description. You can specify race, sex, and general appearance.
The hand then flies off with a speed of 60 feet, and it can pass through a crack as narrow as 1 inch without squeezing. If it finds such a creature, it will beckon for that creature to follow. If that creature follows, it will point in your direction and lead the creature in the most direct route to you. It will stay about 10 feet ahead of the creature and will pause to let it catch up, but it doesn’t understand concepts such as safety.
If the subject decides not to follow it, the hand will return to you and hover, palm-up, to indicate failure. It will then vanish.
3rd-level divination
You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
On a failed save, or if the blood belongs to a dead creature, you learn the following information:
Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target.
For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.
3rd-level necromancy
One living creature you can see must make a Constitution saving throw. If the saving throw fails, its blood loses the ability to clot, so that it takes an additional 1d6 damage from any attack that does piercing or slashing damage to it for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns; a successful save ends the spell.
Creatures without blood are immune to this spell.
3rd-level transmutation
Components: V, S Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Touch Area of Effect: 1 shield Saving Throw: None
By touching a shield, you give it a shimmering aura in the shape of a lion that inspires whoever wields it. The shield’s user adds 1d4 to its attack rolls and gets advantage on saving throws against fright.
3rd-level transmutation
You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.
3rd-level enchantment
You touch a Large-sized creature, two Medium-sized creatures, or three Small or Tiny creatures, who go into hibernation. If the creature is unwilling, it may make a Constitution saving throw to resist.
While hibernating, the creature’s need for food, water, and oxygen is reduced by a factor of 10. The creature can be awakened for a brief time but will go back to sleep once it is no longer needed. At the end of the duration, the creature will wake up very hungry and thirsty. If you are not the one in hibernation, you may use your action to dismiss the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the creature sleeps for an additional month for each slot level above 4th.
3rd-level transmutation
You turn your holy symbol into a bludgeoning weapon of your choice. This weapon does 1d12 + your spellcasting ability modifier in bludgeoning damage, plus 1d8 radiant (if you’re good or neutral) or necrotic (if you’re evil) damage. You are considered proficient in that weapon for the duration of the spell. If anyone other than you or another worshiper of your god attempts to use the weapon, the spell ends and the weapon reverts back into a holy symbol.
3rd-level abjuration (ritual)
Casting Time: 1 action Range: Self Components: V, S, M (a vial of holy water) Duration: 24 hours
You willingly take a vow to complete a task or carry out a service. This task or service cannot conflict with your alignment or your sacred oath. While you serve under the vow, for as long as the spell lasts, your hit point maximum and current hit points increase by 10. Whenever you make an attack roll or a saving throw, roll a d4 and add the result to the attack roll or saving throw. These benefits apply only when you are involved in activities that directly relate to your avowed task, or to situations you encounter that interfere with your ability to carry out that task (such as random encounters while traveling).
If you willingly forsake your vow, the spell ends, and you take 4d10 psychic damage. At the GM’s discretion, you might suffer other penalties and need to atone for your decision. See the Breaking Your Oath sidebar in the paladin class description for more details. Failing to complete the task does not incur any penalties as long as you remain true to your vow, nor are you penalized if some form of outside coercion, magical or otherwise, leads you to forsake your vow (being charmed, for instance, or if a villain threatens the lives of innocents if you do not break the vow).
3rd-level conjuration
You conjure a “wall” of stinging hornets. The wall is 5 feet thick, 10 feet high, and up to 40 feet long. The wall must be contiguous and at least 5 feet thick along its entire length. A simple way to envision this is as eight sections, each covering a square of ground that’s 5 feet by 5 feet, and 10 feet high. You select where the wall appears, but the entire length must be within your line of sight and within the spell’s range from you.
A creature that starts its turn inside the hornet wall or that enters the wall during its turn must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 6d6 poison damage and is incapacitated; if the saving throw succeeds, it takes half damage and no additional effect.
3rd-level conjuration (winter)
You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. The target takes 3d10 cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each slot level above 3rd. Each additional target must be within 30 feet of at least one other target.
3rd-level illusion
Casting Time: 1 action Range: Touch Components: V, S, M (a needle and a mirror) Duration: 24 hours
You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot-square area of floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a successful save, the creature takes 1d10 psychic damage, the spell ends, and the creature realizes that the trap was not real.
On a failed save, the creature believes the object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off, it must make a Dexterity check against your spell save DC. On a successful check, the creature takes 1d10 psychic damage and realizes the trap is not real. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that it accidentally set off the trap and was injured by it.
3rd-level evocation (sorcerer, warlock, wizard)
You infuse a spell you cast with a mere sliver of the Void. One creature that is hit by that spell or that fails a saving throw against that spell is stunned until the end of the creature’s next turn.
3rd-level conjuration
Casting Time: 1 action Range: 40 feet Components: V, S, M (a broken chain link) Duration: Concentration, up to 2 rounds
You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.
3rd-level abjuration
You or one willing creature you touch becomes able to tell lies without being caught or stopped by mundane or magical means, including use of the Insight skill or spells such as zone of truth. In addition, anyone who reads your mind in order to find the truth must make an Intelligence saving throw; they only discover that you are lying if they succeed.
If cast on a creature who is in or who enters a zone of truth, that creature gains advantage on its saving throw, and the zone’s caster will be led to believe that creature failed its saving throw, regardless of whether that creature failed or succeeded.
3rd-level evocation (sorcerer, warlock)
You ignite a wildfire to scorch the battlefield, centered on one creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and burn uncontrollably. At the start of each of its turns, the target must make another Dexterity saving throw. On a failed save, it takes 1d6 fire damage. A successful saving throw ends the spell.
While the spell is active, if the target takes fire damage from any source other than this spell, each creature in a 15-foot-radius sphere centered on the target must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. This effect can only occur once per round.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both damage rolls increase by 1d6 for each slot level above 3rd.
3rd-level necromancy
You infuse part of your life force into your weapon. You lose 10 hit points and, for the duration of the spell, your maximum hit points are reduced by 10; if this can’t occur, the spell fails.
The weapon gains one of the following benefits:
For each additional 5 hit points you sacrifice when you cast the spell, you can add one additional benefit to the weapon.
3rd-level illusion (ring)
An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.
A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.
3rd-level necromancy (sorcerer, warlock, wizard)
You harness necrotic energies and infuse them into your very being. For the next 10 minutes, every time you deal damage with a spell, the target must make a Wisdom saving throw or become frightened of you until the end of its next turn. If a target’s saving throw is successful it is immune to being frightened by this spell for the next 24 hours.
3rd-level evocation (ritual)
You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion’s attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.
If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.
Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.
3rd-level transmutation
An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw.
On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.
3rd-level abjuration
One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell’s duration.
3rd-level evocation
One throwing weapon you throw is imbued with several properties: you have advantage to hit, its range is doubled, and it inflicts an additional 2d10 force damage.
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.
3rd-level conjuration
Casting Time: 1 action Range: 100 feet Components: V, S, M (a shard of jasper) Duration: Instantaneous
With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward.
Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line that is 5 feet wide. Each creature in that line and up to 100 feet above it takes 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage.
On a failed save, a creature is impaled by a chunk of crystal that halves the creature’s speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a DC 13 Strength check. On a successful check, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.
3rd-level divination (ritual)
You choose one creature native to the area that has an Intelligence of 5 or higher.
That creature must make an Intelligence saving throw. If the saving throw succeeds, the spell ends. On a failure, you gain the knowledge that creature possesses on local customs, including common courtesies, local restrictions and taboos, upcoming and important holidays and observances, and typical things that “everyone” knows.
3rd-level evocation
You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance. On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage. You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.
3rd-level abjuration
You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it canâif it has the mentality and capability to do soâlaugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed.
The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell’s duration expires.
3rd-level conjuration (shadow)
You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.
3rd-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S, M (an acorn or nut) Duration: Concentration, up to 1 minute
While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.
3rd-level conjuration (labyrinth)
This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.
3rd-level necromancy
You curse one creature you touch. The creature must make a Wisdom saving throw. If the saving throw fails, it is cursed so that intentionally speaking a lie causes its tongue to swell grotesquely and protrude from its mouth, making it unable to speak. The tongue returns to normal size in 1d4 minutes.
The effect can be ended by magic that removes a curse.
3rd-level necromancy
The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can’t heal an undead or a construct.
Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level necromancy
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: 1 weapon Saving Throw: None
One melee weapon you hold is infused with necrotic energy. For the duration of the spell, that weapon’s damage increases by an additional 1d6 necrotic damage. Every time it does necrotic damage, you gain an equal number of temporary hit points. Remaining temporary hit points disappear when the spell ends.
3rd-level divination
For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses.
This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
3rd-level evocation
Components: V, S Casting Time: 1 action Duration: Permanent Range: Touch
One 2-lb. loaf of bread that you touch becomes infused with healing energy. One-fourth of the loaf is enough food to sustain a Small or Medium creature for one day, and that creature heals 1d8 hit points when the lifebread is consumed. One-half of the loaf will feed a Large creature and has the same healing effect. Eating more than one-fourth (or one-half) of the loaf in a 24-hour period has no additional effect.
3rd-level evocation (druid)
For the duration, bolts of lightning course around your body, shedding bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius as a bonus action.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the creature receives a jolt from the lightning and takes 2d4 lightning damage.
You can end the spell early by using an action to dismiss it.
3rd-level transmutation
You touch a metal object of any sort that weighs less than 100 pounds. Then, whenever a stroke of lightning (natural, magical, or created from a breath weapon) occurs within 150 feet of the rod, the lightning is redirected to the rod, which destroys it. If a creature is in physical contact with the rod when it is struck, that creatures takes full damage.
3rd-level divination
For the duration of the spell, you can see, hear, and smell everything that the creature linked to a specific spirit doll experiences, as long as you are both on the same plane of existence.
3rd-level transmutation
For the duration of the spell, you gain the ability to make incredible jumps. When you move, you can jump up to your speed in any direction, and always land safely on your feet.
3rd-level enchantment (bard)
You target a creature that you can see range and pick at the fragile fabric that allows them to maintain their sanity. The creature must make a Wisdom saving throw or roll on the Short-Term Madness Table and remain under the effect for 1d10 minutes.
3rd-level enchantment (cleric, druid, ranger, wizard)
Choose any number of creatures within range. For the duration, each target has darkvision out to a range of 30 feet, and has advantage on stealth ability checks.
3rd-level enchantment
One creature you can see must make a Charisma saving throw as you gaze upon it. If the saving throw fails, the creature is captivated by you and can take no actions other than shuffling meekly behind you at half-speed for the spell’s duration. If the creature is attacked by anyone, the spell immediately ends. The creature can make another saving throw at the end of each of its turns; a successful save ends the spell.
3rd-level transmutation
You can control the weight of one item you choose within range, making it heavier or lighter by 25%.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make an item heavier or lighter by an additional 10% for each slot level above 3rd.
3rd-level necromancy
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs.
Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.
3rd-level transmutation
Up to 8 creatures you can see within range have their jump distance tripled until the spell ends.
3rd-level enchantment (bard)
You unleash a string of insults laced with subtle enchantments at up to 6 creatures that you can see within range. If a target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 damage for each slot level above 3rd.
3rd-level illusion
You make material goods that are for sale appear to be much finer than they actually are.
If one of these altered items is touched with a piece of iron, it has a 25% chance of instantly reverting back to normal.
3rd-level transmutation
A mount you are riding is infused with divine power. For the duration of this spell, the mount gets advantage on attack rolls and saving throws and its attacks do an additional 1d6 radiant damage. The spell is cast on you, so it affects whatever mount you are riding. Switching mounts transfers the bonus to the new animal.
3rd-level transmutation (ritual) (mythos)
One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.
The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.
The effects of the exchange can be made permanent with a wish spell or comparable magic.
3rd-level transmutation
Your touch links the minds of two willing creatures so that they can communicate telepathically across any distance, as long as they are both on the same plane of existence.
3rd-level transmutation
Casting Time: 1 action Range: 100 feet Components: V, S, M (a vial of sand mixed with water) Duration: 1 hour
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.
3rd-level enchantment
This spell lets you forge a connection with a monstrosity.
Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.
3rd-level transmutation (druid, sorcerer, wizard)
You become an incorporeal beam of pure moonlight for the duration. While in this form, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. While in this form, you can pass through openings at least 1 inch wide and through transparent objects. You also gain a flying speed of 90 feet for the duration.
3rd-level divination
A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.
3rd-level transmutation (ritual)
When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.
3rd-level necromancy (cleric, warlock, wizard)
You touch a humanoid creature and utter an ancient curse.
The target must succeed on a Strength saving throw or take 4d8 necrotic damage and become restrained as spectral wrappings begin to tighten around its body. Until the spell ends, as an action on each of your turns, you can cause the target to take an additional 2d8 necrotic damage every round after the spell was initially cast. The target can use its action to make a Strength saving throw, breaking the spectral wrappings and ending the spell.
A creature that dies while under the effect of this spell becomes a mummy that is friendly to you and your companions for the remaining duration. Roll initiative for the mummy, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the mummy, it defends itself from hostile creatures but otherwise takes no actions. Once the duration is reached, the mummy dies and turns to ash.
If your concentration is broken, the mummy doesn’t die.
Instead, you lose control of the mummy, it becomes hostile toward you and your companions, and will attack. An uncontrolled mummy can’t be dismissed by you, and it turns to ash 10 minutes after the spell was initially cast. The GM has the mummy‘s statistics.
3rd-level illusion Bard
You play a song that creates an image in the mind of each creature that can hear you and is within 60 feet of you. The image is so vivid, creatures experience it as if they were there. The image can be frightening, beatific, or whatever else you choose. Creatures experiencing the musical mural have disadvantage on Wisdom (Perception) checks as they lose track of their physical surroundings.
A creature that tries to resist the illusion can make a Wisdom saving throw when the spell is cast and at the beginning of each of its turns. A successful save ends the effect on that creature. A creature is also freed from the spell’s effect if it is attacked.
3rd-level necromancy
You choose a willing ally to be bound to your soul. For the duration of the spell, if you are reduced to 0 hit points, you are instantly healed to one-quarter of your hit points.
The ally bound to you take damage equal to one-half your maximum hit points.. This damage may not be reduced or prevented in any way.
3rd-level conjuration
You create a magical, 100-foot long rope.
You can mentally move the rope (it moves with a speed of 20 feet). The rope has two functions, climbing and entangling, and each round you may choose which function you wish to use.
3rd-level transmutation
For the duration of this spell, the ground itself sustains you, so you don’t need to eat or drink. If you lose contact with the ground for more than 1 round, the spell ends.
3rd-level transmutation
For the duration of nature’s strength, you draw strength from the ground. You have advantage on Strength-based ability checks and skill checks, and your carrying capacity doubles. Your attacks with Strength-based weapons do an additional 1d6 damage. If you lose contact with the earth for more than 1 round, the spell ends.
3rd-level conjuration (ritual)
You “milk” a living flower and squeeze out up to a quart of nectar. This nectar is mildly alcoholic and tastes of the plant from which it was produced, and is generally considered to be on par with decent wine.
The nectar can be bottled; it will last for a week before spoiling.
3rd-level conjuration (fiendish)
You summon evil spirits that take the form of a swarm of poisonous snakes and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends.
The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands to the swarm, it moves to attack the nearest creature that is not your ally.
The GM has the creature’s statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon additional swarms. You summon two swarms with a 5th-level spell slot, three swarms with a 7th-level spell slot, or four swarms with a 9th-level spell slot.
3rd-level evocation (ritual)
You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured.
Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.
3rd-level illusion
You place a magical mark on a creature which can only be seen by you, that creature, and up to seven other individuals named by you when you cast the spell. It can also be seen by someone casting see invisible or true seeing. The mark remains on the target and visible to those who can see it no matter what efforts are made by that creature to hide the mark, including attempting to mask it with clothing, illusions, or shapeshifting.
3rd-level evocation
You shoot a bolt of corrosive ooze at one creature you can see. Make a ranged spell attack against that creature. If it hits, the creature takes 6d4 acid damage immediately and an additional 4d4 acid damage at the end of each of its turns for the duration of the spell.
At Higher Levels: For each spell slot used higher than 3rd level, ooze bolt does an additional 2d4 acid damage on its initial hit.
3rd-level divination
You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.
3rd-level evocation
You create a container made of pure magical force, which forms around a substance of your choice, up to one pound. The container is completely unbreakable and inside of it, the object is held in stasis so it doesn’t age.
When the spell ends, the contents inside the orb are released.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by an extra day for each slot level above 3rd.
3rd-level illusion
This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.
3rd-level illusion
You or one willing creature you touch gains semi-illusory armor and weapon of your choice, which can look like anything you wish. Until the spell ends, the target’s base AC becomes 15 + its Dexterity modifier.
The weapon, regardless of its appearance, does 2d6 + its Strength or Dexterity modifier in force damage.
3rd-level illusion (dragon)
You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.
3rd-level evocation
You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw.
The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.
3rd-level transmutation
One musical instrument you can see begins to play as if you were playing it. Make a Charisma (Performance) check to determine the quality of the playing: 1-9 = mediocre; 10-14 = skillful; 15+ = excellent. The instrument plays the music of your choice until the spell ends. For the duration of the spell, the instrument can be the source of any of your abilities that require performance.
3rd-level conjuration (bard, druid, ranger, wizard)
You conjure 2d4 magical darts that last for one hour or until they are used. As an action on your turn, you may expend one of the darts to make a ranged spell attack against a creature you can see within in range. On a successful attack, you deal 2d6 poison damage to the target and force them to make a Constitution saving throw or become poisoned until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the you summon and additional 1d4 darts and they last for 1 additional hour for each slot level above 3rd.
3rd-level necromancy (warlock, wizard)
You touch a creature, causing its heart to fill with a vile poison. The creature must make a Constitution saving throw or take 2d10 poison damage. At the end of each of the target’s turns before the spell ends, the target must succeed on a Constitution saving throw or take an additional 2d10 poison damage.
At any point during the spell, if the target dies as a result of the poison damage from this spell, every creature within 5 feet of the target must make a Constitution saving throw as the target’s heart explodes. A creature takes 4d10 poison damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage dealt from spell increases by 1d10 for every slot level above 3rd.
3rd-level conjuration (ritual)
You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.
On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.
For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell.
If you or another creature does not move through the portal within 1 round, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.
3rd-level transmutation
You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
3rd-level divination (sorcerer)
You attempt to unleash the power contained within your being. When you first cast this spell, roll a d20. If the result is higher than the difference of 20 and your spellcasting modifier, you gain 3 predominance dice. Within the next hour, you may use each of these dice to gain advantage on a single d20 roll, at which point the die is expended.
3nd-level abjuration
You or one willing creature you touch has resistance to the natural attacks of one kind of beast: avians, mammals, insects and arachnids, or reptiles. The resistance is effective against normal, giant, and dire versions of those creatures.
3rd-level abjuration
For the duration of the spell, one creature is immune to all the effects of high pressure caused by being deep underwater, in a pressure chamber, buried under an avalanche or cave-in, and similar situations. The creature also has resistance against bludgeoning damage caused by its surroundings, but not by hostile creatures. The spell doesn’t protect against piercing or slashing damage from rocks, trees, or other sharp objects.
3rd-level abjuration
You or one willing creature you touch has resistance to the natural attacks of fungal plant creatures and all types of oozes.
3rd-level abjuration (winter)
When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.
A creature striking a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage.
If the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage.
Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.
At Higher Levels. When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.
3rd-level abjuration (illumination)
Casting Time: 1 action Range: Self Components: V, S, M (a crystal or glass bead) Duration: 10 minutes
You wrap yourself in a corona that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, you have resistance to necrotic damage. You can end the spell early by using an action to dismiss it.
3rd-level transmutation
You extinguish all nonmagical fires in a 30-foot radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a Wisdom check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
Fire elementals in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 10 feet, and the damage against fire elementals increases by 1d6, for each slot level above 3rd.
3rd-level evocation
You summon a slender baton made of glowing, colored light, drawn directly from the Elemental Plane of Radiance. You have proficiency in using it and on a hit it does 2d8 + Strength modifier in radiant damage.
In addition, it has an extra affect which depends on what color you chose it to have when you cast the spell:
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 radiant and 1d8 color-specific damage for each slot level above 3rd.
3rd-level necromancy
A green beam of enervating energy shoots from your finger towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature becomes paralyzed.
At the end of each of the creature’s turns, it make a Constitution saving throw against the spell. On a success, the spell ends.
3rd-level divination
You hold an item and learn the current or most recent owner’s race, class or profession, and alignment. In addition, roll a d6. On a roll of 1-4, it also reveals the last event that happened to the owner while he still had the object in its possession, if that event had some emotional importance. It does not reveal that person’s name, age, or anything else about him or her.
3rd-level enchantment
You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons.
When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.
3rd-level transmutation
You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors in the area, however, the smell will return within an hour. If cast upon the area of a stinking cloud spell, it removes the odor and the spell’s nauseating qualities, but not the obscuring fog itself.
This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a troglodyte). For the next hour, the creature has no scent, and it cannot be detected by Wisdom (Perception) checks relying on scent.
3rd-level transmutation
At your touch, a metal object becomes soft and malleable like clay. You can reshape it into any form you want. You must knead and mold the metal to reshape it, but you don’t need artistic talent to make it look the way you want. You only need to picture the desired form in your mind, and the magic accomplishes in a single round what your hands can’t. Once the object takes its new form, the metal returns to its original hardness in the new shape.
If the item is shaped into a weapon, its damage matches its new form. The spell does not work on an item held by an unwilling creature or on creatures made of metal. It can’t increase or decrease the amount of metal in the object.
3rd-level abjuration
For the duration, one undead creature you touch gains advantage on saving throws to resist magical spells, if it did not already have this ability.
3rd-level evocation
Your voice creates a reverberating, 30-foot cone of dissonance. Every creature in the cone is incapacitated unless it makes a successful Constitution saving throw. An incapacitated creature can repeat the saving throw at the end of each of its turns; a successful save ends the effect on that creature.
3rd-level conjuration
You may touch a damaged structure or object made of earth, stone, or clay that is too large to use mending on. Each round that you remain in contact with the object, you heal 2d10 hit points.
At Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you heal an additional 1d10 hit points per slot level above 3rd.
3rd-level necromancy
Each zombie and skeleton within 30 feet of you regains all of its lost hit points. This spell does not affect creatures that have been reduced to 0 hit points or those of CR 3 or higher.
3rd-level divination
This spell is cast as a reaction after a creature strikes you with a weapon. For the duration of the spell, you add 1d6 to your attack rolls against the creature that struck you. If another creature strikes you during retribution’s duration, you can re-target the spell and get that bonus against that creature instead.
3rd-level conjuration
With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder.
At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.
3rd-level abjuration
You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.
A creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.
3rd-level abjuration (cleric, warlock, wizard)
You place a divine ward with three charges on a creature of your choice that you can see within range. After the target takes damage, it regains hit points equal to 2d8 + your spellcasting ability modifier, and the ward loses one charge.
Once the target is healed, the ward jumps up to 30 feet to another creature of your choice. After the ward loses all of its charges, the spell ends. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ward gains one additional charge for each slot level above 3rd.
3rd-level conjuration (alkemancy)
Casting Time: 1 action Range: Self Components: V, S, M (a pinch of salt worth 1 sp, which is consumed during the casting) Duration: Concentration, up to 10 minutes
You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.
The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.
3rd-level conjuration
Hot sand blasts in a 30-foot cone from your outstretched hand. Every creature in the cone must make a Dexterity saving throw. If the saving throw fails, the creature takes 6d6 fire damage and is blinded until the start of your next turn. If the saving throw succeeds, the creature takes half damage and is not blinded. The blast extinguishes open flames such as candles, torches, and even small fires in the cone.
3rd-level transmutation
The sand or dirt you hold becomes a sword of a type of your choice. You may use the sword or give it to someone else to use. It deals damage as normal weapon of that type.
However, it is immune to spells that affect metal.
3rd-level evocation
You hold of your hand and a gout of boiling water shoots forth at a target you choose within range. Make a ranged spell attack to hit. On a hit, you inflict 3d10 bludgeoning damage and 2d10 fire damage to the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell does an additional 1d10 fire or bludgeoning damage, your choice, for each slot level above 2nd.
3rd-level transmutation (druid, ranger)
You touch a willing creature. Until the spell ends, the target’s skin has a smooth, scale-like appearance, and its AC can’t be less than 18, regardless of what kind of armor it is wearing. Also, the target becomes resistant to a single damage type depending on what type of dragon scale you use: white (cold), red (fire), blue (lightning), black (acid), or green (poison).
3rd-level divination
You gain the ability to see the dreams of sleeping creatures within range. You can also see creatures that exist in the Dreamlands, such as night hags. The amount of information you learn from what you see depends on the time spent studying the subject.
One round: You determine the presence or absence of dreams.
Two rounds: You determine how many sleepers are dreaming and the emotional intensity of the dreams. You also learn the number and relative power of dream creatures within range.
Three rounds: You determine the exact nature of the dreams of one creature within range, and determine the exact location and types of dream creatures within range.
At the GM’s option, you can learn one significant fact about a dreamer for each minute you spend observing that creature’s dreams.
In settings without a Dreamland, this spell applies to the Ethereal Plane.
3rd-level divination
You discern the destination of another individual who used spells such as teleport, dimension door, or arcane gate.
3rd-level evocation
You touch an arrow, sling stone, handaxe, or other object that is fired or thrown at a target. This object then will invariably hit the first creature it is aimed at, even traveling around corners to get to its target and past its normal range. It cannot pass through solid obstructions.
At Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may enchant one additional missile for every spell slot above 2nd.
3rd-level divination
You cast this spell and all locks, fastenings, bolts, clasps, and so on within range are illuminated in brilliant gold. In addition, all keys are illuminated as well. If any of the revealed devices are enchanted, they glow ruby instead. This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
3rd-level necromancy
Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.
Seeping Death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.
3rd-level necromancy
You direct a bolt of shadow at one creature you can see. Make a ranged spell attack roll. The creature takes 5d10 necrotic damage if the attack hits.
At Higher Levels: For each spell slot used higher than 3rd level, shadow bolt does an additional 1d10 necrotic damage.
3rd-level transmutation
You or one creature you touch is transformed into a translucent, insubstantial shadow.
In this form, the creature can move through a space as narrow as 1 inch wide without squeezing, has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, has advantage on Dexterity (Stealth) ability checks, can take the Hide action as a bonus action when in dim light or darkness, can levitate up to 100 feet, and is immune to falling damage. Finally, the creature can move through other creatures and objects as if they were difficult terrain, and takes 1d10 force damage if it ends its turn inside an object.
3rd-level necromancy (shadow)
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute
Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained.
A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself. On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you.
The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.
3rd-level transmutation
You touch a wooden object of Medium size and form it into any shape that suits your purpose. The object you create can have up to two hinges and a latch, but finer detail isn’t possible.
3rd-level abjuration (illumination)
Casting Time: 1 action Range: Self Components: V, S, M (a star chart) Duration: 10 minutes
You wrap yourself in a protective shroud of the night sky made from swirling shadows and punctuated by twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (your choice when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.
3rd-level transmutation (technomagic)
The spell shuts down all electronic devices in a 15-foot radius centered on a point you can see. When the spell ends, the devices operate again as if their operation had not been interrupted.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 15 feet for each slot level above 3rd.
3rd-level divination
With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks.
After you move, the ranged attack is resolved with the intervening foe as the target instead of you.
3rd-level transmutation (paladin, ranger)
Your fists become metallic. Your unarmed strikes deal 1d6 bludgeoning damage, your unarmed strikes are magic, and you have a +1 bonus to the attack and damage rolls you make using them. Finally, you deal double damage to objects and structures with your unarmed strikes.
3rd-level transmutation
One skeleton you touch gains resistance against bludgeoning, piercing, and slashing damage from weapons unless they’re either magical or silver, for the duration of the spell.
At Higher Levels: For each spell slot used higher than 3rd level, you can affect one additional skeleton.
3rd-level transmutation
You hum, sing, or play a short tune or recite a poem (one that can be sung in less than a minute) into a stone. Thereafter, whenever if the stone is sharply tapped or completely immersed in water, it plays the tune; if it remains immersed, it will repeat it every ten minutes.
The stone will capture music from no one other than yourself.
3rd-level illusion (ritual) (mythos)
Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range.
Creatures that don’t sleep, such as elves, can’t be targeted.
The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short-term madness.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
3rd-level divination Ranger
Select a creature you can see within range. For the duration of the spell, you can make missile weapon attacks against that creature even if it is not in your line of sight, as long as it is within range of the weapon. Your missiles can swerve around corners, go up and down stairs, and even seek out alternative paths to the target if a door is closed. They ignore cover and concealment. Only a creature that has blocked all possible routes from you to it is safe from your missiles.
3rd-level transmutation
You pick a point within range. All flowering plants within 20 feet of that point temporarily awaken and become carnivorous. A creature that ends its turn within that area must make a Dexterity saving throw. The creature takes 4d6 piercing damage on a failed saving throw, or half as much on a successful one.
The animated flowers also spit pollen.
This causes disabling sneezing and choking while in that area. All creatures have their movement reduced to 10 feet.
3rd-level transmutation
You create a snare or simple trap that is almost completely undetectable without the use of magic. In order to locate it, a searcher would need to make an Intelligence (Insight) check with a DC of 25.
At Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the DC increases to 30.
3rd-level enchantment
You start singing a well-known and mindless traveling song that has many verses. All living creatures within range that can hear and understand you must make a Wisdom saving throw or begin singing along.
Neither you nor singing creatures are unable to take offensive actions, cast spells, or using any magic items (unless they would help with the song). A creature may make a new saving throw, at disadvantage, every minute, to end this effect.
3rd-level transmutation (ritual only)
You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect.
Song of the forest functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).
Ritual Focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.
3rd-level abjuration
Intoning a lulling drone, you convince creatures not to do you harm. At the beginning of its turn, any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature is charmed. A creature charmed by soothing chant can still act aggressively toward your allies.
If it uses area attacks, the creature will position them so as not to include you in the area. On a successful save, a creature can act against you normally, but it must make another saving throw in every round when you continue to chant and it can hear you.
On your turn, you can use a bonus action to designate up to six other creatures that the charmed creatures will not attack.
The effects last for the duration or until you (or any other designated creatures) engage in hostile action against a charmed creature or in its presence. Any creature that you attack or target with a harmful spell, or that sees you attack or cast a harmful spell against another charmed creature, is no longer affected by this spell and can act normally against you (or against any creature you designated).
3rd-level necromancy
By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute; a corpse automatically fails the saving throw. You can possess only one borrowed ability at a time.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.
3rd-level enchantment
Your shouted words, aimed at a creature within range, reverberate and disrupt the target. The creature becomes unable to maintain concentration on spells for the duration of sound worm unless it makes a successful Wisdom saving throw. Any spell cast by the creature with a duration of concentration ends instantly, and it can’t cast spells requiring concentration. The creature can repeat the Wisdom saving throw at the end of each of its turns; a successful save ends the effect.
3rd-level divination
You can communicate telepathically with objects, whether they are inanimate or animated objects and constructs. You can ask questions and receive answers from objects. An inanimate object’s sense of its surroundings is quite limited, so it can’t give detailed descriptions of creatures, recognize specific individuals, or answer questions about events outside its immediate vicinity. They are most attuned to sound (vibration) and touch, but have very limited or nonexistent vision. They can sense powerful smells, but nothing subtle. Inanimate objects seldom volunteer information; they only respond to direct questions.
The spell doesn’t make animated objects or constructs more friendly or cooperative than normal. Furthermore, they don’t lead interesting inner lives and they’re prone to making comments that seem inane to sentient creatures (but might make sense within the confines of some unfamiliar logic). If an animated object or construct is friendly toward the caster, it probably is willing to do a favor or service for the caster, within its limited ability (as determined by the GM).
3rd-level conjuration (paladin)
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The steed has the statistics of the chosen form, though it is an incorporeal undead creature instead of its normal type, and gains the Incorporeal Movement trait, although it cannot use it while mounted. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
3rd-level transmutation
A silvery ray of energy shoots from your hand to one creature you can see. That creature loses one 4th-level spell slot as if the spell was cast unless it makes a successful saving throw using its spell-casting ability. If it has no 4th-level spells, it loses a 3rd-level slot instead; if it has no 3rd-level slot, it loses a 2nd-level spell; and so on. Spell kill has no effect on creatures that don’t have spell slots.
At Higher Levels: Spell kill can be cast using a spell slot of 3rd level or higher. It wipes out a spell slot one level higher than the slot used to cast spell kill.
3rd-level illusion (bard, paladin, warlock)
You create a magical zone that enables deception in a 15-foot radius sphere on a point of your choice within range. Until the spell ends, any creatures of your choosing that enter the spell’s area gain advantage on all Deception skill checks.
Additionally, any creatures in the spell’s area that you do not grant this bonus must make a Wisdom saving throw or suffer disadvantage on all Wisdom (Insight) checks made while in the area. When the spell ends, they know that they were deceived in this manner.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere is increased by 10 feet for every slot level above 3rd.
3rd-level illusion
Choose one creature you can see that has mirror image or similar image-duplicating magic in effect. Those images immediately turn and attack the creature. Make an attack for each image, using your melee spell attack bonus. Each hit does 2d6 force damage to the target creature.
Images always know which is the original creature and never attack other images. In addition, enemies of the target no longer have any difficulty distinguishing the target from his or her images; all attacks can be directed against the actual creature without risk of hitting an image (unless the attacker wants to hit an image, of course).
3rd-level necromancy
You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.
For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly.
Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.
3rd-level transmutation
You create a temporary freshwater spring that flows at a rate of 2d6 gallons per minute; if the area is overly arid, then it only produces 1d4 gallons per minute.
3rd-level conjuration
A small worm grows beneath the skin of a creature you touch if it fails a Constitution saving throw against disease. While the worm is under the target’s skin, you can hear any sounds the target hears as though the worm was one of your ears, as long as you and the target are on the same plane of existence.
A spyworm can be removed by any effect that cures disease. It shrivels into nothingness when the spell ends.
3rd-level illusion
You cause a 10-by-10-foot section of ground to squeak loudly when it’s stepped on. Creatures that are trying to move silently can avoid triggering the noise with a successful Dexterity (Stealth) check against your spell save DC. The noise can be heard clearly within 100 feet, regardless of barriers.
3rd-level transmutation (ritual) (druid, ranger)
You transform the ground, allowing you and your allies to traverse it with ease. For the duration, you remove all difficult terrain along a 5-foot wide, 60-foot long line originating from a point you touch in a direction you choose. If the terrain is difficult due to a magical spell, this spell negates that condition of the other spell if it was cast at 3rd level or lower.
When cast on a surface that would require a Strength (Athletics) skill check to traverse, any creatures you choose can make the skill checks with advantage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the length of the line increases by 30 feet for every slot level above 3rd.
3rd-level necromancy (winter)
When you cast steal warmth after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.
3rd-level evocation
You create a superheated bolt of steam and propel it at one creature you can see. Make a ranged spell attack roll against that creature. If it hits, the bolt does 8d6 fire damage and the creature must make a successful Dexterity saving throw or drop whatever it is holding.
3rd-level transmutation
You grow a large scorpion’s tail, complete with venomous stinger. While the spell is in effect, you can use a bonus action to make a melee attack with the stinger against an opponent within 5 feet. On a hit, you deal 1d6 piercing damage and 2d8 poison damage, and the target is poisoned for 1 minute. A creature hit by your stinger attack makes a Constitution saving throw. On a successful save, it takes just half the poison damage and is not poisoned.
3rd-level evocation
A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and is thrown 50 feet upward into the air. If a creature hits a solid obstruction when it’s thrown upward (such as a stone ceiling), it takes bludgeoning damage as if it had fallen 50 feet, minus the distance it traveled upward.
For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen 40 feet, or 4d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot level above 3rd.
3rd-level evocation (ritual)
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.
3rd-level conjuration
You summon undead creatures from Orcus’s realm that appear in unoccupied spaces you can see within range. The undead creatures disappear when their hit points drop to 0 or when the spell ends.
Roll initiative for the creatures when they arrive. They are considered your allies and companions. The undead follow your verbal commands, which you can issue as bonus actions. If the undead are not commanded, they don’t take actions except to defend themselves from hostile creatures. If your concentration on the spell is broken, the undead immediately turn against you and your companions; they do not disappear until an hour has passed since you summoned them.
You can choose what appears from among the following.
At Higher Levels: For each spell slot used higher than 3rd level, the challenge ratings of the undead you can summon increase by one step for each slot level above 3rd (1/4 to 1/2 to 1 to 2 to 3, etc.).
3rd-level evocation
An intense blast of heat and light emanates from your hand, forming a narrow beam that curves around obstacles and moves to follow its target, which it strikes unerringly.
The blast deals 2d10 fire damage and 2d10 radiant damage. If the creature is wearing metal armor or a shield, or holding any metal item that is larger than Small, then it takes an additional 1d10 fire damage as the sun heats the metal up to unbearable temperatures.
At Higher Levels. When you cast this spell with a 4th-level or higher spell slot, it does an additional 1d10 fire or radiant damage per slot level above 3rd.
3rd-level abjuration (ritual; chaos)
Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.
3rd-level conjuration (sorcerer, wizard)
Using your action, you are able to swap places with a creature you can see within range. If the target is hostile towards you, it can attempt a Charisma saving throw to resist the effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 10 feet for each slot level above 3rd.
3rd-level divination
Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.
3rd-level conjuration
You may teleport a Small-sized inanimate object weighing 1 pound or less to any location on the same plane as you. The destination you choose must be familiar to you, and your familiarity with the destination determines whether the object arrives their successfully. The GM rolls d% and consults the table.
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
Permanent circle | — | — | — | 01-100 |
Associated object | — | — | — | 01-100 |
Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
This spell otherwise acts exactly as the teleport spell.
At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, you double the weight of the item you can send for each spell slot above 3rd. (2 pounds with a 4th-level slot, 4 pounds with a 5th-level slot, 8 pounds with a 6th-level slot, 16 pounds with a 7th-level slot, 32 pounds with a 8th-level slot, and 64 pounds with a 9th-level slot.)
3rd-level conjuration
You create a metal dagger in your hand that is treated as a magical dagger +1. Upon striking a creature, the blade breaks off and remains stuck in the creature. The affected creature must make a Constitution saving throw at the start of each of its turns. If the saving throw fails, the creature takes 2d6 piercing damage and is incapacitated until the end of its turn. If the saving throw succeeds, the blade drops out of the wound and disappears, ending the spell.
3rd-level conjuration
A faintly luminous whip of energy coalesces in your hand.
The whip has reach, and you can take an action to make a melee attack roll against a target on your turn, using your spellcasting ability modifier as a bonus on the attack roll.
On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a failed save, the target is frightened for 1d4 rounds. If you attack a target with this spell that is already frightened, you gain advantage on the attack roll, and the target has disadvantage on its Wisdom saving throw.
3rd-level abjuration
You ward an area against mundane thievery. All creatures who enter the area are at disadvantage when using thieves’ tools, when attempting a sneak attack, and when using Sleight of Hand or Stealth.
At Higher Levels. When you cast this spell with a higher-level spell slot, you increase its duration. When you use a 5th-level spell slot, the duration increases to 12 hours.
When you use a 7th-level spell slot, the duration increases to 24 hours. When you use a 9th-level spell slot, the duration increases to 1 week.
3rd-level evocation [clockwork]
You launch thousands of needlelike darts in a 5-foot?wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level transmutation
Choose a humanoid that you can see within range.
The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw.
On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.
3rd-level evocation
You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round.
This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.
3rd-level evocation (bard, sorcerer)
You shout a thunderous phrase that bursts outward from your location. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes 4d8 thunder damage and is pushed 15 feet away from you on a failed save, or half as much damage and is not pushed on a success.
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.
3rd-level evocation
Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous
You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.
3rd-level illusion (ritual)
Tongue of sand is similar in many ways to magic mouth.
When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.
Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message.
For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.
3rd-level necromancy
Make a melee spell attack against a creature you can reach.
On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd-level divination
When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends.
A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.
3rd-level divination (illumination)
You choose a creature within range to mark with a glowing orb of light, which floats 120 feet above the creature’s head. The target must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the light hovers above the target’s location, moving as the target moves, which enables you to track the creature’s direction and distance by staying within sight of the beacon. The beacon continues to function even when you cannot see it, as long as the target remains on the same plane as you. If either you or the target travels to another plane, the spell ends. You can use a bonus action on your turn to adjust the height of the beacon, ranging from its starting point of 120 feet to as low as 5 feet above the head of the target.
3rd-level enchantment
Choose a creature you can see. The creature must make a successful Wisdom saving throw or become temporarily cursed. The next time the creature casts a spell, the player chooses the level of spell they wish to cast, but the actual spell cast is selected randomly from all their prepared or available spells of that level. If they have only one spell to choose from at that level, then it has an unusual, reduced, or unexpected effect; the Wild Magic table can be used for inspiration, but the changes should never be beneficial to the caster.
If twisted magic is cast on a player character, it’s recommended the GM make the character’s Wisdom saving throw so the player can’t be sure whether the character is under the spell’s effect. Although the spell that gets cast could be chosen randomly, GMs with a flair for the dramatic can instead choose a specific spell for its absurd or disastrous result in the current situation.
3rd-level illusion
This spell works the same as mirror image, but the images are infused with shadow energy so they don’t disappear immediately when struck. Instead, an image is destroyed only by an attack that does 10 or more damage.
3rd-level necromancy
Tendrils of shadow-stuff under your control infiltrate into the aura of a creature you touch. The creature makes a Wisdom saving throw. If the saving throw fails, or if the creature is willing to be affected, you can cast touch spells on the creature as long as you can see it, regardless of whether you can actually touch it.
3rd-level transmutation Druid, Wizard
You touch the ground at your feet and cause it to ripple in a 60-foot cone away from you in the direction of your choice. For the duration of the spell, the ground continues rippling and shaking. The area is treated as difficult terrain and every creature in the area must make a successful Dexterity saving throw at the end of its turn or fall prone. Objects fall over, but structures and rooted plants are unaffected.
3rd-level transmutation
You cause all buckles to become unbuckled and all clasps to become unclasped in a cylindrical area 10 feet high and with a 10-foot radius, around a point you can see. An affected creature can negate the effect on itself with a successful Dexterity saving throw. Armor that’s unfastened by this spell remains on the creature wearing it, but the creature’s AC is reduced by 2 until it spends an action refastening it. The spell only affects clothing, armor, and other accoutrements such as pouches and backpacks. It does not affect locks or latches.
3rd-level conjuration (ritual) (mythos)
You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.
The strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
If any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target.
If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.
3rd-level transmutation
For the duration of this spell, you have advantage on Wisdom (Survival) and Wisdom (Perception) checks, and you don’t suffer penalties from exhaustion. When this spell ends, you gain one level of exhaustion.
3rd-level evocation (paladin)
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with a misty white shroud and the attack deals an extra 3d8 radiant damage to the target. Immediately after the attack, your form turns into a gaseous vapor and you are able to travel up to 15 feet without provoking attacks of opportunity. You return to your normal form at the end of your turn.
3rd-level evocation
You create an ounce of highly toxic dust, which you can sprinkle on objects (or parts of an object) that are no larger than to 1 square foot. The venomdust adheres to the material and cannot be blown or washed off.
It stays potent for 1 month.
A creature that touches an object with bare hands or thin gloves must make a Constitution saving throw. The creature takes 6d10 poison damage and is poisoned for 1 hour on a failure, or no damage but is poisoned for 1 hour on a success.
3rd-level transmutation (ritual) (blood)
You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.
3rd-level evocation (Void)
With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.
At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
3rd-level evocation
You project a blast of sharp thorns in a 60-foot cone from your outstretched hand. Each creature in the cone takes 6d6 piercing damage, or half damage with a successful Dexterity saving throw. A target whose AC (including cover bonuses) is equal to or greater than the spellcaster’s save DC takes half damage from the spell normally, or no damage with a successful Dexterity saving throw.
At Higher Levels: For each spell slot used higher than 3rd level, the damage increases by 1d6.
3rd-level enchantment
You perform a piece of haunting music that sends those who hear it into states of deep depression. Each humanoid creature within range and capable of hearing the music must make a Wisdom saving throw. If the saving throw fails, the creature suffers crushing sadness; it is incapacitated, unable to move, and it has a 50% chance of dropping everything it is holding. While the effect lasts, the creature can do nothing but lament its misfortune.
The spell ends if an affected creature is attacked. If any action is taken that would normally cause a creature to react violently, it make another Wisdom save to break free of the spell.
3rd-level transmutation
For the duration of the spell, you gain the ability to walk on surfaces illuminated by unfiltered moonlight as if they were horizontal, solid floors. For instance, you could walk across water where an unbroken strip of moonlight shined on its surface, or you could walk up a moonlit wall as if it were a level floor.
3rd-level conjuration
Components: V, S, M (a vial of water) Casting Time: 1 action Duration: 10 minutes Range: 100 ft. Area of Effect: Wall, 30 ft. long, 20 ft. tall, 5 ft. thick Saving Throw: None
An immobile curtain of water springs into existence in the area you designate. The wall must be contiguous, it must be at least 5 feet thick along its entire length, you must be able to see the whole thing, and all of it must be within 100 feet of you. The wall need not be anchored on its sides, but the bottom of it must touch the ground everywhere (it can’t bridge gaps in the ground). The wall can be composed of saltwater, freshwater, or brackish water, depending on the water used for the material component. A wall of water is up to 30 feet long, 20 feet high, and 5 feet thick. A simple way to envision this is as six 5-by-5-foot squares of water, each 20 feet high. Alternatively, the “wall” can be conjured as a hemisphere of water 30 feet in diameter and 15 feet tall at the center.
The wall can’t be conjured so that another object or a Small or larger creature is inside it.
No spell effect or missile (magical or mundane) can pass through the wall. Creatures on one side of the wall are heavily obscured from the other side. Creatures can enter and move inside the wall as difficult terrain. Flame creatures take 3d6 cold damage if they start their turn inside the wall or enter it during their turn.
When the spell ends, the water disappears entirely.
3rd-level transmutation
A small vessel, such as a bucket, pail, or vase, that is no larger than a 2 foot cube, becomes immaculately clean and remains so for the duration. Any waste placed inside the container vanishes, as if affected by the prestidigitation spell, leaving behind only perfectly clean objects, though they do have a faint smell of harsh chemicals that fades after approximately 1 hour.
3rd-level transmutation
By touching a body of liquid ranging in size from a goblet to an ocean, you cause the liquid to form an exact duplicate of the first living creature to cast a reflection on its surface. The liquid holds the spell until it’s triggered, and does not evaporate while so enchanted.
When a creature casts a reflection on the liquid, an exact double rises from the liquid in the same round. The double is as large as the amount of water allows, up to the same size as the original creature. For example, if the enchanted liquid is contained in a goblet, then the double can be only about 6 inches tall.
Once it appears, the double remains for 10 rounds. The water double’s speed is twice that of the original creature. It can’t use any of the creature’s equipment, spells, attacks, or special abilities. Being amorphous, it can flow through cracks and openings as small as one-half-inch square. It can’t be damaged or physically destroyed, but it can be dispelled.
The water double tries to touch the creature it resembles, moving toward it by the shortest available route. It must make a successful melee spell attack to touch its original, using your melee spell attack bonus. If it misses, the double collapses into a puddle and the spell ends. If it hits, the double spreads across the target’s body, engulfing it in a film of crushing water; the target takes 2d6 bludgeoning damage at the start of each of its turns. After taking the damage, the target can make a Constitution saving throw; a successful save ends the spell.
3rd-level necromancy (fiendish)
When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes 3d8 necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner’s save bonus to avoid this outcome.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for every two slot levels above 3rd.
3rd-level transmutation
You touch a throwing weapon; you may use this weapon or give it to someone else to use. When it is thrown, it will instantly return to the thrower’s hand and can be used again the following round.
3rd-level evocation
You create a ten-foot long, flaming line of magical force, which you can use as a whip.
You use your spell attack modifier to attack.
On a hit, it does 4d10 fire damage. It can also be used to set combustibles alight.
3rd-level evocation (bard, warlock)
You touch a creature and bestow it with the ability to harness a black dragon’s mastery of toxic acid. For the duration, the target is resistant to acid damage and can use an action on its turns to launch a dark green ball of acid up to 30 feet in a straight line.
The acid ball hits the first creature in its path, which must make a Dexterity saving throw. The creature takes 4d4 acid damage on a failed save, or half as much damage on a successful one. Additionally, if the creature fails its saving throw, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d4 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both damage instances increase by 1d4 for every two slot levels above 3rd.
3rd-level evocation Paladin
You call upon your deity to imbue one weapon with the power to seek justice against a specific, evil-aligned opponent. You choose the target at the time of casting; they don’t need to be present. You don’t need to know the target’s name, but it must be a creature you can identify, such as “the gnoll king’s champion” or “the fomorian who slew Sir Pelgram.”
The next time the weapon of retribution attacks the chosen target, its wielder gets advantage on the attack roll and a hit does an additional 6d8 radiant damage.
3rd-level conjuration
You create an area of calm, pleasant weather in a 30-foot radius around yourself, regardless of what the weather beyond is like. Within this bubble the temperature is mild and the air pleasantly warm or cool (your choice), even if a blizzard or a hailstorm is raging outside. This can’t produce sun on a cloudy day, but it does provide shade on a sunny day, as if the bubble were tinted.
If weather calming is cast inside an area affected by control weather or other, higher-level weather-controlling magic, the caster must make a spellcasting ability check. The DC equals 10 + the level of the weather-controlling magic being countered. Weather calming fails and the spell slot is expended if the spellcasting check is unsuccessful.
3rd-level necromancy
Components: V, S, M (iron filings) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 120 ft. Area of Effect: 1 creature Saving Throw: Constitution negates effect
You open the wounds on one creature you can see within range. For the duration of the spell, the targeted creature must make a Constitution saving throw at the start of each of its turns if it is not at full hit points. If the saving throw fails, it takes 3d6 necrotic damage as its wounds tear open and bleed profusely. The affected creature or an adjacent ally can use an action to make a Wisdom (Medicine) check against your spell save DC; a successful check ends the spell.
3rd-level necromancy
Components: V, S, M (small vial of blood) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 120 ft. Area of Effect: Cylinder, 15-ft. radius, 40 ft. high Saving Throw: Wisdom negates fright
You create a great storm of blood and gore in a 15-foot radius, 40-foot high cylinder at a point you can see. Every creature in the storm must make a Wisdom saving throw; if it fails, the creature becomes frightened of the storm for the spell’s duration.
The area of the storm is heavily obscured.
Every creature that starts its turn inside the storm or that enters the storm must make a Constitution saving throw. If the saving throw fails, the creature takes 2d8 acid damage and is blinded until the start of its next turn. If the save succeeds, the creature takes half damage and is not blinded.
3rd-level divination
Components: V, S Casting Time: 1 action Duration: 8 hours Range: 120 ft. Area of Effect: 1 creature Saving Throw: None
You create a magical link between yourself and one willing creature you can see. For the duration of the spell, you can hear anything that creature says, no matter how far it moves away from you or how softly it speaks, as long as you are still able to see them. The spell is not broken by brief periods when you can’t see the target (though you can’t hear the target when it’s out of sight), but if you lose sight of it for more than 10 minutes, the spell ends.
3rd-level conjuration
Components: V, S, M (a handful of grapes, which are consumed during casting) Casting Time: 1 action Duration: Permanent for created wine; Concentration, up to 3 rounds for geyser Range: 30 ft. Area of Effect: 10 gallons of wine or a cylinder, 5-ft. diameter, 10 ft. high Saving Throw: None or Dexterity avoids effect
You can choose one of two modes for this spell when you cast it.
Create Wine: You create up to 10 gallons of wine of a type and quality of your choosing. You can choose the characteristics of the wine to suit your specifications (acidity, bouquet, color, etc.), but you can’t raise or lower the alcohol content beyond the normal range for that type. The spell doesn’t create containers for the wine, but it appears inside whatever nearby empty bottles, jugs, skins, or tub you designate. Once it’s created, this wine is completely normal in all regards.
Dionysian Geyser: You slam your staff or another object onto the ground and cause a 10-foot tall, 5-foot diameter cylinder of wine to gush from a point on the ground within range. If the space is occupied by a creature, it must make a successful Dexterity saving throw to avoid taking 4d6 bludgeoning damage and being knocked prone and pushed 10 feet away from the geyser in a direction you choose. The same saving throw must be made by any creature that starts its turn in the geyser or that enters it.
The geyser can be maintained with concentration for up to 3 rounds.
3rd-level transmutation
Components: V, S, M (a feather) Casting Time: 1 action Duration: 2 hours Range: Touch Area of Effect: 1 horse Saving Throw: None
Your horse grows wings and can fly like a pegasus (fly speed 90 feet). The spell ends if another creature tries to use your horse as a mount without you also riding it.
3rd-level divination
Components: V, S Casting Time: 1 action Duration: 10 minutes Range: Touch Area of Effect: 1 creature Saving Throw: None
A creature you touch gains insight into the actions of its foes. For the duration of the spell, the creature can use its Wisdom modifier in place of its Dexterity modifier for calculating Armor Class, and it can substitute Wisdom saving throws for Dexterity saving throws.
3rd-level conjuration
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 90 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Constitution negates effect
You create a 20-foot-radius sphere of yellow gas centered on a point you can see. The cloud spreads around corners and its area is heavily obscured. The gas dissipates when the spell ends.
Each creature that starts its turn in the cloud must make a Constitution saving throw against poison. If the saving throw succeeds, the creature is unaffected by the gas until the start of its next turn. If the saving throw fails, the creature is poisoned for as long as it’s in the cloud and for another 1d4 rounds after it leaves the gas. Creatures that don’t need to breathe or that are immune to poison are immune to this effect.
A moderate wind disperses the cloud after four rounds; a strong wind disperses it after one round.
3rd-level necromancy
You target the creature that kills or permanently incapacitates you with a curse, as bestow curse. If you are returned to life or your permanent incapacity is removed, the target can attempt a new saving throw once per day to end the dying curse.
3rd-level divination
You gain a precognitive sense that presages the appearance of creatures teleporting into your stronghold, as long as they appear within 5 feet per level of your location. This distance is measured directly from you and does not require line of sight or line of effect, and it reveals to you the size, number, and location of creature arriving by teleportation effects, even if their arrival in your stronghold is unintentional. When your early warning is triggered, you cannot be surprised by the teleporting creatures. Your premonition enables you to take 1 round of actions before they arrive. If allies are present, you can quickly inform them of what is coming in general terms, granting them advantage on initiative checks when the teleporting creatures arrive, but they do not gain the other benefits of the early warning.
3rd-level divination
Casting Time: 1 reaction, when the caster is reduced to 0 hit points
Range: Unlimited
Components: V, S, M (a mirror)
Duration: 1 round
This spell functions as dying words, but in addition to sending a message to the target you also allow the target to observe the round of your death, as if they were scrying on you at the time of your demise. The target may choose to continue scrying to observe your dead body and its surroundings within 10 feet for up to 1 round per caster level.
3rd-level abjuration
Classes: cleric, paladin
Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 8 hours
You infuse a door, gate, portal, or opening such as an archway or colonnade in your stronghold with a magical field that repels creatures that do not worship your deity. Creatures that share your patron or wear its holy symbol can move through the gate of the faithful without impediment, but other creatures attempting to enter the gate are pushed back 5 feet and stunned for 1 round (Constitution saving throw negates). Creatures failing their saves thereafter are poisoned for 1 round (Constitution saving throw negates) if they move or begin their turn within 10 feet of the gate of the faithful. Once a creature successfully saves against this spell, they can freely move through the gate.
3rd-level necromancy
Classes: cleric, paladin, ranger
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You name a single specific kind of creature and rebuke them for daring to invade your stronghold.
You must designate the invaders specifically. You also could designate members of a specific religious or political group as your invaders. There must be at least five creatures of the designated type within your stronghold when you cast the spell or the spell fails.
Allies within your stronghold do an additional 1d6 damage against the designated enemies.
If your designated invaders are one of your favored enemies, the bonus this spell provides increases by 1.
3rd-level transmutation (cleric 3, sorcerer 3, warlock 3, wizard 3)
This spell causes a creature mutated by magical forces to revert to its normal state (or at least partially back to normal for a severely mutated creature) if it fails its Constitution saving throw. This spell suppresses the effects of one polymorph effect or effect which changes the target’s size (enlarge/reduce, giant insect, etc.), plus an additional such effect for every 5 levels you possess.
3rd-level transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell robs the vitality of coral reefs and the sea plants that grow in and around them within a specific area. There are two possible uses for the spell, granting either an immediate or long-term blighting effect.
If you cast this spell using 1 action, choose a point within range. All reef and associated plants in a 100-foot radius centered on that point are reduced to about one-third their normal size. The affected reef appears to have been carefully cut back and cleared. This reduction will also reduce the number of anemones, urchins, fish, and other similar tiny sea creatures that inhabit the reef.
You can exclude one or more areas of any size within the spell’s area from being affected.
If you cast this spell over 8 hours, you blight the reef. All reefs in a half mile radius centered on a point within range become blighted for 1 year.
The reef does not grow, and fishing provides only half the normal amount of food when harvested.
Receding reef counters reef growth.
3rd-level transmutation
Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell functions as plant growth, but it affects coral reefs and the sea plants that grow in and around them, as well as helping to proliferate anemones, urchins, fish, and similar tiny sea creatures that inhabit the reef. Reef growth counters receding reef.
3rd-level divination
Classes: cleric, sorcerer, wizard
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Within your stronghold, you can perceive the flow of magical forces more easily and can counter their manipulation. You gain advantage on any check to identify spells. In addition, you can sense the use of any spell or (including spells created by magic items) being used within your stronghold if the caster or the spell effect is within 60 feet, even if you have no line of sight or line of effect to the creature using the ability. You can attempt to identify the spell being cast with an Arcana check (for bard, sorcerer, warlock, and wizard spells, as well as the effects of magic items), Religion check (for cleric or paladin spells), or Nature check (for druid or ranger spells).
If you have identified a spell being cast within your stronghold and you have line of effect to the creature casting it (even if you do not have line of sight) and you can cast dispel magic, you can cast dispel magic as a reaction to negate that spell as it is cast. If you successfully dispel the spell, your spellguard watchtower ends.
3rd-level enchantment
Classes: bard
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 5 minutes
You denounce your enemy as callow and feckless, unworthy of loyalty and shorn of hope. The target must make a Charisma saving throw or not count as an ally, nor count anyone else as an ally for the purpose of flanking or moving freely through the space of allies. They may not use the Help action, and others cannot use the Help action to aid them.
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a handful of mud or silt)
Duration: Concentration, up to a minute
You fill a 20 ft. radius with silt and algae, decreasing visibility as murk. In addition, the heavy silt congeals the water, making it thick, heavy, and hard to move through, Ranged attacks are useless within the turbid tide and creatures attacking in melee take an additional -2 penalty to attack and damage rolls. The area also counts as difficult terrain for the duration of the spell. Unlike murk, a turbid tide’s duration is not reduced by natural or magical currents in the area.
3rd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to one minute
You target a creature in the water with a powerful riptide dragging them below the surface unless they can succeed at a strength saving throw.
Each round you can attempt to drag them under again, forcing them to repeat the save as long as you maintain concentration. Creatures dragged down by the undertow can move on their turn but, whether swimming or moving along the seafloor; however, Strength (Athletics) checks they make to swim upwards against the undertow are made at disadvantage. This penalty does not apply to creatures using freedom of movement.
At Higher Levels. If you cast this spell using a spell slot of 4th or higher, you can target another creature per spell level.
3rd-level enchantment
You whisper a painful, arcane message to a creature within range, causing their mind to be wracked with pain.
The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and you continue your painful whispers against that creature. For the duration, you can use your action to deal 2d8 psychic damage to that creature on your turn.
The creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell at 4th level or higher, the damage you deal both initially and at the start of each of your turns increases by 1d8 for every slot level above 3rd.
3rd-level transmutation
You touch one willing creature and cause a spectral, glowing tail to emerge from their lower back. The creature becomes attuned to the tail and can use their bonus action to make a natural weapon attack using this tail, using their strength modifier for attack and damage rolls.
That creature can use their bonus action to make a melee weapon attack with a range of 10 ft. with this spectral tail. On a hit, the creature takes 4d6 + their strength modifier bludgeoning damage.
At Higher Levels. When you cast this spell at 4th level or higher, the damage increases by 1d6 for every slot level above 3rd.
3rd-level transmutation
Your chaotic workings with magic works to try to turn a target creature into a small potted plant. Choose one creature that you can see within range. That creature makes a Intelligence saving throw. If that creature fails, you transform it into a potted plant with 1 HP. While a plant, that creature is incapacitated and has vulnerability to all damage. If the plant drops to 0 hit points or the pot breaks, the spell ends and the creature’s form reverts.
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.
3rd-level transmutation
You touch an object that is Huge or smaller, but not Tiny, and give it the ability to move of its own volition and is under your control. That object has a movement speed of 50 feet. If the object has leg-like structures, it moves with the use of them as if they were legs. If the object has wheels, it moves with the use of its wheels without any outside force. Otherwise the object hovers 2 feet off of the ground, and never moves closer or farther from the ground than 2 feet.
As a bonus action on your turn, you can cause the object to move its movement speed along the ground. The object is affected by difficult terrain, even if it is hovering. A Huge object can carry up to 1000 pounds before its movement speed is reduced by half, and then up to 2000 pounds. A Large object can carry up to 500 pounds before its movement speed is reduced by half, and then up to 1000 pounds. A Medium object can carry up to 200 pounds before its movement speed is reduced by half, and then up to 500 pounds. A Small object can carry up to 50 pounds before its movement speed is reduced by half, and then up to 100 pounds.
If an object is ever carrying more than its maximum carrying weight, the spell ends.
3rd-level conjuration
As an action, you touch a small, empty container with a lid or stopper that can fit in your hand.
That container becomes filled with a magic paste, and no matter its dimensions, it holds enough magical paste to cover a 10 ft. x 10 ft. area.
For the duration, you can use your action to open this container and pour out the paste, covering a 1 ft. x 1 ft. area on a wall, surface, creature, or object.
Any object that comes into contact with the paste adheres to it, and remains there for the duration.
Any creature that comes into contact with the paste must succeed on a Strength saving throw against your spell save DC or its movement speed becomes 0 ft. for the rest of the duration, and is prevented from teleporting away by the magic paste.
Once the duration ends, all of the paste dissolves away, and the container becomes empty once again.
3rd-level transmutation
Channeling warding magic into a small container of salt that fits in your hand, you create enough mage salt within this container to create a 10-ft long, 1-inch wide line, magically expanding the inner space of this container if it is too small to contain that much salt, although the outer dimensions do not change. You can use an action to pour the salt up to a 1-foot long, 1-inch wide line.
For the duration, undead, fey, celestial, and fiend creatures are unable to touch or pass over this line of salt, even if they are in the ethereal plane.
If you are in a building that has every first-floor entrance lined with mage salt, Undead creatures cannot willingly enter or exit that building for the duration, not even through means of teleportation or if on the ethereal plane.
At Higher Levels. If you cast this spell using a 4th level or higher spell slot, the amount of salt you produce increases by 5 ft. for each spell slot level above 3rd.
3rd-level divination
You touch a mirrored or reflective surface that is at least 1 ft. by 1 ft and concentrate on another surface that is at least 1 ft. by 1 ft. that you have seen before.
For the duration, the mirrored surface you touch is linked to that mirrored surface and becomes a two-way viewing portal, where each mirrored surface looks into the space that the other faces.
If either mirror is destroyed, the spell ends early.
3rd-level enchantment
You attempt to use your soothing touch to pacify a creature. Make a melee spell attack. On a hit, the creature must succeed on a Wisdom saving throw or the creature loses its ability to perform the Attack action for the duration or cast any spells or use any features or abilities that require an attack or a spell attack roll.
At the end of each of its turns, it can repeat this saving throw, ending this effect on itself on a success.
3rd-level transmutation
You target a 10 ft. by 10 ft. square of solid, natural ground centered on a point you can see within range, turning the area into quicksand. Any creature in that area must succeed on a Strength saving throw or sink into the ground and become restrained in the ground. While restrained in this way, the creature cannot take the Attack or Dodge actions or cast spells requiring somatic or material components.
A creature can use their action to perform a Strength saving throw against your spell save DC, freeing themselves on a success.
The creature can be dug out with 10 minutes of work by at least one other creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area increases by 5 ft. by 5 ft. for each spell slot above 3rd level.
3rd-level evocation
Casting Time: 1 action Range: 60 ft. (10-foot radius sphere) Components: V, S, M* (phosphorous powder) Duration: Instantaneous
You release a burst of blinding radiant energy condensed into a 10 ft. radius sphere centered on a point within range. Each creature within this sphere must make a Dexterity saving throw. On a failure, a creature takes 6d8 radiant damage and is blinded until the end of their next turn. On a success, the creature takes half that damage and is not blinded.
Any creature not within the 10 ft. radius sphere but is within a 20 ft radius of the center of the sphere must succeed on a Constitution saving throw or also be blinded until the end of their next turn.
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.
3rd-level necromancy
Casting Time: 1 minute Range: 10 feet Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous
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 (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Spell Lists. Cleric, Wizard
3rd-Level Enchantment
Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
3rd-level Transmutation
Casting Time: 1 bonus action Range: Self Components: V,S Duration: Concentration, up to 1 minute
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Spell Lists. Artificer, Ranger, Sorcerer, Wizard
3rd-level evocation
Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 1 minute
Healing energy radiates from you in an aura with a 30-foot 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.
Spell Lists. Cleric (Optional), Druid (Optional), Paladin
3rd-level abjuration
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Spell Lists. Cleric
3rd-level necromancy
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Spell Lists. Bard, Cleric, Wizard
Source: Player's Handbook
3rd-level evocation
Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Spell Lists. Paladin
3rd-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more that one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.
Spell Lists. Artificer, Sorcerer, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes
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).
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.
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.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Spell Lists. Druid
3rd-level Enchantment
Casting Time: 1 action Range: 30 feet Components: S, M (a pinch of sand) Duration: 10 minutes
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.
Spell Lists. Artificer, Bard, Sorcerer, Wizard
3rd-level divination
Casting Time: 10 minutes Range: 1 mile Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing) Duration: Concentration, up to 10 minutes
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.
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. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Spell Lists. Bard, Cleric, Sorcerer, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Spell Lists. Druid, Ranger
3rd-level conjuration
Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration: Instantaneous
You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Spell Lists. Ranger
3rd-level abjuration
Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous
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.
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.
Spell Lists. Sorcerer, Warlock, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
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.
Spell Lists. Artificer, Cleric, Paladin
3rd-level evocation
Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot 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.
Spell Lists. Paladin
3rd-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
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 with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
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.
Spell Lists. Cleric, Druid, Paladin, Ranger, Sorcerer
3rd-level abjuration
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Spell Lists. Artificer, Druid (Optional), Paladin, Ranger (Optional)
3rd-level enchantment
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
3rd-level transmutation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a piece of obsidian) Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
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.
Spell Lists. Druid, Sorcerer, Wizard
3rd-level enchantment
Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour
When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is 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.
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 make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was charmed by you.
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.
Spell Lists: Bard, Cleric, Wizard
3rd-level illusion
Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a white feather or the heart of a hen) Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
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.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
3rd-level necromancy (ritual)
Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
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.
Spell Lists. Bard, Cleric, Druid, Wizard
3rd-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Spell Lists. Sorcerer, Wizard
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Spell Lists. Druid, Ranger, Sorcerer, Wizard, Artificer
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
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.
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S, M (a strand of wet hair) Duration: Instantaneous
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.
Spell Lists. Druid, Ranger, Sorcerer
3rd-level conjuration
Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a fragment of stone, wood, or other building material) Duration: 24 hours
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
Spell Lists. Wizard
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.
Spell Lists. Sorcerer, Warlock, Wizard
3rd-level abjuration
Casting Time: 1 hour Range: Touch Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes) Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that creates a magical effect triggered by other creatures, either upon 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.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
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.
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.
When you inscribe the glyph, choose explosive runes or a spell glyph.
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.
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.
Sepia Snake Sigil. When triggered, a sepia snake springs into being and attacks the nearest living creature (other than you) within 10 feet of it, using your spell attack modifier. On a hit, it engulfs the target in a shimmering amber field of force. The target is restrained and incapacitated. These conditions remain for 12 hours, until you release the creature, or a dispel magic spell is cast on it. While in the amber field, the creature does not age or need to eat, drink, breathe, or sleep.
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.
Spell Lists. Artificer, Bard, Cleric, Wizard
3rd-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
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.
Spell Lists. Artificer, Sorcerer, Wizard
3rd-level enchantment (technomagic)
Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
d6 | Effect |
---|---|
1 | The device shuts down and must be restarted. Do not roll again for this device until it is restarted. |
2-4 | The device does not function. |
5 | The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. |
6 | The device is usable as normal. |
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
Spell Lists. Sorcerer, Warlock, Wizard
3rd-level conjuration
Casting Time: 1 minute Range: Touch Components: V, S, M (a deck of cards) Duration: 24 hours
You touch the ground and conjure forth a defensive structure made of enormous playing cards. The structure rises with you at its center, harmlessly lifting you and any creatures in the area. The house of cards has a square base that is 30 feet on each side, and it has three floors with 10-foot-high ceilings. The second floor is 20 feet on each side, and the top floor is 10 feet on each side—both centered above the bottom floor. Ramps connect the interior of each floor, and empty doorframes connect the interior and exterior of each level. Creatures inside or on top of the structure have half cover.
Each card that comprises the house is 5 feet wide and 10 feet tall and is very fragile. A card has AC 10 and 1 hit point. The cards are immune to poison and psychic damage. Reducing a card to 0 hit points destroys it. Every time a card is destroyed, roll 1d6. If you roll a 5 or a 6, the house collapses, ending the spell.
The house and all its cards vanish when the spell ends.
Spell Lists. Artificer, Bard, Sorcerer, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Spell Lists. Warlock
3rd-level illusion
Casting Time: 1 action Range: 120 feet Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
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.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
3rd-level enchantment
Casting Time: 1 action Range: 30 feet Components: V, S, M (a gem worth at least 50 gp) Duration: Concentration, up to 1 minute
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 feel of you, it cannot move, but simply stares greedily at the gem you present.
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.
Spell Lists. Cleric, Sorcerer, Warlock, Wizard
3rd-level abjuration
Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
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.
Spell Lists: Artificer, Bard (Optional), Sorcerer (Optional), Warlock (Optional), Wizard (Optional)
3rd-level illusion (technomagic)
Casting Time: 1 action Range: 10 feet Components: V, S, M (a scrap of black paper) Duration: Concentration, up to 1 minute
Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target’s person. The targets remain visible to vision.
Spell Lists. Sorcerer, Warlock, Wizard
3rd-level evocation (ritual)
Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours
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.
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.
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.
Spell Lists. Bard, Wizard
3rd-level necromancy
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
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.
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.
Spell Lists: Cleric, Wizard
3rd-level transmutation
Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Spell Lists. Ranger
3rd-level evocation
Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) Duration: Instantaneous
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Spell Lists. Sorcerer, Wizard
3rd-level abjuration
Casting Time: 1 minute Range: 10 feet Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes) Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Spell Lists. Cleric, Paladin, Warlock, Wizard
3rd-level illusion
Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
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. In this form it is sometimes considered a different spell, known as Permanent Image.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
3rd-level evocation
Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Spell Lists. Bard (Optional), Cleric
3rd-level transmutation (ritual)
Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours
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 movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
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 and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Spell Lists. Cleric, Druid, Ranger (Optional)
3rd-level evocation
Casting Time: 1 action Range: Self Components: V, S, M (niter, sulfur, and pine tar formed into a bead) Duration: Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
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.
Spell Lists. Sorcerer, Wizard
3rd-level enchantment
Casting Time: 1 minute Range: 60 feet Components: V Duration: 1 hour
Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Spell Lists: Bard, Cleric
3rd-level abjuration
Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes) Duration: 8 hours
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.
Spell Lists. Bard, Ranger, Wizard
3rd-level illusion (ritual)
Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 1 hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Spell Lists. Wizard
3rd-level transmutation
Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell’s area from being affected.
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.
Spell Lists. Bard, Druid, Ranger
3rd-level abjuration (technomagic)
Casting Time: 1 action Range: Touch Components: V, S, M (a shell casing) Duration: Concentration, up to 10 minutes
This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
Spell Lists. Sorcerer, Warlock, Wizard
3rd-level abjuration
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Spell Lists. Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
3rd-level evocation
Casting Time: 1 action Range: Self (30-foot cone) Components: V Duration: Instantaneous
You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.
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.
Spell Lists. Sorcerer, Warlock, Wizard
3rd-level evocation (dunamancy)
Casting Time: 1 action Range: Self (30-foot cone) Components: V, S Duration: Instantaneous
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Spell Lists. Wizard
3rd-level abjuration
Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
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.
Spell Lists. Cleric, Paladin, Warlock, Wizard
3rd-level necromancy
Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: Instantaneous
You touch a creature that has died within the last minute. That creature 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.
Spell Lists. Artificer, Cleric, Druid (Optional), Paladin, Ranger (Optional)
3rd-level evocation
Casting Time: 1 action Range: Unlimited Components: V, S, M (a short piece of fine copper wire) Duration: 1 round
You send a short message of twenty-five 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.
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 percent chance that the message doesn't arrive.
Spell Lists. Bard, Cleric, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Spell Lists. Druid, Sorcerer, Wizard
3rd-level transmutation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of molasses) Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
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.
Spell Lists. Bard (Optional), Sorcerer, Wizard
3rd-level necromancy
Casting Time: 1 action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes
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 can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
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.
Spell Lists. Bard, Cleric, Wizard (Optional)
3rd-level transmutation
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Spell Lists. Bard, Druid, Ranger
3rd-level conjuration
Casting Time: 1 action Range: Self (15-foot-radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
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.
Spell Lists. Cleric
3rd-level necromancy
Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Spell Lists. Cleric (Optional), Paladin (Optional), Warlock (Optional), Wizard (Optional)
3rd-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S, M (a rotten egg or several skunk cabbage leaves) Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Spell Lists. Bard, Sorcerer, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded flower worth at least 300 gp) Duration: Concentration, up to 1 hour
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Spell Lists. Druid (Optional), Ranger (Optional), Warlock (Optional), Wizard (Optional)
Small fey Armor Class: 12 + the level of the spell (natural armor) Hit Points: 30 + 10 for each spell level above 3rd Speed: 40 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3) Condition Immunities: charmed Senses: darkvision 60 ft., passive Perception 10 Languages: Sylvan, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Actions Multiattack. The Fey makes a number of attacks equal to half this spell’s level (rounded down). Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage. Bonus Actions Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood. Fuming. The fey has advantage on the next attack roll it makes before the end of this turn. Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage. Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
3rd-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6 | Demons Summoned |
---|---|
1-2 | Two demons of challenge rating 1 or lower |
3-4 | Four demons of challenge rating 1/2 or lower |
5-6 | Eight demons of challenge rating 1/4 or lower |
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Spell Lists. Warlock, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S, M (tears inside a crystal vial worth at least 300 gp) Duration: Concentration, up to 1 hour
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger.
At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears on the stat block.
Spell Lists. Warlock (Optional), Wizard (Optional)
Medium monstrosity Armor Class: 11 + the level of the spell (natural armor) Hit Points: 35 + 15 for each level of the spell above 3rd Speed: 40 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 16 (+3) Damage Resistances: necrotic Condition Immunities: frightened Senses: darkvision 120 ft., passive Perception 10 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures. Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage. Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Bonus Action Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
3rd-level necromancy
Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Spell Lists. Warlock (Optional), Wizard (Optional)
Medium undead Armor Class: 11 + the level of the spell (natural armor) Hit Points: 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed: 30 ft., fly 40 ft. (hover) (Ghostly only) STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 9 (−1) Damage Immunities: necrotic, poison Condition Immunities: exhaustion, frightened, paralyzed, poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. Actions Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
3rd-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded playing card depicting a knight worth at least 300 gp) Duration: Concentration, up to 1 hour
You call forth a warrior spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, or monk. The warrior resembles a humanoid armed appropriately to the chosen class, which determines certain traits in its stat block. The warrior disappears when it drops to 0 hit points or when the spell ends.
The warrior is an ally to you and your companions. In combat, the warrior shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Spell Lists. Sorcerer, Warlock, Wizard
Medium Undead Armor Class: 13 + the level of the spell + 2 (Fighter only) Hit Points: 30 (Babarian and Fighter only) or 20 (Monk only) + 10 for each spell level above 3rd Speed: 30 ft., 40 ft. (Monk only) STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 9 (-1) Saving Throws: Str +3, Dex +3 Damage Resistances: poison Condition Immunities: charmed, poisoned Senses: passive Perception 13 Languages: Common, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Actions Multiattack. The warrior makes a number of attacks equal to half this spell’s level (rounded down). Reckless Strike (Barbarian Only). Melee Weapon Attack: your spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage. Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points. Unarmed Strike (Monk Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell’s level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone. Bonus Actions Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.
3rd-level conjuration
Casting Time: 1 action Range: 90 ft Components: V Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
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.
Spell lists. Sorcerer, Warlock, Wizard
3rd-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous
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 failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, 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.
Spell Lists. Druid, Wizard
3rd-level transmutation
Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
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.
Spell Lists. Wizard, Artificer
Tiny Construct Armor Class: 15 (natural armor) Hit Points: 10 (4d4) Speed: 30ft., climb 30 ft. STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5) Damage Immunities poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages: — Challenge: — Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
3rd-level divination
Casting Time: 1 action Range: Touch Components: V, M (a small clay model of a ziggurat) Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Spell Lists. Bard, Cleric, Sorcerer, Warlock, Wizard
3rd-level necromancy
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Spell Lists. Sorcerer, Sorcerer (Optional), Wizard
3rd-level evocation
Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of sand) Duration: Concentration, up to 10 minutes
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Spell Lists. Wizard
3rd-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of water) Duration: Concentration, up to 10 minutes
You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Spell Lists. Druid, Sorcerer, Wizard
3rd-level transmutation (ritual)
Casting Time: 1 action Range: 30 feet Components: V, S, M (a short reed or piece of straw) Duration: 24 hours
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.
Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard
3rd-level transmutation (ritual)
Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour
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.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Spell Lists. Artificer, Cleric, Druid, Ranger, Sorcerer
3rd-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
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.
Spell Lists. Druid, Ranger
3rd-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous
With necromantic energies you attack the bond between a living soul and its body, which also damages its driving force of will. The target creature suffers 5d6 necrotic damage and has disadvantage on Charisma saving throws and checks for 1 hour if the target fails a Charisma saving throw. Upon a successful save the target suffers only half the damage and negates the effects on Charisma saves and checks.
3rd-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous
This spell only affects corporeal undead creatures and creatures kept artificially young through magic. This spell accelerates the creatures’ rot back to where a body would be ruined if the creature fails a Charisma saving throw. The damage to undead creatures and creatures that are kept artificially young through magic (such as a potion of youth) is 10d6 necrotic damage and ignores any resistance and immunity to that damage.
Particularly ancient creatures such as creatures aged over 500 years like vampires take double damage. Mummies get +4 to their saves and take only half damage due to their initial preservation techniques when buried. Any sort of regeneration possessed by undead creatures is suppressed for 24 hours. If an undead creature is reduced to 0 hit points, it crumbles into a pile of dust. A successful save results in half damage, negates all other effects, and allows the creature to apply immunity and resistance to the damage.
The spell does not affect artificial constructs unless those constructs are made of corpses, like flesh golems. These creatures also get a Charisma saving throw as normal. If the construct is reduced to 0 hit points or less it falls apart and is destroyed.
3rd-level evocation
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 3 rounds
When you cast this spell, you spit acid in the face of one creature, dealing 6d6 acid damage. If the target has eyes and is not somehow protected, the spell also blinds the target. A successful Dexterity saving throw reduces the damage by half and negates the blindness.
On the second round, the spell deals half its original damage, and on the third round it deals half that again (the damage in the second and third rounds is further reduced if the target made its save).
If a target of this spell spends a full round washing the affected area in water (or similar liquid) the spell (including blindness) will be negated.
3rd-level conjuration
Casting Time: 1 action Range: Touch Components: V, S, M (a perfect moonstone worth 10 gp) Duration: 1 hour
This spell creates a 30-foot radius sphere of fresh air around the individual or object touched by the caster. Gaseous and vaporous attacks are unable to penetrate this airsphere, and acids or other liquids simply wash over it. The spell generates oxygen, enabling you to breathe underwater or in other areas with no fresh air (though as the sphere surrounds its recipient or object, it hampers movement in or under water).
This spell doesn’t protect against natural or magical effects occurring within the airsphere: for example, if a vial of acid is thrown into the sphere, it enters; if it breaks, its contents splash for their normal effects.
This spell was specially crafted to guard against dragon breath; it will absorb and negate any breath weapon upon contact but is itself destroyed, instantly and harmlessly, in doing so.
3rd-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute
Choose a beast and a target within range when you cast this spell. If the subject fails a Charisma saving throw, the subject believes it is an animal of the chosen type. If the subject does not know how such an animal would act, it acts in a manner that it believes the animal should act. While affected by this spell, spells and abilities that target beasts will also affect the subject. Any attempt to interact with the subject requires a Wisdom(animal handling) check (DC equal to your spell save DC). If the target of the spell is damaged while you are still concentrating on the spell, the target receives a new saving throw.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you may extend the duration up to 10 minutes. If you use a spell slot of 5th level or higher, the duration can be extended up to 8 hours. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot slot, the spell lasts until dispelled. If this spell is cast using a 5th level or higher spell slot, the duration doesn’t require concentration, and the target does not get a new saving throw if dealt damage.
3rd-level abjuration
Casting Time: 1 action Range: Touch Components: V, M (a small mirror) Duration: 1 minute
This spell causes the creature touched to radiate light from every part of her body. She sheds bright light to a radius of 30 feet and shadowy light an additional 30 feet beyond that. Looking directly at the target creature is difficult, granting a +2 bonus to the AC of the target and blinding anybody who looks directly at the target for 1d6 rounds (Constitution saving throw negates). If a creature looks at the target more than once, she will be re-blinded. The durations of the blind effects do not stack but are renewed whenever the creature becomes reblinded.
3rd-level enchantment (ritual)
Casting Time: 1 action Range: 50 feet Components: V, S, M ( a dove’s feather) Duration: 10 minutes
Choose a creature in range. All creatures, including the caster of this spell, within 40 feet of the target find it hard to fight one another. Creatures within the area who fail a Wisdom saving throw cannot take any offensive action. If attacked, they will defend themselves with the Dodge action.
Creatures who make their save suffer a -2 penalty on all attack and damage rolls during the spell’s duration. Casting spells of a destructive nature from within the area requires a Concentration check (DC equal to your spell save DC). The frightened conditions is suppressed while within the affected area of aura of peace.
3rd-level transmutation Casting Time: bonus action Range: 50 feet Components: V, S Duration: 10 rounds You grant the ability to potentially deliver a powerful melee strike. If the subject makes a successful melee attack within the duration of the spell, the target hit by that attack must make a Strength save or be knocked 10 feet in a direction the subject chooses and fall prone. The subject can only make one successful awesome strike per round, the subject can only push the opponent in a straight line, and the opponent can’t move closer to the subject than where it started. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take damage as though struck by a club sized for your opponent (1d6 points of damage for a Medium creature), and the opponent stops in the space adjacent to the obstacle.
3rd-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M ( a ribbon of steel) Duration: Concentration, up to 1 minute
With a successful ranged spell attack, your target opponent is restrained. The spell can also squeeze the target creature with a successful ranged spell attack on the following round dealing 2d6 plus your spell casting ability modifier damage as a free action. You can do this second attack once each round for the duration of the spell. A target can negate this spell by making a successful Strength(athletics) or Dexterity(acrobatics) check (DC equal to your spell casting DC).
3rd-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Until dispelled
Choose a target in range to make a Charisma saving throw. On a failure, Beast’s curse makes its target the victim of constant harassment by animals. Whenever a beast passes within either 30 feet or close enough to perceive the victim, whichever is larger, that beast’s attitude immediately shifts to hostile. Animals are liable to attack or harass the character: birds fly around and peck at the character, cats trip him, and larger animals might do worse.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good(dispel evil and good(break enchantment)), limited wish, miracle, remove curse, or wish spell. Beast’s curse can also be removed with a successful Wisdom(handle animal) check (DC equal to your spellcasting save DC) over the course of an hour.
3rd-level abjuration
Casting Time: 1 action Range: 50 feet Components: V, S, M(smoky quartz crystal) Duration: 1 hour
You create a 20 foot radius area that looks like shifting shadows to anyone with darkvision. Anyone looking through the area of a blackout who has darkvision cannot see into or past the area of this spell. Normal light sources are not blocked by this spell, however, and it does not interfere with normal vision or any other senses. Like darkness, this spell may be cast on an object.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V, S, M(ash) Duration: 1 minute
Ash, cinders and smoke rise into a great cloud that obscures vision and heats the air within 30 feet of a point in range up to 20 feet high. Once created, the cloud is stationary and blocks all vision through the spell.
Water- and cold-based spells that affect an area such as cone of cold or sleet storm will clear out the smoke and ash and end the spell. Anyone within the cloud takes 2d6 fire damage each round at the start of their turns or when they enter the cloud. Affected creatures may attempt a Dexterity saving throw for half damage. This spell does not function underwater.
3rd-level transmutation
Casting Time: 1 action Range: 50 feet Components: V, S, M(ash) Duration: Instantaneous
When cast, the spell causes one subject's blood to crystallize and rip out from the veins on a failed Constitution saving throw. The spell does 8d6 damage and causes the subject to have disadvantage on all Constitution checks and saves until the spell damage is healed, either through magic or over time. A successful save reduces the hit point damage by half and negates the penalty to checks and saves. This spell only works on creatures that have blood to crystallize.
3rd-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour
You fuse body and mind into a perfect fighting whole. While this spell is in effect, you add your Constitution modifier in addition to your Wisdom modifier as a bonus on all Wisdom saves, you add your Constitution modifier to your Charisma modifier to your Charisma saves, and add your Wisdom or Charisma modifier to all melee damage rolls.
3rd-level necromancy (ritual)
Casting Time: 1 minute Range: Touch Components: V, S, M (ink and a bone needle) Duration: 1 hour
This spell creates a bone-colored skull-and-bones tattoo pattern on the flesh of a living creature. As long as the tattoo lasts, the tattooed creature has advantage on saves against any spell and creature abilities that cause cold damage, transmutation spells, and any spell or creature abilities that affect the mind. Further, mindless undead creatures react to the tattooed creature as if he were undead.
3rd-level conjuration
Casting Time: 1 minute Range: 200 feet Components: V, S, M (a piece of crystal worth at least 20 gp) Duration: 1 hour
The caster of this spell creates a solid bridge of crystal that spans over any one gap. The bridge is always 5 feet wide and can span a gap of up to 200 feet. The bridge must connect to two solid surfaces or the spell fails. The bridge itself can hold up to 3,000 pounds. The color and appearance of the bridge is determined by the caster when the spell is cast.
3rd-level transmutation
Casting Time: 1 reaction Range: 50 feet Components: V, S, M (a double sided coin) Duration: instantaneous
This spell can only be cast by clerics with the luck domain. You apply your control of randomness to choose between alternatives of existence, correcting the choices of fate you disagree with. You may declare any event, occurring within range of the spell, and affected by a die roll, to be the recipient of this spell. The result of the die roll is rolled again, and you pick which result of the two actually happens. If the die roll is associated with an event beyond the range of this spell, you cannot alter it. Change fate can affect attack rolls, initiative checks, saving throws, damage dice (even multiple damage dice, such as a fireball), healing dice (from cure wounds, for example), and ability checks. It cannot affect your roll for hit points when you gain a level. If it affects an event associated with a roll of multiple dice, you must choose either set of dice rolls; you cannot choose to replace individual die rolls.
You can wait to choose whether to affect a die roll until after it is actually rolled, but must state your intention to alter a die roll before any other actions or rolls occur. You cannot alter the past; you can only shape the present as it slips by.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute
You cause a stationary cloud of icy vapor to rise all around you to a radius of 60-feet and 60-feet high. The vapor obscures all sight, including darkvision, beyond 5 feet. All creatures 5 feet away are heavily obscured. In addition, all creatures take 1d6 cold damage each round they remain in the mist. Creatures are entitled to a Constitution save each round to halve the damage. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
3rd-level divination
Casting Time: 1 action Range: Self Components: V, S, M (a cat’s-eye marble) Duration: 10 rounds
Combat awareness sharpens your battle senses, granting you a +3 bonus to your AC and advantage on Dexterity saving throws.
3rd-level transmutation
Casting Time: 1 action Range: Self and any animal summoned or companion Components: V, S Duration: 1 hour
When your animal companion suffers damage at the hands of your enemies, either you or your animal companion (your choice) receives a morale bonus to your or its next attack and damage roll against that specific foe based upon the figures provided in the following chart. The bonus to the damage roll is only applied to the next attack; therefore a miss provides no benefit.
Damage | Morale bonus |
---|---|
1-10 hp | +1 |
11-20 hp | +2 |
21-30 hp | +3 |
31-40 hp | +4 |
41+ hp | +5 |
If more than one opponent hits your animal companion prior to its or your next attack roll, you can grant yourself and your animal companion the aforementioned bonus, but neither can gain more than one bonus in a single round. If you voluntarily end the spell before its effects expire, your companion recovers 3d8 hit points.
3rd-level conjuration
Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours
You bestow a small blessing on a target creature. Whenever the creature takes 8 or more points of damage, this spell discharges, suffusing the creature with positive energy that cures 3d8 points of damage. If used against undead, this spell is triggered in one of two ways, dealing 3d10 radiant damage either the next time the undead target takes normal damage, or the next time the undead target is healed in any fashion. An undead creature can apply resistance, and can attempt a Wisdom saving throw to take half damage.
At Higher Levels. When cast at a spell slot of 4th level or higher, you increase the amount healed by 1d8 or the amount of damage to an undead by 2d10 for each spell slot above 3rd.
3rd-level transmutation
Casting Time: 1 action Range: Self Components: V, S, M (a flask of acid worth 10 gp) Duration: 1 hour
Corrosive blood turns your blood into a powerful dissolving agent. This does not cause you any harm, but if you are dealt slashing or piercing damage, a small amount of this potent acidic blood sprays forth, dealing 3d6 acid damage to the weapon in question. If a slashing or piercing natural weapon injures you, the acid affects the creature directly. Either way, the weapon or the creature may reduce the damage by half with a successful Dexterity saving throw.
3rd-level abjuration
Casting Time: 1 action Range: Self Components: V, M (a small shard of mirror) Duration: 1 minute
When this spell is cast, any time an opponent makes a melee attack against you, you may attempt one melee counterattack (this does not count as your reaction for the round). You must threaten the opponent in order to make the counterattack; you cannot move before making the attack. The attack does not interrupt the opponent’s action. If your hit points drop below 0 or lower as a result of your opponent’s attack, you may not use the counterattack. If you have a cantrip that requires a successful melee spell attack (such as shocking grasp), you may use that melee spell in conjunction with the counterattack.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 minute
This spell creates waves of water (which move at approximately 50 mph) that originate from you in a 10 foot wide, 10 foot tall line, affecting all creatures in their path to the end of the range of the spell. All creatures in this area that are Large or smaller must make a Strength(athletics) with the DC equal to your spell save DC or be blown back 2d6 × 10 feet, knocked prone, and take 1d6 bludgeoning damage per ten feet moved. Large or smaller creatures must exceed the check by 5 or more to move against the force of the waves. Huge or larger creatures may move normally within the cresting waves effect.
This spell can move a creature beyond the limit of its range. In the area of the cresting waves, all non-siege ranged attacks are negated, all Wisdom(perception) and Intelligence(investigation) checks fail, and it automatically extinguishes all flames (wall of fire, torch, lanterns etc.). In addition to the effects noted, a cresting waves spell can do anything that a string of 10-foot waves would be expected to do. It can overturn wooden, unsecured buoyant structures, keel over a small boat, and blow gases or vapors to the edge of its range.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 10 rounds
You conjure a fiery halo that continually sends forth blood-red beams in a 60 foot radius around the target of the spell. Whenever the target charges, attacks, or casts an offensive spell, opponents within 60 feet who witness the action become frightened for one round if they fail a Charisma saving throw. A creature must only make one saving throw per round, but no creature becomes immune to the effect of the spell.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 hour
You conjure a silver halo that continually sends forth brilliant white beams across the area around the target, granting all allies of the target within 60 feet a +2 bonus on saving throws and a +2 bonus on attack rolls, weapon damage rolls, and ability checks.
3rd-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M (a stone from the ocean floor) Duration: Concentration, up to 1 minute
This spell places a sheath of water around the torso of the target creature. If it fails a Strength saving throw, the water’s pressure deals 1d6 bludgeoning damage to the target the first round. Each successive round, the damage is increased by 1d6 (i.e. on the fourth round you deal 4d6). The target cannot cast spells with verbal components while constricted by this sheath. A successful save each round halves the damage and allows a spellcasting target creature to cast spells with verbal components. Creatures that are normally immune to pressure, such as those that dwell on the ocean floor, gain advantage on their save.
3rd-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S, M (a bit of cotton fluff) Duration: until dispelled
This spell causes the subject to be knocked unconscious instead of being killed by any damage dealt to the target if it fails a Wisdom saving throw. Any spell, effect, or attack that would normally kill or destroy the target instead results in that creature being rendered unconscious.
3rd-level necromancy
Casting Time: 1 action Range: Touch Components: V, S, M(flask of alcohol with a chrysalis in it) Duration: until dispelled
Choose a target in range. If they fail a Constitution saving throw, this curse alters random attributes and features of the target every day. The curse of chaos can be cast in two forms, baneful or annoying. When casting the spell, choose if you want one or both modes of the curse to affect the target. Baneful: The baneful mode of the fluctuating curse can seriously weaken a person. Each day, one ability at random is affected. Roll 1d6 to determine which ability is changed. For that particular day, the target has disadvantage on all attacks, checks, and saves that use this ability.
1d6 | Ability |
---|---|
1 | Strength |
2 | Dexterity |
3 | Constitution |
4 | Intelligence |
5 | Wisdom |
6 | Charisma |
Annoying: The second mode of the fluctuating curse is intended to simply frustrate or teach a lesson to the cursed individual, but it can be used in conjunction with the baneful mode of the curse to make the subject’s life miserable. Roll for 1d4 physical traits of the cursed creature that change for that day, and then roll to determine how each trait changes.
1d12 | Physical Change |
---|---|
1 | Height |
2 | Weight |
3 | Hair color |
4 | Eye color |
5 | Skin color |
6 | Body hair |
7 | Vocal pitch |
8 | Apparent age |
9 | Facial appearance |
10 | Skin texture |
11 | Odor |
12 | Size or shape of randomly chosen body part |
2d4 | Amount of Change |
---|---|
2 | Changes drastically to that of a different race, sex, or species |
3 | Major detrimental change |
4 | Minor detrimental change |
5 | Constant miniscule changes |
6 | Minor positive change |
7 | Major positive change |
8 | Cursed individual chooses how he changes |
The GM is left to adjudicate exact changes. Changes that are detrimental or positive might grant a circumstance bonus (+/-1 for minor, +/-3 for major) to appropriate skill checks. For example, a majorly detrimental change in weight could make the cursed individual so obese to grant a -3 penalty to all Dexterity-based checks, or a minor positive change in body hair might grant a +1 circumstance bonus to social skills like Charisma (deception) or Charisma(diplomacy) because of how well-groomed the character looks. This spell is not fatal, does not cause damage, and every day the changed attributes revert to normal, and different ones change. All changes of appearance are merely cosmetic. Fish heads do not let the target breathe water, but neither does the target suffocate in air. A curse of chaos can be removed with a normal remove curse, restoration, greater restoration, wish, miracle, limited miracle, and can also be affected by dispel magic.
3rd-level necromancy
Casting Time: 1 action Range: Touch Components: V, S Duration: Permanent
You are able to impart a curse on an object. This causes the object to function exactly the opposite of how it was meant to work. Thus, a +3 sword becomes a –3 sword, a ring of fire resistance causes its wielder to take become vulnerable to fire damage, etc. If the object is unattended, it receives no save. If attended, it uses the wielder’s Wisdom saving throw. If unattended at the time of the curse, the object functions as a normal cursed item when picked up by a character.
The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good(dispel evil and good(break enchantment)), limited wish, miracle, remove curse, or wish spell.
3rd-level enchantment
Casting Time: 1 action Range: Touch Components: V, S, M(victim’s saliva) Duration: Until dispelled
The victim of the curse is unable to tell a lie as per the spell zone of truth if they fail a Charisma saving throw. Curse of truth counters curse of prevarication. The curse bestowed by this spell cannot be dispelled, but it can be removed with a dispel evil and good(dispel evil and good(break enchantment)), curse of prevarication, restoration, greater restoration, limited wish, miracle, remove curse, or wish spell.
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S, M(small fragment of obsidian) Duration: 8 hours
Deepsight extends a subject’s darkvision (whether natural or from the darkvision spell), by an additional 60 feet.
3rd-level abjuration
Casting Time: 1 action Range: Touch Components: V, S, M (small amount of demon flesh) Duration: 1 hour
The creature touched gains damage reduction against all nonmagic or non-silvered weapon damage for the duration of the spell. Once the spell has prevented a total of 50 points of damage, it is discharged.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you increase the damage prevented by 20 additional points for each spell slot above 3rd.
3rd-level transmutation
Casting Time: 1 action Range: 50 feet Components: S Duration: instantaneous
With a wave of your hand, you cause weapons to fly from the hands of all those within 30 feet of a point in range if they fail a Strength saving throw. Paladins cannot use this spell to gain an advantage during single combat. It is most often used to give a lesser enemy a chance to surrender or to the even the odds against a foe with superior numbers.
3rd-level divination
Casting Time: 1 action Range: Touch Components: V, S Duration: 24 hours or until the creature sleeps again
A sleeping creature you touch studies a subject of your choice while it sleeps. The target learns what you know about one subject, and nothing more. The creature learns as much during sleep as it would during a full day of instruction, but it cannot learn anything that it could not learn while awake. In other words, while you can teach arithmetic to a sleeping human, you cannot teach it to a sleeping dog. You grant a creature proficiency in one Intelligence skill you are proficient in for the duration of the spell or until you or the target sleep again. Subjects can only gain the benefits of one dream learning at one time.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you increase the number of Intelligence skills the target becomes proficient in by 1 for each spell slot above 3rd.
3rd-level transmutation
Casting Time: 1 bonus action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute
When cast upon a magic item that has effects that allow a saving throw, this spell increases the DCs of the item’s powers by +2. The affected item sparkles with a sudden magical luster for the duration of this spell.
3rd-level enchantment
Casting Time: 1 action Range: 50 feet Components: V, S, M(small fragment of obsidian) Duration: 10 rounds
Choose a target in range. If that creature fails a Wisdom saving throw, the affected creature is struck by pure pleasure. He suffers disadvantage on Wisdom checks, saves, and attacks and gains advantage on all Constitution checks and saves. In addition, the subject gains advantage on any saves vs. spell or effect that would cause the frightened condition; the advantage over these spells and effects occur even if the save is a Wisdom saving throw. He does not fall unconscious if brought to negative hit points, but still must make death saving throws each round until dead or healed to positive hit points.
3rd-level illusion
Casting Time: 1 action Range: 150 feet Components: V, S, M(a rusty nail) Duration: 10 rounds
The spell creates the sensation of an excruciating headache, internal distress, burning skin, and the like. If a target creature in range fails a Wisdom saving throw it takes 3d6 damage at the start of each of its turns. This damage may knock a creature unconscious, but it will not cause a creature to start dying or kill an unconscious creature. Furthermore, the target also suffers a –2 penalty on attack rolls, checks and saves. The target can attempt to disbelieve the pain as an action and is entitled to a new Wisdom saving throw. If the target succeeds on the save, the spell ends, but the nonlethal damage remains until healed naturally or by magical means.
3rd-level abjuration
Casting Time: 1 action Range: Self Components: V, S Duration: 10 rounds
A 20-foot radius sphere of yellowish magical energy surrounds you which prevents fey from physically approaching you. The spell moves with you. This spell may be used only defensively, not aggressively.
Forcing a fey ward against fey creatures collapses the barrier, but any fey creature attempting to enter the sphere are immediately repelled.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you may extend the duration up to 10 minutes. If you use a spell slot of 5th level or higher, the duration can be extended up to 8 hours. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot slot, the spell lasts until dispelled.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V Duration: instantaneous
You teleport one unattended, unintelligent object within range to any other location within the range of this spell, including into your hands. If cast on any object grasped, touched, or worn by a creature, this spell fails.
3rd-level conjuration
Casting Time: 1 action Range: 50 feet Components: V Duration: instantaneous
Force marbles creates a layer of invisible spheres of force about one inch in diameter, spaced about one quarter inch apart, which can cover any surface (walls, ceilings, doors, mud, water, snow, quicksand, and so forth) that cover a 20 square foot section. The spheres are fixed, but will spin in place if anything pushes on them, such that any creature on the surface when the spell is cast or moving across it while the spell is in effect must make a successful Dexterity saving throw or fall prone and end their movement, taking 1d6 damage. This save is repeated each round that any creatures remain within the area.
A creature can move over the surface at one-half normal speed with a Dexterity(acrobatics) check (check equal to spell save DC), with failure indicating it can’t move that round (and must then make a Dexterity save or fall), while failure by 5 or more means it falls. Alternatively, the layer of spheres causes disadvantage to any Strength(athletics) check to climb any vertical surface.
The immobile spheres form a barrier of sorts over any surface they cover. The layer itself has an AC of 10, 25 hit points per 5-foot square section. The force marbles are damaged before the surface they cover.
You can shape this spell’s effect to cover any four 5-foot squares on a surface, so long as the squares are contiguous. If you attempt to cast the spell into air or empty space, the layer collapses and the spell is wasted.
3rd-level evocation
Casting Time: 1 bonus action Range: 150 feet Components: V, S, M (a platinum pin worth 2 gp) Duration: 1 minute
You create 4 shimmering spikes, made purely of force, which you can hurl at creatures as an action. You fire all the spikes at the same time and can divide them among potential targets as you see fit. To hit with each spike, you make a ranged spell attack roll, and each spike deals 2d4 force damage.
In addition, the spikes remain in the creature and while they do not continue to deal damage, the spikes lodge themselves into the Ethereal Plane and hold the creature in place. If the target is hit with two spikes, the target is restrained. The creature can escape from the spikes as a move by making a Strength(athletics) or Dexterity(acrobatics) check. The DC is equal to your spell save DC.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you fire an additional two spikes for each spell slot above 3rd.
3rd-level transmutation
This spell improves your ability to travel while in the wild and your ability to interact with the wild. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion or cause you to become lost still affect you and those you travel with, but if such magical effects grant a saving throw or require a check, you and any you travel with gain advantage on the save or check. In addition, you and any group of up to six creatures and their mounts you travel with gain advantage on Dexterity(stealth) checks in areas of medium to dense vegetation (GM’s discretion), and you gain advantage on all Charisma(diplomacy) and Charisma(deception) checks made to influence elves, gnomes, plant and fey creatures.
3rd-level transmutation
You cause one of your hands to drop from your wrist and allow it to act semi-independently. This process causes you no pain. While separated from you, your hand counts in some ways as an independent creature, and in other ways as a part of you. The hand is considered to be a quadruped creature of a size category three smaller than you. The free hand has 10 hit points and base AC of 10 + your dexterity modifier. The hand can take a move action and an action each round, and it may make a single attack each round using your normal statistics for the attack.
The hand can deliver melee spells that you cast by touching the intended target the same round that you cast the spell, but it cannot cast spells independently.
The hand uses your saving throws. You retain the sense of touch from the severed hand and you can feel anything your hand can feel.
When acting independently, your hand can move as far from you as desired, but you must direct your hand. If the hand goes out of your sight range, it is effectively blind; if it goes out of your hearing range, it is effectively deaf.
While you are missing your hand, you cannot do anything requiring two hands (such as using two-handed weapons or holding two different weapons), and you suffer disadvantage to all Strength and Dexterity checks. Despite the name, your hand is severed and does not count as free for the purpose of spells with somatic components.
If the hand is destroyed, dispelled, dismissed, or at the end of the spell’s duration it reappears attached to your wrist.
3rd-level conjuration
You conjure a thin, 40-foot radius circular sheet of slick liquid metal that coats the floor’s surface. The sheet slows base movement to one quarter normal, and creatures moving on top of the substance must make a Dexterity saving throw or fall to the ground.
Creatures trying to return to a standing position as a standard or move action must make an additional Dexterity saving throw or Dexterity(acrobatics) check (same DC) or fall prone again. Creatures expending a full-round action to right themselves automatically succeed. Naturally, frictionless sheet only affects creatures in direct contact with it.
3rd-level abjuration
You create a shimmering 10 ft. square cube of magically enhanced, transparent glass. This glass house can be used as a means to trap opponents that can fit within the cube (succeeding on a Dexterity saving throw avoids the entrapment and places any potential occupants next to the house), or it can be used as a protective enclosure for the caster and any companions that can fit inside of it. When created, the glass house must be supported by a solid surface below it capable of holding 500 pounds or the spell fails. The glass house has 100 hit points and its AC is 20. The walls of the glass house have resistance to acid, cold, electricity, and fire and non-magic weapons. While the occupants can see out of the house and any creatures can see into the house, the house blocks line of effect and line of sight for all spells and abilities. The house must be destroyed for the occupants to be attacked.
If any creatures are inside the glass house when it breaks, they take 3d6 total points of slashing and piercing damage from the exploding glass walls. If the duration of the spell ends, then it simply fades away and does not damage any occupants.
3rd-level divination (ritual)
You make an arcana, history, medicine, nature, or religion check with advantage using your spell casting ability modifier in place of the normal check and are considered proficient with this check. You may only gain knowledge from this spell instead of an ability such as using medicine to treat an illness or injury. If you are not a bard, you are stunned for 1 minute after you cast this spell as you are flooded with information.
3rd-level enchantment
You target a creature in range and it must make a Wisdom saving throw. On a failure, this spell afflicts the target with random bouts of glossolalia, a condition in which a person’s speech is random and often incomprehensible. Unlike the standard symptoms of this unfortunate ailment, the victim of the spell simply has no control and often says inappropriate things, especially at inopportune times. Consult the chart below for the effects during any given round.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a dispel evil and good(dispel evil and good(break enchantment)), curse of truth, limited wish, miracle, remove curse, or wish spell.
d% | Behavior |
---|---|
01-10 | Target says horrible things about the caster, regardless of whether the caster is known. These have nothing to do with actual truth concerning the caster unless he is known by the victim. Spellcasting is possible but requires a Concentration check (DC equal to your spellcasting DC). |
11-20 | Speak normally. Spellcasting is unaffected. |
21-50 | Babble incoherently. Spells with verbal (V) components cannot be cast. |
51-70 | Target speaks something incredibly personal, embarrassing or damning to the nearest creature. Spells with verbal (V) components cannot be cast. |
71-100 | Target says horrible things about the nearest creature. Spellcasting is possible but requires a Concentration check (DC equal to your spellcasting DC). |
3rd-level transmutation
With a command and a complex gesture, you cause one or more constructs to stop. You render up to three constructs immobile and helpless if they fail a Wisdom saving throw. The Construct is entitled to a new saving throw at the end of each of its turns. The effect is broken if the halted creatures are attacked or take damage.
3rd-level transmutation
With a command and a complex gesture, you cause one or more plant creatures to stop. You render up to three plant creatures immobile and helpless if they fail a Wisdom saving throw. The plant creatures are entitled to a new saving throw at the end of each of its turns. The effect is broken if the halted creatures are attacked or take damage.
3rd-level divination
You gain a limited precognition that allows you to aim your attacks more precisely. Your next ranged attack roll made with a firearm or crossbow (if it is made before the end of the next round) has advantage, and your critical range is considered to be 18 to 20 for this one attack.
3rd-level necromancy
This spell causes the blood of the victim to thin and prevents blood clotting if it fails a Constitution saving throw. Any wounds sustained by the subject during the spell’s duration from slashing or piercing weapon attacks inflict additional damage equal to the Constitution modifier of the target per blow. Living creatures that do not have blood are immune to the effects of this spell.
3rd-level transmutation
Holding the viper causes one weapon to turn into a venomous snake. If the object is attended or held and the character holding the weapon does not want the weapon to change, the creature holding the weapon makes a Charisma saving throw to negate this spell. This snake has all the stats of a poisonous giant snake. This snake follows your commands to the best of its ability. It always acts on your turn, and can attack beginning on the round the spell is cast. You can issue a commands as a bonus action on your turn to the snake, but the snake must be within hearing range to understand your commands. If the snake is killed, it returns to its original form.
3rd-level transmutation
This spell causes the object or construct to be pinned in place, even defying gravity. The object can hold up to 5,000 pounds. Similarly, a creature can end the spell by pushing against the target object with a successful Strength check (DC equal to the caster’s spell save DC + 10).
A creature caught within immobilized armor is restrained until the armor is removed or the creature makes a successful Strength(athletics) or Dexterity(acrobatics) check (DC equal to the caster’s spell save DC) to leave the armor. While the target can leave the armor, the armor is still frozen in place.
3rd-level enchantment
Target a creature in range. If that creature fails a Charisma saving throw, it becomes unable to make a decision and is paralyzed with indecision. At the start of each round, the target must make a Charisma saving throw or lose all its actions for that turn (bonus action, action, free, move, and reaction). Success means it may take its actions normally. On the round following a failed save, the target makes a new initiative check with a -4 circumstance penalty to determine when it may act.
3rd-level enchantment
This enchantment causes the target creature to believe one idea, no matter how ridiculous, if it fails an Intelligence saving throw. The “fact” may not be about the target, it may not suggest a future action or event, and it must be expressed in a single sentence of 20 words or fewer that the target can understand. Statements such as “These papers authorize us to be here,” “The First Hero performs unspeakable acts with kobolds,” or “The Questor’s Society keep everyone poor and ignorant” will work. However, “The First Hero must die” will not.
At Higher Levels. When cast at a spell slot of 4th level or higher, you increase the duration of the spell by 10 days for each spell slot above 3rd.
3rd-level transmutation
You temporarily give an item or object the semblance of intelligence. The item is of the same alignment that you are and is considered friendly towards you. The target object can see and hear as a normal human could within a range of 60 feet, and it can speak and read any two languages you can.
If the wielder of the targeted item tries to uses it against you or your allies, the wielder must make a Charisma saving throw or be unable to perform the desired action. Attacks with other weapons or abilities are unaffected.
3rd-level transmutation
With intercession, you can sacrifice yourself to protect another from a harmful event. Once the spell is cast, during the duration, you may take a reaction action to place yourself adjacent to or in the same square as another creature within range of your movement. (This creature cannot be an enemy.) You provoke opportunity attacks for this movement. When you arrive, you may place yourself in the path and become the target of one attack, spell, or other harmful effect that was going to affect your ally. You suffer the consequences of this attack as if you were the initial target instead of the other creature. The creature you are protecting completely avoids all effects of the attack. This discharges the intercession spell.
You may intercede at any point during the attack, but cannot intercede once the attacker’s turn is over. For example, you could intercede before the target rolled a saving throw, after the saving throw and before damage was rolled, or after damage was rolled and before the attacker finished his actions for the turn. However, once the attack is complete and the target has suffered the effects, the opportunity for intercession is over.
Multiple attacks from the same creature in a single round (such as iterative attacks from a weapon, several magic missiles from a single spell, or multiple eye rays from a many-eyed creature) count as one attack for the purpose of this spell. If you intercede against one of them, you intercede against them all.
Special abilities such as evasion that allow you to avoid damage from certain attacks cannot prevent you from taking damage from the attack, since you are deliberately putting yourself in harm’s way to save another. You may still roll a saving throw as normal (if the attack allows it).
If you are incorporeal, gaseous, or otherwise physically unable to prevent an attack from reaching the creature (including being paralyzed, ethereal, and so on), the intercession has no effect and is discharged.
You can have only one intercession active at one time.
3rd-level enchantment
You target up to three creatures in range. If the target fails a Wisdom saving throw, the affected creatures believe themselves to be completely lost, and wander randomly as long as the spell is in effect. Creatures that fail their save no longer recognize their surroundings, although they feel a vague, nagging sense of uneasiness as the lost memory flutters just beyond reach.
Each affected creature moves at half speed in a random direction each round, and do not remember previous changes in direction. They recognize enemies, but if they attempt to move toward them, the direction they move is still random. They defend themselves from attacks, but if they chose to move away they move in a random direction, until the spell ends. Shaking or otherwise attempting to disturb affected creatures has little effect, and they will continue to try puzzling their way out of their predicament.
Creatures affected by lost can attempt a new Wisdom saving throw each minute to try to resist the spell’s effects. On a successful save, the creature suffers becomes aware of its surroundings once more.
At Higher Levels. When cast at a spell slot of 3rd level or higher, you increase the number of targets by 1 for each spell slot above 3rd.
3rd-level conjuration
You conjure a sturdy merchant’s shop (20 feet square) made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the building resembles a merchant’s shop, with a sturdy door, two shuttered windows, and a sign that depicts any simple image you designate.
The shop has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal building, and extreme heat adversely affects it and anyone inside. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The door and shutters are secure against intrusion, being arcane locked. In addition, these two areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shop.
The magic shop contains simple furnishings—a countertop, display shelves, a workbench, two stools, and a writing desk.
3rd-level abjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M (cold iron spike) Duration: Permanent
You form a bolt of magical energy that strikes a target and robs it of its magical energy. With a successful ranged magic attack and upon a failed Wisdom saving throw, your target’s spell save DCs and the DCs of any abilities it possesses suffer a -5 penalty and the target has disadvantage on all spell and magical attacks. A magic spike can be removed with a normal remove curse, restoration, greater restoration, wish, miracle, limited miracle, and can also be affected by dispel magic.
3rd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour
Your mount is infused with righteous power, preparing it for battle. For the duration of the spell, it enjoys advantage on Strength, Constitution, Dexterity checks and saves and its armor class increases by 5. This spell only works on a mount and does not work on any other creature, including yourself.
3rd-level enchantment
Casting Time: 1 action Range: 100 feet Components: V, S, M (handful of mud) Duration:10 rounds
You unleash a torrent of braying laughter combined with a stream of vile expletives and invective, directed against one target within range. If the target fails a Charisma saving throw, mocking laughter deals 5d6 psychic damage, but may not die or be killed from this damage and is instead knocked unconscious if this spell would kill the target. In addition, the target is filled with humiliation, shame, and self-loathing, taking a –2 penalty on attack rolls, saving throws, and checks for the duration of the spell.
3rd-level evocation
Casting Time: 1 action Range: 50 feet Components: V, S, M (a drop of mercury) Duration: 10 rounds or instantaneous
When you cast this spell, you superheat one target object in range to its melting point, effectively ruining it. If the object is attended, then the owner can perform a Charisma saving throw. Even if the object succeeds on the saving throw it gains a -2 to armor class provided, if it is an armor, or a -2 to attack rolls, if it is a weapon, or is reduced to half its hit points if it is another item type and requires a mending spell or an artisan to fix the object, if another object. If the save is successful, it is immune to any further effects of this spell for 24 hours. If the object is not attended, then the object is melted outright, providing -5 to any provided armor class, if armor, or -5 to any attack rolls, if a weapon. If the object contains another object such as the liquid in a potion of healing, on a save, the potion is still contained, but on a failure the potion leaks from the container. If the object melts while in someone’s possession, the wielder risks taking damage. Molten metal deals 2d6 fire damage for each round of exposure. Even after a creature is no longer in contact with the metal, it takes 1d6 fire damage for 1d3 rounds. If the object is simply held in the hands, such as a weapon, the wielder may make a Dexterity saving throw. If successful, he drops the object quickly enough to negate taking any damage. Even if he fails his initial save, the wielder of a handheld item can clear his hand of molten metal as a move. If molten destroys a subject’s armor, the molten metal is harder to avoid. The subject is not entitled to a Dexterity saving throw, and removing the molten metal requires two full rounds (not necessarily consecutively). Alternately, if another creature assists a creature in molten armor, together they can clear it by each taking a full round action, but in that case the assisting creature also takes damage from exposure as described above. At the end of the spell’s duration, the affected objects instantly cool, reforming in whatever is their current shape (likely a puddle on the ground).
Molten can also be used to damage most creatures made of metal (for example some constructs and elementals). In this case, the duration of the spell is instantaneous. Molten deals 6d8 fire damage when used in this way.
3rd-level transmutation
Casting Time: 1 action Range: 400 feet Components: S Duration: Instantaneous
The target of this spell gains three levels of exhaustion if it fails a Constitution saving throw. At the end of the target’s turns, it can make a new saving throw to lose these levels of exhaustion. You can not use this spell to inflict more than the third level of exhaustion.
3rd-level evocation
Casting Time: bonus action Range: Touch Components: V, S Duration: 10 minutes or until discharged
This spell imbues a small object (of a size and shape that can be easily thrown) with explosive force. The object detonates on impact in a 20-foot radius burst, dealing 10d4 piercing damage in addition to its normal damage when thrown (if any) Any target in the radius can make a Dexterity saving throw against your spell save DC to take half damage. Throwing this object requires an action. This detonation ruins the object thrown.
3rd-level enchantment
Casting Time: 1 action Range: 100 feet Components: V Duration: 10 minutes
If the target of the spell fails a Wisdom saving throw, you impose a cumulative –2 penalty on all checks made by the subject of overconfidence. Each time the subject succeeds on any check, she gains an additional –2 penalty on all future checks for the duration of the spell.
3rd-level divination
Casting Time: 1 action Range: Self Components: V, M Duration: 10 rounds or until discharged
This spell guides the caster’s claw (or other weapon) with supernatural knowledge. The next attack the caster makes during the duration that would miss its target gains a +20 bonus. This attack can also be a melee spell attack. The spell affects only one attack and then ends.
3rd-level illusion
Casting Time: 1 action Range: 150 feet Components: V, S Duration: 10 minutes
With this spell, you cause the target creature to instantly believe that a cloud of fog has suddenly enveloped her if she fails a Wisdom saving throw. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet is slightly obscured. Creatures farther away are totally obscured. The target does not make an initial disbelief save if it has ever encountered or has knowledge of the fog cloud spell (proficient in Intelligence(arcana)), but must elect to actively save as a bonus action on its turn.
3rd-level illusion
Casting Time: 1 action Range: 50 feet Components: V, S, M (rooster’s comb and jade dust worth 10 gp) Duration: 8 hours
This spell creates a disembodied voice that repeats a message continuously for the spell’s duration. The message, which must be fifty or fewer words long, can be in any language you know, and can be delivered over a period of up to five minutes. The phantom hawker cannot utter verbal components, use command words, or activate magical effects. You set the volume of the voice when you cast the spell—from a whisper to a shout.
3rd-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S Duration: instantaneous
The piercing bolt spell allows you to hurl a single missile of force energy that has two effects. You make a single ranged spell attack when casting piercing bolt; if you succeed, you automatically dispel all abjuration spells protecting the target and all protective spells that have the force descriptor (such as mage armor or shield) of 3rd level or less as per the spell dispel magic. It even suppresses items like brooch of shielding and bracers of defense for 1d4+1 rounds. You also inflict 3d8 force damage to the target.
3rd-level divination (ritual)
Casting Time: 1 action Range: Touch Components: V, S Duration: 10 Days
You make a non-sentient, non-animate plant into a spy of sorts. For the duration of the spell, all visible and auditory activities that occur within fifty feet of the plant are “stored” magically within the plant. At any time afterward, you (and only you) can touch the plant and experience the information stored within it. Once you have accessed the information, you cannot do so again. The plant’s “senses” are the same as a normal human’s (regardless of the race of the caster)—it cannot see in the dark, it cannot see invisible creatures, and so on.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you extend the duration by one day for each spell slot above 3rd.
3rd-level illusion
Casting Time: 1 reaction Range: Self Components: V, S Duration: 1 hour or until discharged
You fool someone who cast a spell upon you. If you make your saving throw against a spell, the caster and everyone observing sees instead an image of you failing it. Thus, you could convince an opposing spellcaster attempting to use charm person on you that the spell succeeded, or that an answer you give under a zone of truth is the truth when it is a lie. The spell can also create an illusion that makes it appear to the caster of a damage-inflicting spell that you were killed by the spell when in fact you have made your saving throw and are now invisible as per the invisibility spell.
Creatures encountering an illusion usually do not receive Wisdom saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
3rd-level Illusion
Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 hour
Predatory stealth masks the presence of the selected creatures. You select five creatures granting them advantage on Dexterity(stealth) checks and preventing them from being automatically detected by scent. Creatures with the scent ability must make Wisdom(perception) checks to detect affected creatures (and any items they carry) as if they lacked that ability. Creatures with the blindsight ability are likewise unable to detect the subjects’ presence without a Wisdom(perception) check, while those with truesight can detect the subjects’ presence as normal.
3rd-level Divination
Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour
The spell imbues the creature touched with an extensive knowledge of the strengths and weaknesses of fey and magical beasts, improving his combat prowess against these adversaries. The spell grants him a 1d6 bonus to attack rolls, AC, and saving throws whenever he fights against fey and magical beast creatures. At the time of casting, the recipient chooses one weapon that becomes cold iron and silvered for the spell’s duration. If the weapon is a nonmagical weapon, it also becomes a +1 magical weapon, but only against fey and magical beasts.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can touch an additional creature for each spell slot above 3rd.
3rd-level divination
Casting Time: 1 action Range: 50 Feet Components: V, S, M (a pair of platinum rings worth 50 gp worn by both you and the target) Duration: 1 hour
You forge a psychic link between you and one target humanoid within range. Once the link is established, you share the experiences of your ally, granting both of you the ability to use skills the other is proficient in as if you were proficient as well. In addition, while under the effects of psychic twin, neither character can be affected by extra damage and advantage from being unaware when a character would be attacked unless both characters are unaware of the attack . Likewise, neither character is surprised unless both characters are surprised.
At Higher Levels. If you use a spell slot of 5th level or higher, the duration can be extended up to 8 hours. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot slot, the spell lasts until dispelled.
3rd-level divination
Casting Time: 1 round Range: Self Components: V, S, M (1 cp) Duration: Instantaneous
This spell allows you to instantly recall something specific from your past that you want to remember (such as the precise route taken through a maze of corridors, the contents of a scroll read long ago, the face of someone you met only fleetingly, or the activation words for a magic item). Remembrance comes to you with vivid clarity, as if you’ve just experienced it for the first time, and you will be able to examine it repeatedly without fading or distortion until the next time you sleep. This spell can only restore memory of an event or piece of information the caster once knew; it can’t be used to reveal something you never experienced. If the memory you are seeking has been magically suppressed, remembrance grants an immediate reroll with advantage on any saves required to remember and counteract that magic or ability.
3rd-level conjuration
Casting Time: 1 bonus action Range: 50 feet Components: V, S Duration: 10 rounds
You conjure a small sphere of sticky, viscous resin that automatically strikes the target creature. The substance immediately hardens on contact, causing the creature to lose its move and bonus action each turn. A creature can negate this effect with a Strength(athletics) or Dexterity(acrobatics) check with the DC equal to your spell save DC as a reaction when the spell is first cast and as an action each round after.
3rd-level illusion
Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: 1 hour
This spell allows you and up to three other creatures you select to conceal hidden messages of up to twenty-five words in your normal conversation. This is a free action. When using this spell, you appear to all observers (including characters using a comprehend languages or tongues spell) to be speaking completely normally even as you conceal your hidden message at any point while secret speech lasts.
A creature that receives the same casting of the spell as you hears the hidden message clearly (provided that the creature could normally hear and understand you). This spell does not allow you to converse with deaf creatures or with creatures that don’t understand the language you speak, nor does it allow a subject that normally cannot speak to talk.
Anyone who hears the secret message spoken can attempt to discern it by making a Wisdom(insight) check (DC equal to your spell casting DC).
At Higher Levels. If you use a spell slot of 4th level or higher, increase the number of creatures affected by this spell by 1 for each spell slot above 3rd.
3rd-level necromancy
Casting Time: 1 action Range: 50 feet Components: V, S, M (feather dipped in lacquer) Duration: instantaneous
Seek the soulless creates a 40 foot cone of strange magical energy. Within its area, living mortal creatures with souls (all creatures other than undead, constructs, plants, or outsiders) find themselves surrounded by a momentary nimbus of light that protects them from the spell’s influence. All those not protected suffer 5d6 necrotic damage with a Constitution saving throw reducing the damage to half on a successful save. Inanimate objects suffer full damage from this blast of energy. This spell proves useful for fighting undead or other creatures without worrying about harming your friends.
At Higher Levels. If you use a spell slot of 4th level or higher, increase the damage by 2d6 for each spell slot above 3rd.
3rd-level illusion
Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour
When laying your hand upon a living creature, you channel shadow energy that grants 3d8 temporary hit points + spell casting modifier temporary hit points, though the target and those who observe him believe it has actually healed actual hit point damage. Your touch also casts a shadow over any feelings of irritation and rage the target feels. An NPC who fail his Wisdom save has his attitude improved by one step. In addition, any target of this spell who fails a Wisdom save takes a –2 penalty on all saving throws against enchantment spells and effects for the duration of shadow healing. A successful save results in half healing, negates the improvement in attitude, and the penalty to saving throws. This spell appears to outside observers and the target as cure wounds, unless properly identified by an Intelligence(arcana) or Intelligence(religion) check.
At Higher Levels. If you use a spell slot of 4th level or higher, increase the number of temporary hit points by 1d8 for each spell slot above 3rd and the penalty to enchantment spells by 1 for each two spell slots above 3rd.
3rd-level illusion
Casting Time: 1 round Range: 50 feet Components: V, S, M (a tiny replica sword made of onyx) Duration: 8 hours
Shadow sentry creates either a shadowy or three-eyed humanoid (AC 15) under your command. The sentry may be commanded to “guard,” where it shouts an alarm if it notices anyone approach within 30 ft (using the caster's Wisdom(Perception)+5), “patrol,” where it follows a route first walked by the caster and calls an alarm if it notices anyone approach within 30 feet, and “attack,” where it attacks with its shadowy greatsword (1d12 + caster’s spellcasting modifier for damage). The sentry’s attack modifier is equal to the spellcaster’s melee spell attack modifier. The sentry may provide an ally the ability to perform sneak attacks as a normal ally would. The sentry is discharged after being successfully struck for 40 hp of damage. It has saves equal to the caster's.
3rd-level abjuration
Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour
The caster causes another willing creature to have the same armor class as the caster as long as the caster’s armor class is from natural armor. Spells such as barkskin are considered to cause the caster to have a natural armor for the purposes of this spell. If the caster has natural armor from an item, this would also work for this spell.
3rd-level abjuration
Casting Time: 1 action Range: Self Components: V, S Duration: 10 rounds
You grant the benefits of your shield to your allies. You and each of your allies within 40 feet of you gain all the defensive benefits of your shield for the duration of the spell. This includes its shield bonus to AC and any special defensive qualities, magical or mundane, it possesses.
3rd-level necromancy
Casting Time: 1 action Range: Touch Components: V, S, M (an intact skull) Duration: 8 hours
By touching the skull and speaking the magic words, you enchant a skull so you can see through its eye sockets. The skull’s range of sight is the same as your normal vision (and darkvision, up to 60 ft.). You can also see through your own eyes regularly, but you have merely to concentrate to focus on either one. If the caster leaves the skull behind, he can move up to 10 miles away. If he moves beyond that range, the spell ends. Also, if the skull is broken, the spell ends.
3rd-level transmutation
Casting Time: 1 action or reaction Range: Self Components: V Duration: instantaneous
You make two melee attack rolls. You can use your Divine Smite class feature to increase the damage as normal, but will only use a single spell slot which is used for casting this spell. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you increase the Divine Smite damage as normal for using a higher level spell slot.
3rd-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S, M ( a pinch of sulfur) Duration: 1 minute
You conjure a wispy, stationary cloud of pale yellow vapors in a 20 foot radius of a point in range. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet are light obscured. Creatures farther away are total obscured. More importantly, if any living creature within the cloud or passing through the fumes fails a Constitution saving throw, the noxious odor overcomes the victim and the target is poisoned for the spell’s duration. Each round, the victim receives a new saving throw to shrug off the aforementioned effect. Whenever a creature makes a successful save against the spell, it is immune to the cloud’s toxic effects for the balance of the spell’s duration. Note that the creature receives immunization only from that particular spell and not from subsequent castings of sulfurous stench.
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater.
3rd-level conjuration
You can call forth one small loaded firearm or crossbow directly to your hand. The loaded firearm or crossbow must be one you have previously had in your possession. If the firearm or crossbow is in the possession or worn by another, they may make a Charisma saving throw to cancel this spell. The loaded firearm or crossbow is summoned from any distance, but not from a different plane.
3rd-level conjuration
Casting Time: 1 action Range: Self Components: V, S, M (faceted bead of crystal) Duration: 1 hour or until expended
A brilliant, searing globe about the size of a walnut appears in your palm, glowing as brightly as a torch. The globe is hot enough to ignite flammable materials and deals 1d8 fire damage each round it stays in contact with a creature or object, but won’t hurt you or your equipment as long as you keep it in hand. You can use the globe to automatically strike a single creature within 120 feet. When the globe automatically hits, it breaks and releases a flash of heat and light. The flash deals 5d8 fire to the target struck (Dexterity saving throw for half damage), while the target and all engaged creatures with the target must make a Dexterity saving throw or be blinded for 1d4 rounds. The intense light from the flash deals 5 fire damage to undead, fungi, mold, oozes, or slimes struck directly or caught in the splash (no save). A creature struck directly takes the flash damage in addition to the fire damage from the spell. The flash from the globe counters or dispels any darkness effect of 3rd level or lower, but a darkness effect of 3rd level or higher counters or dispels the globe if it is not in your possession. A darkness effect of 3rd level or higher merely suppresses it if you have it in your possession, but you can rekindle the globe on your turn as an action.
3rd-level enchantment
You infuse a target with energy. The subject of surge increases his initiative count with a +20 bonus for the duration of the current encounter.
3rd-level evocation
You surround yourself with a sphere of bizarre telepathic images and thoughts of a totally random nature. Within a radius of 50 feet, this sphere negates all forms of telepathy and telepathic links. Additionally, anyone attempting to read a creature’s thoughts (with the third round of detect thoughts, a helm of telepathy, etc.) must make a Charisma save or take 3d10 psychic damage and be stunned for 1 round.
3rd-level transmutation
As polymorph, except the duration is shorter and the target still has its mental statistics and hit points. Also, the new form cannot prove fatal to the creature and any damage will allow the target a new Wisdom saving throw to end the spell.
3rd-level divination
For the duration, you remain aware of the distance to and direction of the target object’s location.
3rd-level transmutation
The subject of this spell gains the long, lanky, powerful arms of a troll. The target creature must have arms or arm-like appendages or the spell has no effect. The subject gains a +2 bonus to Strength-based attack and damage rolls, and its natural reach increases by 5 feet. The subject also gains two natural claw attacks with which it is automatically proficient. The claws deal slashing damage appropriate for the creature’s size (1d6 for a Medium sized creature) plus the subject’s Strength modifier. It can, as a bonus action, make an additional claw attack with one of these arms.
3rd-level enchantment
The affected creature explodes in a frothing lunatic frenzy, immediately attacking the nearest creature, friend or foe. If the target of the spell fails a Wisdom saving throw, it enters an uncontrollable rage, the target gains advantage on bonus to Strength and Constitution saves and checks, a +2 bonus to all melee-based weapon damage rolls, is compelled to attack the nearest creature to it (taking all opportunity attacks if possible), and loses the ability to cast spells, abilities, use items, or use non-melee attacks. In addition, whenever the target successfully hits a creature, that creature must make a Wisdom saving throw against the spell’s DC or become enraged itself. Each turn that a target fails to make an attack the target must make a Wisdom saving throw. On a success, the target exits the rage.
Subsequently affected creatures gain the same bonuses and penalties as the initial target, and their attacks can cause other creatures to become enraged as well. There is thus no limit to the total number of targets that can be affected by uncontrollable rage, but the effect ends in all creatures when the spell’s duration expires.
3rd-level transmutation
Casting the spell culminates with the caster kissing the victim full upon the lips and then spitting on him as a melee spell attack.
The spell may be held ready for up to 12 hours, but at the end of that time, if not cast, it is lost. The act of kissing and then spitting on the target represents the absolute proximity of the curse and rejection of the victim―soon to be made manifest by the curse.
Vermin creatures flock to the victim, finding comfort in him. Flies, gnats, and other vermin creatures make their home in his hair and skin, laying their eggs on him, becoming a constant nuisance and getting into his nose, mouth and eyes. The vermin constantly infect the victim, weakening his immune system and causing disadvantage on all saves to resist diseases.
The cloud of vermin also attracts attention and makes it difficult to see. Any skill rolls that depend on visual acuity suffer a disadvantage and any ranged attacks. In addition, all Charisma-based checks suffer disadvantage. Also, 2d4 tiny vermin creatures accompany you at all times, often sleeping with the victim at night and may be found in the victim’s pockets or equipment. There is a 50% chance every night that the vermin will chew up any paper materials they can access or eat any accessible food. If they begin starving, they attack the victim. They also make sneaking difficult and any Dexterity(stealth) attempts have disadvantage.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a dispel evil and good(break enchantment), limited wish, miracle, remove curse, or wish spell.
3rd-level evocation
An immobile curtain of water springs into existence in a 25 feet long by 10 feet high area you designate. The wall need not be anchored on its sides, but it must touch the ground. Depending on the material component used, the wall can be composed of saltwater, freshwater, or brackish water. A wall of water is 3 inches thick. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. The wall is immune to damage of all kinds, and is unaffected by most spells (dispel magic still affects it). Disintegrate immediately destroys it, as does a sphere of annihilation. Control water destroys a single 5-ft. section of the wall. Creatures on one side of the wall of water have total obscurement from creatures on the other side. Ranged attacks made through the wall suffer disadvantage on attack rolls. Spells can be cast successfully through the wall though it blocks vision and any spell that requires the caster to see his targets fails. Creatures can move through the wall at their normal movement rate without harm.
Fire creatures or those with a weakness to water take 10d4 damage.
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 10 ft. The hemisphere functions as the curtain.
At Higher Levels. If you use a spell slot of 4th level or higher, increase size of the wall by 5 feet in length and 5 feet in height or 5 feet in radius for each spell slot above 3rd. Water Blast 3rd-level evocation Casting Time: 1 action Range: 400 feet Components: V, S, M ( a vial of water) Duration: instantaneous When you cast the spell, a burst of water explodes at the location designated. The blast deals 6d6 bludgeoning damage to all creatures in a 20 foot radius of a point in range. Medium and Large creatures are knocked prone, and Small or smaller creatures are pushed 1d4 x 10 feet away from the center of the blast and knocked prone. A successful Dexterity saving throw reduces the damage by half and prevents the target from being knocked prone or pushed. This damage will not kill a creature but will knock it unconscious.
The water from the spell can also extinguish fires. Mundane fires within the area of the spell are automatically extinguished. Magical fires can be extinguished, but require a check as per dispel magic.
Elemental (fire) creatures, or other creatures that are vulnerable to water, will be killed from damage from water blast.
3rd-level illusion
You imbue a weapon with energy that visits horrid visions upon the victims of its strikes. With an eerie purple light, energy crackles through the weapon as the spell is cast. When you make a successful melee attack with the weapon, it deals damage normally and the target must make a successful Wisdom saving throw or fall victim to horrible visions. If the target fails his Will save to disbelieve the horrible visions, he must then make a successful Constitution saving throw or suffer 6d8 psychic damage and fall unconscious for 1d4 rounds. If the target’s Constitution saving throw is successful, he suffers only half the spell’s damage and is not rendered unconscious. Upon a successful melee attack with this weapon, the spell is discharged.
3rd-level evocation
You touch one melee weapon and call forth the essence of its martial spirit. Three duplicate weapons made of pure force are created. For the duration of the spell, if the target weapon successfully strikes a target, the duplicates also inflict force damage as they damage the victim. The duplicate weapons deal only base damage; bonuses for Strength or other effects are not added. The spell is immediately dispelled if you no longer hold the weapon (such as if you are disarmed or you give the weapon to another person).
At Higher Levels. If you use a spell slot of 4th level or higher, increase the number of weapons created by this spell by 1 for each spell slot above 3rd.
3rd-level transmutation
You cause your mount to sprout wings like a pegasus and gain the ability to fly. The mount has a flying speed of 120 ft.. This spell can only be cast on a mount, and not any other creature, including yourself.