3rd-Level Spells

3RD-LEVEL SPELLS

Aegis

3rd-level abjuration


  • Casting Time: 1 reaction, which you take when a creature that you can see within range becomes the target of an attack
  • Range: 30 feet
  • Components: V, M (a shield)
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Invoker, Paladin
  • Origin: Blackstaff's Book of 1000 Spells

You conjure a protective barrier around the creature, granting it a +5 bonus to its AC against the triggered attack.

If the triggering attack then misses, the shield unleashes a burst of force in a 10-foot radius around the target. Each creature you choose that is caught in the area must make a Strength saving throw. On a failure, a creature takes 3d8 radiant damage and is pushed 10 feet away. On a success, a creature takes half as much damage and is not pushed.

Aganazzar's Jet Stride

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Astromancer, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Fizban's Treasury of Dragons

Billowing flames 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.

Alchemical Fuse

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a tin fuse and a piece of quartz worth at least 10 gp, which the spell consumes)
  • Duration: Varies
  • Classes: Alchemist
  • Origin: Jack Weighill

Choose a brewed spell of 3rd level or lower, that has a casting time of 1 action or 1 bonus action, and that you know how to utilize. You utilize that brewed spell—the fuse spell—as part of casting alchemical fuse, but the fuse spell doesn't come into effect. Instead, it takes effect immediately when the spell ends, whether you want it to or not. If the spell ends before the duration has passed, the fused spell has no effect and is lost.

Choose an amount of time up to 1 minute. The duration of the spell is equal to the chosen time.

At Higher Levels. If you cast this spell using a spell slot of 4th level, the chosen duration is up to 1 hour. If you use a spell slot of 5th, the chosen duration is up to 24 hours. If you use a spell slot of 6th level, the chosen duration is up to 7 days. If you use a spell slot of 7th level, the duration is up to 30 days. If you use a spell slot of 8th level, the duration is up to 1 year. If you use a spell slot of 9th level, the duration is any amount of time you choose.

Althaea's Spellnode

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a quilted patch and a vial of quicksilver)
  • Duration: 1 round
  • Classes: Sorcerer,
  • Origin: Jack Weighill

You form an orb of arcane energy at a point that you can see within range that draws excess power from the spells cast around it. Whenever a spell is cast within 30 feet of the orb, the orb gains a charge, up to a maximum of six.

At the end of your next turn, the orb detonates. Choose offensive or defensive as the orb's effect.


  • Offensive. The orb concentrates the magic into a ray of force. Roll 1d8 for each charge counter on the orb, then each creature you choose within 30 feet of the orb must make a Dexterity saving throw. The target takes force damage equal to the result on a failed save, or half as much on a successful one.
  • Defensive. The orb converts the stored magic into protective energy. Roll 1d4 for each charge counter on the orb, then each creature you choose within 30 feet of the orb gains temporary hit points equal to the result. These temporary hit points last for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the orb's maximum number of charges increases by one and the orb begins with one charge for each slot level above 3rd.

Animate Dead

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
  • Classes: Accursed, Alchemist, Cleric, Odic, Wizard
  • Origin: Player's Handbook

This spell creates an undead servant. Choose a pile of bones or the 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 creature uses the Animated Undead statblock. It's a Skeleton if you animated bones and a Zombie if you animated a corpse. Creatures animated with this spell are your Companions, though you must be within 60 feet of them to command them.

The creature is under your control for 24 hours, after which they cease being your Companions. To maintain 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 Animated Undead 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, the number of corpses or bone piles you can target with this spell increases by one and the number of Animated Undead you can reassert control over increases by two for each slot level above 3rd.

Animated Undead

Medium Undead (Skeleton or Zombie), Neutral Evil


  • Armor Class 13 (natural armor; Skeleton only) or 10 (Zombie only)
  • Hit Points 20 (the undead has three Hit Dice [d8s])
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 6 (–2) 10 (+0) 5 (–3)

  • Saving Throws Con 3 + your proficiency bonus, Wis 0 + your proficiency bonus
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak but can't speak

Magic Weapons. The undead's weapon attacks are magical.

Undead Fortitude (Zombie Only). If damage reduces the undead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2.

Grave Bolt (Skeleton Only). Ranged Spell Attack: your spell attack modifier to hit, range 80/320 ft., one target. Hit: 1d4 + 2 necrotic damage.

Antagonise

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Shaman, Sorcerer, Warlock
  • Origin: The Book of Many Things

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 and is otherwise unaffected.

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 4th.

Arcane Door

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within range. A circular portal, 5 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the no portal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Arcane Matrix

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Artificer,
  • Origin: Jack Weighill

You form a lattice grid of magic around a creature that you can see within range, granting them a barrier of protection from incoming attacks for the duration. Whilst surrounded by the lattice, the target has half cover from all sources originating from outside of its space and gains 2d6 temporary hit points at the start of each of its turns. These temporary hit points last until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points gained increase by 1d6 for each slot level above 3rd, to a maximum of 4d6.

Additionally, when you cast this spell using a spell slot of 5th level or higher, the lattice instead grants the target three quarters cover from all sources originating from outside of its space.

Anointed Armaments

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Invoker
  • Origin: Jack Weighill

You pour greater godly energy into your divine arms, causing them to grow and coarse with holy energy. Until the spell ends, any attack you make with a divine arm deals 1d6 extra radiant damage. Additionally, when you make a melee attack with a divine arm, your reach for that attack is 5 feet greater than normal.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.

Assisted Transposition

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You transpose matter, shifting it to a different position. Choose a willing creature or object that's not being worn or carried that you can see within range. If the target is Large or smaller, it's teleported to an unoccupied space that you can see within range.

Astrabolts

3rd-level transmutation


  • Casting Time: 1 reaction, which you take when you make a ranged weapon attack
  • Range: 120 feet
  • Components: S, M (a pinch of stardust)
  • Duration: Instantaneous
  • Classes: Astromancer, Ranger, Wizard
  • Origin: Jack Weighill

You transmute a piece of ammunition mid-flight, transforming it into five bolts of celestial energy that advance towards the target of your weapon attack. Make a ranged spell attack for each bolt. On a hit, each bolt deals 2d4 radiant damage. This spell ignores half cover, treats three-quarters cover as half cover and treats full cover as three-quarters cover, unless the bolt has no realistic means to get to the target without exceeding the spell's range.

At Higher Level. When you cast this spell using a spell slot of 4th level or higher, the number of bolts you fire increases by 1 for each spell slot level expended above 3rd.

Aura of Purity

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Invoker, Odic, Paladin
  • Origin: Player's Handbook

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Aura of Vitality

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Druid, Odic, Paladin
  • Origin: Player's Handbook

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.

Avenging Arms

3rd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Invoker
  • Origin: Jack Weighill

The next time you hit with a weapon attack using a divine arm during this spell's duration, the target takes an extra 2d8 radiant damage and you manifest an array of spectral weapons that hover the target for the duration. At the start of each of your subsequent turns, make a melee spell attack against the target. On a hit, the target takes radiant damage equal to 1d8 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the spectral weapons increases by 1d8 for every two slot levels above 3rd.

Baleful Light

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a chunk of porous rock)
  • Duration: Concentration, up to a minute
  • Classes: Warlock,
  • Origin: Jack Weighill

You invoke the power of Zhudun, the Corpse Star. An alien light of impossible hue shines down in a 10-foot-radius, 120-foot-high cylinder centred on a point that you can see within range. Whenever a 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 failure, it suffers 2d8 psychic damage and succumb to the light of Zhudun, becoming frightened of the light until the start of its next turn.

A creature frightened in this way can't willingly leave its space, frozen in horror before the nightmarish glow.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d8 for each slot level above 3rd.

Barrier Insignia

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You conjure a rune of defence, which hovers at a point that you can see within range. The rune exudes an aura of protection in a 10-foot radius around it, which affects you and creatures allied to you. Affected creatures in the area gain a +2 bonus to AC while in the area.

Beacon of Hope

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Invoker, Prism
  • Origin: Player's Handbook

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.

Bestow Blessing

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a holy symbol)
  • Duration: 1 minute
  • Classes: Astromancer, Bonded, Cleric, Invoker, Paladin, Shaman
  • Origin: Devout Handbook

You touch a willing creature and infuse it with a divine blessing. When you cast this spell, choose the nature of the blessing from the following options:

  • Choose an ability score. While blessed, the target has advantage on ability checks and saving throws made with that ability score.
  • While blessed, the first attack made against the target each turn is made with disadvantage.
  • While blessed, whenever the target would regain hit points, it regains 1d8 additional hit points.

At the DM's option, you may choose an alternative blessing effect, but it should be no more powerful than those described above. The DM has final say on the blessing's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is 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 for 1 week.

Bestow Curse

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Accursed, Astromancer, Bard, Cleric, Invoker, Odic, Shaman, Wizard
  • Origin: Player's Handbook

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:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it can use either an action or a bonus action on its turn, not both.
  • While cursed, the target's speed is halved.
  • While the target is cursed, the first time you damage the target with an attack or spell each turn, the target takes an extra 1d8 necrotic damage.

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.

A successful remove curse spell or similar magic ends the curse early.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 24 hours. If you use a spell slot of 5th level or higher, the duration is instantaneous and the curses effects last until lifted by a remove curse spell or similar magic.

Bigby's Power Palm

3rd-level evocation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a dragon's eggshell and a snakeskin glove)
  • Duration: Instantaneous
  • Classes: Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure upon a hand of pure magical energy that flies towards an enemy within range with force, purpose, and strength. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d12 force damage and is pushed 15 feet back by the powerful strike of the hand. A creature that is pushed into a solid enough object (such as a wall or column) takes an additional 3d6 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the initial damage of the spell increases by 1d12 for each spell slot level expended above 3rd.

Blackened Heart

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Accursed, Alchemist, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Genuine

You plant a terrible poison in the heart of a creature that you can see within range. The target must make a Constitution saving throw. On a failure, it suffers 6d6 poison damage and becomes poisoned for the duration. On a success, a creature instead takes half as much damage and becomes poisoned until the end of its next turn.

A creature poisoned in this way takes 2d6 poison damage at the start of each of its turns. At the end of each of its turns, the target can repeat its saving throw, ending the condition on a success.

If the affected creature dies, its body explodes in a shower of acidic ooze that fills a 10-foot radius around it. Each creature caught in the area must make a Dexterity saving throw or suffer 8d6 acid damage, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage dealt increases by 1d6 for each slot level above 3rd.

Blinding Smite

3rd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Paladin
  • Origin: Player's Handbook

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d6 radiant damage to the target. Additionally, the target is blinded until the start of your next turn, after which, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Blinding Spittle

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of llama saliva and onion juice)
  • Duration: Instantaneous
  • Classes: Alchemist, Druid
  • Origin: Jack Weighill

You launch a globule of acidic saliva towards a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 acid damage and its eyes, if it has any, become covered in saliva until it or another creature use their action to wipe away the saliva. While its eyes are covered, the target is blinded.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Alchemist, Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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 your 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 than 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 there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Blossoming Strike

3rd-level conjuration (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Ranger
  • Origin: Jack Weighill

The next time you hit a creature with a weapon attack during the spell's duration, overgrown plants and flowers spring up around them. Each space on the ground within 20 feet of the target becomes overgrown for the duration. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

When the spell ends, the plants shrink to a normal size if the soil can support them, otherwise they wilt and die.

Call Lightning

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Warden
  • Origin: Player's Handbook

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 100 feet directly above you. The spell fails if you can't see a point of air where the cloud could appear (for example in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see within range. 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 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 is increased 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.

Caustic Cloud

3rd level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V,S,M (a small vial of whiskey)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Sorcerer, Warlock, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You unleash a cloud of acidic gas in a 15-foot radius sphere around a point that you can see within range, ignoring cover and spreading around corners. The cloud lasts for a duration, or until dispersed by a strong wind. The area is heavily obscured, and whenever a creature enters the area for the first time, or starts its turn there, it must make a Constitution saving throw. Creatures take 5d6 acid 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, the damage increases by 1d6 for each spell slot level above 3rd.

Chaos Wave

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Odic, Sorcerer
  • Origin: Jack Weighill

You unleash a surging wave of chaotic energy in a 30-foot cone extending out in front of you. Each creature caught in the area must succeed on a Constitution saving throw or take 4d10 damage, taking half as much on a success. Roll 2d8 for each creature caught in the spells area separately. Choose one of the d8s, the number rolled determines the type of damage dealt to that creature, as shown below.

d8 Damage Type d8 Damage Type
1 Acid 5 Lightning
2 Cold 6 Poison
3 Fire 7 Psychic
4 Force 8 Thunder

If you roll the same number on both d8s against a creature, that creature takes an additional 1d10 damage of the rolled type.

At Higher Levels. When you cast this spell using a 4th level spell slot or higher, the damage dealt increases by 1d10 per spell slot level expended above 3rd.

Clairvoyance

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
  • Classes: Alchemist, Astromancer, Bard, Cleric, Prism, Runeshaper, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

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 benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

Cloudburst

3rd level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to an hour
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

At your command, clouds gather around you, releasing a heavy downpour of rain in 100-foot radius, 100-foot high cylinder centred on you, which lasts for the duration. The area is lightly obscured, and becomes difficult terrain. All open flames within the area are extinguished.

Column of Earth

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Druid
  • Origin: Jack Weighill

You cause a pillar of stone to burst from a place on the ground that you can see within range. The pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where the pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. The pillar has AC 5 and 30 hit points. When reduced to 0 hit points, the pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If the pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is knocked prone and restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must immediately crawl into the nearest unoccupied space.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one additional pillar for each slot level above 3rd.

Cone of Illumination

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Druid, Inquisitor, Invoker, Paladin, Prism
  • Origin: Jack Weighill

As a part of your action to cast the spell, or as an action on subsequent turns, you unleash a cone of bright light in a 30-foot radius in front of you, imbuing target creatures with a volatile radiant energy. Each creature caught in the cone must make a Constitution saving throw. On a failure, the target creature takes 3d6 radiant damage and is illuminated until the start of your next turn. An illuminated creature spreads dim light in a 10-foot radius around it, and takes an additional 1d6 radiant damage the next time it takes damage before the start of your next turn. Once a creature has taken this damage, it is no longer illuminated. On a successful saving throw, a target takes half damage, and is not illuminated.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the initial damage of the spell increases by 1d6 per spell slot level expended above 3rd.

Conjure Barrage

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous
  • Classes: Ranger
  • Origin: Player's Handbook

You throw a weapon or fire a piece of ammunition into the air to create a cone of spectral weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 6d8 piercing 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 damage dealt increases by 1d8 for each slot level above 3rd.

Connected Conjuration

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bonded
  • Origin: Jack Weighill

Choose yourself or your Manifestation, the chosen one magically teleports, alongside everything they're wearing to the nearest unoccupied space to the other.

The teleporting creature can bring along objects they're touching or carrying as long as their weight doesn't exceed what they can carry. The teleporting creature can also bring along one willing creature of their size or smaller (minimum of Medium) who is carrying gear up to its carrying capacity. This creature must be within 5 feet of the teleporting creature when you cast this spell.

If your Manifestation is not in range when you cast this spell, the spell fails.

Consign

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a single platinum piece, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch an object that weighs no more than 25 lbs and choose a location or a willing creature that you're familiar with. If the target location or creature is on another plane of existence, the spell fails. The object disappears and a tiny mote of harmless energy crackles to life at the chosen location or the nearest unoccupied space to the chosen creature and remains there for 10 minutes, slowly expanding to a size of 6-inches in diameter. When the mote vanishes, it does so in a shower of sparks, leaving the object in its place, having magically teleported to the mote. No time passes for the object during transit.

Contract

3rd-level abjuration


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, M (a scroll of vellum and a fine pot of ink mixed with sapphire dust worth at least 100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Paladin, Warlock, Wizard
  • Origin: Axios Verum

You form a binding agreement between any number of willing creatures within range. Each target defines terms, which all targets must willingly agree. A term is defined as an action that one or more targets must or must not perform, such as not harming an individual, praying daily to a certain power, or performing a specific task.

The agreement may also include circumstances in which it ends naturally, such after a certain amount of time has passed, when one of the targets dies, or when all terms are fulfilled.

The agreement remains in place until it ends naturally, or until one of the targets breaks the agreement by going against one of the terms. The agreement may also be ended by a wish spell. Regardless of how the agreement ends, all targets are immediately made aware of the agreement ending and how it ended.

Coroning Smite

3rd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Invoker, Paladin
  • Origin: Jack Weighill

The first time you hit with a melee weapon attack before the spell ends, you conjure a corona of radiant light around you. Each creature you choose within 5 feet of you must make a Dexterity saving throw. On a failure, a creature suffers 2d6 slashing damage plus 1d10 radiant damage, or half as much on a success. Once you have dealt this damage, the spell ends.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the radiant damage dealt increases by 1d10 for each spell slot level expended above 3rd.

Counterspell

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
  • Classes: Astromancer, Prism, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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. Additionally, the ability check made as a part of the spell gains a +1 bonus for each spell slot level expended above 3rd.

Create Food and Water

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Cleric, Druid, Odic, Paladin, Warden
  • Origin: Player's Handbook

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.

Crusader's Mantle

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Paladin
  • Origin: Player's Handbook

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 nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Crushing Guilt

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 hour
  • Classes: Bard, Bonded, Warlock, Wizard
  • Origin: Jack Weighill

You bring about an overwhelming feeling of regret inside a creature that can hear you within range, physically weighing them down. The target creature must make a Wisdom saving throw. On a failure, the target takes 3d6 psychic damage, and has its speed reduced by half for the duration. On a success, the target takes half damage and the spell ends.

Additionally, once per turn for the duration, whenever the target creature targets a creature allied to you with an effect, you can choose for it to suffer 1d6 psychic damage.

The target can repeat its saving throw at the end of each of its turns, ending the spell's effects on a success.

Curse Weapon

3rd-level evocation


  • Casting Time: Special
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Bard, Cleric, Paladin Shaman, Warlock, Wizard
  • Origin: Axios Verum

This spell places a curse on a weapon. There are two possible uses for the spell, granting either short or long-term effects.

If you cast this spell using 1 action, choose a nonmagical weapon you can see. That weapon becomes cursed. Until the spell ends, creatures wielding the weapon have a -1 penalty to attack rolls and damage rolls made with the weapon.

If you cast this spell over 8 hours, you touch a nonmagical weapon. That weapon becomes cursed. Until a remove curse spell is cast on the weapon, creatures wielding the weapon have a -1 penalty to attack rolls and damage rolls made with the weapon.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the penalty increases to -2. When you use a spell slot of 7th level or higher, the penalty increases to -3. When you use a spell slot of 9th level, the weapon deals no damage to creatures you choose when you cast this spell.

Daylight

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour or concentration, up to 10 minutes
  • Classes: Alchemist, Astromancer, Cleric, Druid, Paladin, Prism, Ranger, Sorcerer, Warden
  • Origin: Player's Handbook

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. There are two possible ways to cast this spell, either creating bright, ambient light that lasts for 1 hour, or a focused mote of brilliant sunlight that lasts for 10 minutes. You choose when you cast the spell.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If you concentrate on this spell, the light is sunlight.

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.

Dazzling Soul

3rd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Bonded, Prism
  • Origin: Layhnet

You imbue your spells with the dazzling light of your soul. The next time you hit with a spell attack during this spell's duration, roll a d8 to determine which color affects it. If you roll an 8, you can choose any of the other effects. Regardless of the result, the target takes extra damage and must make a Wisdom saving throw to resist its effects.

1. Red. The target becomes filled with an inconsolable rage. This attack deals an extra 3d8 fire damage. On a failed save, the target becomes enraged until the spell ends. A creature enraged this way has advantage on all weapon attacks it makes, and all attacks made against it have advantage. In addition, they have disadvantage on Dexterity saving throws.

2. Orange. The target becomes overjoyed and energetic. This attack deals an additional 3d8 acid damage. On a failed save, they become charmed by you until the spell ends. This effect ends early if the creature is damaged by you or one of your allies.

3. Yellow. The target is overcome with a paralytic happiness. This attack deals an additional 3d8 lightning damage. On a failed save, the target becomes restrained until the spell ends.

4. Green. The target becomes filled with disarming calm. This attack deals an extra 3d8 poison damage. On a failed save, the target loses the will to fight. A creature affected by this will immediately drop any weapons it is holding, and cannot take actions that include attack rolls until the spell ends.

5. Blue. The target becomes overwhelmed by dour sadness. This attack deals an extra 3d8 cold damage. On a failed save, the target becomes incapacitated until the spell ends.

6. Indigo. The target becomes consumed with an inner darkness. This attack deals an extra 3d8 necrotic damage. On a failed save, the target becomes blinded until the spell ends.

7. Violet. The target's mind becomes swollen with nightmarish imagery. This attack deals an extra 3d8 psychic damage. On a failed save, the target becomes frightened of you until the spell ends.

A creature that fails a saving throw against one of these effects makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends.

Delay Death

3rd-level necromancy


  • Casting Time: 1 reaction, which you take when damage would reduce you to 0 hit points
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric, Shaman, Warlock, Wizard
  • Origin: Axios Verum

You gain 30 temporary hit points, which count against the triggered source of damage and last until the end of your next turn.

When the spell ends, you reduce your current hit points by 30.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the temporary hit points received and the reduction to your health when the spell ends increase by 10 for each slot level above 3rd.

Destruction Insignia

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper,
  • Origin: Jack Weighill

You conjure a rune of power, which hovers at a point that you can see within range. The rune exudes an aura of strength in a 10-foot radius around it, which affects you and creatures allied to you. For each affected creature, the first time that creature hits with an attack on a turn while in the area, the attack deals an extra 2d6 force damage.

Devil's Eye

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a drop of devil's blood)
  • Duration: 1 hour
  • Classes: Alchemist
  • Origin: Jack Weighill

You grant a creature you touch the fell-sight of a devil. For the duration, the target can see normally in dim light and darkness, both magical and nonmagical, to a distance of 120 feet.

Dirge Dust

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a handful of frankincense, sulphur, and saltpetre)
  • Duration: Instantaneous
  • Classes: Accursed, Alchemist, Shaman, Warlock,
  • Origin: Jack Weighill

You throw your hand forth, casting a cloud of necromantic dust in a 15-foot cone in front of you. Each creature caught in the area must make a Constitution saving throw. On a failure, a creature suffers 4d8 necrotic damage, or half as much damage on a success.

Additionally, a creature that fails its saving throw has the dust eat away at its flesh and suffers 2d4 necrotic damage at the start of each of its turns. A creature can remove the dust from itself or another creature within 5 feet of it by using an action on its turn, taking 1d4 necrotic damage in the process.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the initial damage of the spell increases by 1d8 for each spell slot level expended above 3rd.

Dispel Magic

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Astromancer, Bard, Cleric, Druid, Inquisitor, Odic, Paladin, Prism, Runeshaper, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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. Additionally, the ability check made as a part of the spell gains a +1 bonus for each spell slot level expended above 3rd.

Divine Grace

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: 1 round
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You conjure up divine light that fills a 20-foot radius, 60-foot-high cylinder, centred on a point that you can see within range, which remains until the end of your next turn. The area is filled with bright light and sheds dim light in a 20-foot-radius around it.

Whenever a creature enters the area for the first time or starts its turn there, you may choose for that creature to be affected in one of the following ways:

  • It regains 2d6 hit points. If this healing would cause the creature to reach its hit point maximum, it gains any excess healing as temporary hit points, which last for 1 minute.
  • It must succeed on a Charisma saving throw or suffer a 1d6 penalty to attack rolls and saving throws until the start of its next turn.

Divine Insight

3rd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Paladin,
  • Origin: Jack Weighill

You touch a creature, learning divine information about it. You may ask your deity to grant you three of the following pieces of information about the creature you touch. You may select the same piece of information more than once if you choose.

  • The creature's damage vulnerabilities
  • The creature's damage resistances
  • The creature's damage immunities
  • The creature's condition immunities
  • The creature's alignment
  • One of the creature's ability scores

A creature can resist the effects of this spell by succeeding on a Charisma saving throw.

Divine Order

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Invoker
  • Origin: Jack Weighill

You create a divine proclamation that fills a 30-foot-cube within range with shimmering divine text. Each creature you choose in the area must succeed on a Charisma saving throw or it must use its reaction, if available, to move as far as its speed allows it towards a point on the ground that you choose within the area. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. A blind creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area increases by 10 feet for each slot level above 3rd.

Dome of Light

3rd level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Paladin, Prism
  • Origin: Jack Weighill

You form an orb of light above your head which expands into a 15-foot radius sphere centred around you. The sphere exudes bright light in its space and in a 45-foot radius around it, this light overcomes magical darkness.

Creatures you choose in the area are covered in a blanket of light. A creature blanketed in light suffers an additional 1d4 radiant damage from attack rolls and a -2 penalty to its armour class.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the bonus damage taken by creatures in the area increases by 1d6 for every two spell slot level expended above 3rd.

Drawmij's Instant Gallows

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A length of thick rope)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Inquisitor, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You point at a creature and create a magical noose around its neck that attempts to lift it from the ground. The target creature must succeed a Strength saving throw. On a failure, it suffers 2d10 force damage and is lifted 5 feet into the air, suspended in place, restrained. On a success, it suffers half damage and is not lifted or restrained.

A creature that starts its turn restrained in this way suffers the damage again.

At the end of the target turns that they're still restrained they may make the saving throw again, ending the spell on a success as they break free from the noose.

At Higher Levels. The damage increases by 1d10 for every level above 3rd that this spell is casted at.

Dread Runes

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (An inscription written in Deep Speech)
  • Duration: Instantaneous
  • Classes: Accursed, Odic, Runeshaper, Warlock, Wizard
  • Origin: Jack Weighill

You summon an alien rune at a point you can see within range. Every creature within 10 feet of the rune that can see it must make an Intelligence saving throw. On a failure, a creature suffers 3d10 psychic damage and becomes frightened of the rune for 1 minute. On a success, a creature suffers half damage and is not frightened by the spell.

A creature frightened in this way remakes its saving throw at the end of each of its turns, ending the effect on a success.

This spell has no effect on a creature that has an Intelligence of 4 or lower, or a creature that cannot understand at least one language.

At Higher Levels. When you cast this spell using a 4th level slot or higher, the damage increases by 1d10 for each spell slot level expended above 3rd.

Dreamscape

3rd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Classes: Bard, Bonded, Prism, Shaman
  • Origin: Smooze

You share yourself, and allow others the same opportunity. For the duration of the spell, you and any creature of your choice within a 30-foot radius of you can use their action to enter a shared dreamscape, entering a meditative trance or falling asleep (target's choice).

The appearance of the dreamscape is up to you; you and any creature of your choice can shape the environment of the dreamscape, creating landscapes, objects, and other images, such as showing past memories. The dreamscape relies on the creativity of its residents, and cannot create something that has not been seen or imagined by a creature within the dreamscape. A creature within the dreamscape can leave at any time, waking from their trance or sleep.

Regardless of its contents, the dreamscape soothes the soul with its catharsis. A creature that spends at least 4 hours of a long rest within the dreamscape recovers an additional level of exhaustion.

Echoed Form

3rd-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

As a part of your action to cast this spell, and as a bonus action on subsequent turns, you call upon a version of yourself from a world that never came to pass, which appears in your space, perfectly in line with your body. The echo is an indistinguishable and entirely tangible double of you. You may move this echo up to your speed at any point on your turn. If the echo enters a space within 5 feet of a creature, you can make a melee weapon attack against that creature. On a hit, the target suffers psychic damage equal to 1d6 + your spellcasting ability modifier.

Echoes can't speak, have an AC equal to you spell save DC, and uses your spell attack modifier as its bonus to any saving throw it makes. Additionally, echoes count as creatures for the purpose of provoking opportunity attacks and providing flanking benefits.

An echo created with this spell disappears after it takes damage, or on the start of your next turn, upon which is fizzles out of existence.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the number of echoes you can create at the start of each turn increases by 1 for every two slot levels expended above the 3rd.

Elemental Weapon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Astromancer, Druid, Paladin, Ranger, Runeshaper
  • Origin: Player's Handbook

A weapon you touch becomes a magic weapon if it isn't already. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon gains a +1 bonus to attack rolls and it 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.

Elixir of Wrath

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a drop of blood and a strip of muscle)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist
  • Origin: Jack Weighill

You invoke a wrathful might in a creature that you can see within range. For the duration, whenever the target hits a creature with a melee weapon attack, the target can roll a d4 and add the number rolled to the damage roll. It also regains hit points equal to the number rolled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the die rolled increases by 1d4 for every two slot levels above 3rd.

Encrypt

3rd-level illusion (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a small abacus made from ebony-wood worth at least 30 gps with at least one gold-plated bead worth at least 5 gp. The spell consumes all supplied beads.)
  • Duration: Instantaneous
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Jack Weighill

You touch a surface containing no more than one page's-worth of text, magically enchanting it with vision-scrambling magic. The text becomes entirely unreadable, except by creatures that speak a password you designate upon casting the spell. A creature speaking this password whilst touching the encrypted text causes it to appear as normal to the speaking creature for 1 minute.

No magic short of truesight can penetrate the spell's encryption, not even effects that allow you to understand writing, such as comprehend languages.

You may affect an additional page of text for each bead you supply as a part of the spell's material components above one.

Enemies Abound

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Bard, Occultist Shaman, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. Choose Rage or Fear, the chosen emotion is what fills the target. If you choose Fear, the creature automatically succeeds if it is immune to being frightened, whereas if you choose Rage, the creature automatically succeeds if it is immune to being charmed. 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.

Energy Tendril

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Warden,
  • Origin: Jack Weighill

A tendril of primal energy springs from a space on the ground that you can see within range, which remains for the duration. When you cast this spell, you can make a melee spell attack against a creature within 10 feet of the tendril. On a hit, the target takes acid, cold, fire, lightning, or thunder damage (your choice when you cast this spell) damage equal to 2d10 + your spellcasting ability modifier.

As a bonus action, you can move the tendril up to 20 feet and repeat the attack against a creature within 10 feet of it.

The tendril cannot move into a space that is more than 5 feet away from any solid surfaces.

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.

Engulfing Thorns

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a rose thorn)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Warden
  • Origin: Sprouting Chaos

You conjure thorny vines to entangle creatures in a 20 foot square within range. Each creature within the cube must make a Strength saving throw. On a failure, the creatures are restrained until the spell ends, and take 2d6 piercing damage at the start of each of their turns. On a success, the targets take 2d6 piercing damage and are not restrained. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failure, it takes an additional 1d6 piercing damage. When the spell ends, the conjured plants wilt away.

Envenom

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of rat poison mixed with turmeric)
  • Duration: 1 minute
  • Classes: Druid, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You try to alter the body of a creature within range to be more accepting of deadly poisons. The target creature must succeed on a Constitution saving throw. On a failure, the target treats any resistance to poison damage as if it were affected by such damage normally, and immunity to poison damage as resistance for the duration. Additionally, immunity to the poisoned condition is also removed from the target creature for the duration.

Constructs, objects and creatures with the Incorporeal Movement trait are unaffected by this spell.

Erupting Earth

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (Piece of Obsidian)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

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 4d12 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 3rd level or higher, the damage increases by 1d12 for each slot level above 3rd.

Expose Lifeforce

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Odic
  • Origin: Jack Weighill

You draw out the lifeforce of a creature that you can see within range, exposing it to greater harm. The target must make a Charisma saving throw. On a failure, its lifeforce becomes exposed until the end of your next turn, during which time attack rolls made against it are made with advantage and the first attack roll that hits it each turn deals an extra 1d8 necrotic damage. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d8 for every two slot levels above 3rd.

Façade

3rd-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a vial of perfume mixed with fox blood)
  • Duration: Concentration, up to an hour
  • Classes: Artificer, Bard, Bonded, Warlock, Wizard
  • Origin: Jack Weighill

You conjure magical glamours around yourself that trick your foes into misjudging your allegiances. Whenever a creature sees you for the first time during the spell's duration, that creature must succeed on a Wisdom saving throw or fall victim to your glamour for the duration, or until you do anything harmful against it or its allies.

When you cast the spell, you designate one of the following glamours you wish to exude for the duration, each of which affecting a creature that failed its saving throw differently.

Attract. The creature becomes attracted to you, either physically or platonically (depending on its preferences), granting you advantage on Charisma (Deception) and Charisma (Persuasion) checks made against them.

Ignore. The creature disregards your presence, then immediately forgets it saw you as soon as you leave its line of sight.

Misinterpret. The creature believes you to be an ally of it, treating you as such until you take hostile action against it or its allies.

Terrify. The creature becomes frightened of you. The creature can remake its saving throw at the end of each of its turns, ending the effect on a success.

Constructs, creatures with an Intelligence of 4 or lower, or creatures that are immune to the charmed condition are unaffected by this spell.

When you cast this spell, any creatures that see you cast the spell, as well as any number of creatures you choose, are immune to the spell's effects for the duration.

Fast Attunement

3rd-level enchantment (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer
  • Origin: Jack Weighill

You touch a magic item that requires attunement. You become attuned to that item, provided you meet any requirements for being attuned to it and an unwilling creature isn't currently attuned to it.

If you are at the maximum number of magic item attunements when you cast this spell, you must immediately end your attunement to one of those magic items immediately before this spell takes effect, otherwise the spell fails.

Fast Friends

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Bard, Bonded, Druid, Inquisitor, Sorcerer, Wizard
  • Origin: Acquisitions Incorporated

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. This save is made with advantage if you or your companions are fighting the creature. 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.

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.

Fear

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30-foot cone
  • Components: V, S, M (a white feather, or the heart of a hen)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Bard, Bonded, Inquisitor, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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. A creature can repeat its saving throw at the end of each of its turns, with advantage if it doesn't have line of sight to you, ending the spell on itself on a success.

Feign Death

3rd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pinch of graveyard dirt)
  • Duration: 1 hour
  • Classes: Alchemist, Bard, Cleric, Druid, Odic, Wizard
  • Origin: Player's Handbook

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.

Fibrillations

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the heart of a humanoid)
  • Duration: Instantaneous
  • Classes: Cleric, Odic, Shaman, Warlock
  • Origin: Jack Weighill

You touch a creature, sending their heart into a flurry, stopping and starting at random intervals. Make a melee spell attack against a creature within range. On a hit, the target's heart begins to violently fibrillate. At the start of each of the creature's turns, it must succeed on a Constitution saving throw or have its speed reduced by half until the start of its next turn and suffer one point of exhaustion, up to a maximum of three points of exhaustion.

The spell ends once the creature has succeeded on three saving throws against the spell, or if the creature takes lightning damage.

Fireball

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a tiny ball of bat guano and sulfur)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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 of higher, the damage increases by 1d6 for each slot level above 3rd.

Flame Arrows

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Druid, Ranger, Sorcerer, Wizard
  • Origin: Elemental Evil

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.

Fly

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wing feather from a bird)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Artificer, Astromancer, Prism, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Freezing Vortex

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small icicle)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Druid, Sorcerer, Wizard
  • Origin: None

You conjure a swirling storm of snow and ice that fills a 10-foot cube within range, which lasts for the duration. The area is lightly obscured and filled with strong wind. Whenever a creature enters the area for the first time on a turn, or starts its turn there, it must make a Strength saving throw. On a failure, a creature takes 2d6 cold damage plus 2d6 bludgeoning damage from the whirling winds. On a success, a creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage dealt increases by 1d6 for each slot level above 3rd.

Frigid Strike

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of frost giant blood)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Jack Weighill

You strike at a creature, overcoming their form with a frozen shell, freezing them to the core. Make a melee spell attack against a creature within range. On a hit, the target takes 4d10 cold damage and is restrained by ice that covers their form until the end of your next turn.

A creature restrained by this spell that takes 10 or more fire damage is no longer restrained, as the fire melts the worst of the ice that binds them.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 per spell slot level expended above 3rd.

Galoran's Giant Goat

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (A goat horn)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure forth the spectral form of Galoran's trusty goat steed, Narolag. The goat appears in an unoccupied location within range, filling up a 10-foot cube. On your turn, you can use a bonus action to move the goat up to 40 feet and have it make an attack against a creature within 5 feet of it. Make a melee spell attack for the goat, which deals 2d6 force damage on a hit. A creature hit by the goat must succeed on a Strength saving throw or be pushed 10 feet back and knocked prone.

At Higher Levels. When you cast this spell using a 4th level slot or higher, the damage increases by 1d6, and the distance pushed increases by 5 feet for each spell slot level expended above 3rd.

Galoran's Gratuitous Gesture

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (The severed hand of a monkey)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You project the image of a large, translucent hand, coloured how you choose at a point you can see within range. The hand makes a gesture that you choose from the list below. Each gesture will force any creature of your choice that starts its turn within 20 feet of the hand to make a Wisdom saving throw or suffer a penalty based on the gesture made, which lasts until the start of their next turn.

A creature that is immune to the charmed condition, has an Intelligence score lower than 6, or does not understand a language, automatically succeeds on its saving throw.

Demoralise. Affected creatures have disadvantage on ability checks.

Insult. Affected creatures have disadvantage on attack rolls for as long as it can see the hand.

Point. The hand points in a direction. Affected creatures expend 2 feet of movement for every 1-foot moved in a direction that is not in the pointed direction.

As a bonus action on your turn, you can move the hand up to 20 feet, and change its gesture if you wish.

At Higher Levels. When you cast this spell using a 4th level spell slot or higher, the radius increases by 5 feet for every spell slot level expended above 3rd.

Gaseous Form

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 an hour
  • Classes: Alchemist, Shaman, Sorcerer, Warden, Warlock, Wizard
  • Origin: Player's Handbook

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.

Ghostward

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the bones of a deceased humanoid)
  • Duration: Concentration, up to a minute
  • Classes: Shaman,
  • Origin: Jack Weighill

You shape the spirits of the departed into a barrier of wailing geists that forms around a creature that you can see within range. When another creature would make an attack against the target or target them with a harmful effect, if they are within 30 feet of the target and can see them, they must succeed on a Wisdom saving throw or become frightened of the barrier until the start of their next turn.

Once a creature has made this saving throw, it automatically succeeds on all further saving throws it makes against this spell until the start of its next turn.

Glittering Rainfall

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a vial filled with savanna rain, a white feather and stardust)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Ranger, Shaman,
  • Origin: Jack Weighill

You conjure a cloud of magical rainfall at a point 10 feet above you, which brings down a gentle, soothing rainfall. The cloud is 10 feet in diameter and brings down rain in a 10-foot wide, 10-foot-tall cylinder. Any creature that you choose that is in the rainfall when it appears regains 2d6 hit points.

Additionally, for the duration, whenever a creature you choose starts its turn in the rainfall, it gains 2d6 temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing and temporary hit points gained increases by 1d6 per spell slot level expended above 3rd.

Glyph of Warding

3rd-level abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 50 gp, which the spell consumes)
  • Duration: Until triggered
  • Classes: Artificer, Bard, Cleric, Inquisitor, Odic, Runeshaper, Wizard
  • Origin: Player's Handbook

When you cast this spell, you inscribe a glyph that harms 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. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the 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 aura 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.

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.

Grace Note

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Bard,
  • Origin: Jack Weighill

You play a short note to a creature that you can see within range, punctuating their next action. If the target can hear you, it gains advantage on attack rolls until the end of their next turn.

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.

Graviton Magnet

3rd-level dunamancy


  • Casting Time: 1 reaction, which you take when when a creature that you can see enters a space within range
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard
  • Origin: Jack Weighill

You outstretch your hand, gravitating the target creature back to its original position. The target creature immediately stops moving, and is pushed back to the space in which it started moving this turn. An unwilling creature can resist the spell's effects with a successful Strength saving throw.

Gravity Crush

3rd-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You throw your hands up into the air before pulling them down, bringing the forces of gravity with them in a 30-foot cube, originating from a point that you can see within range. Each creature caught in the area must succeed on a Strength saving throw. On a failure, a target suffers 5d6 force damage and falls prone. On a successful saving throw, the target takes half damage and does not fall prone.

This spell ignores immunity to the prone condition.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d6 for each spell slot level expended above 3rd.

Guardian Angel

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a prayer book)
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Inquisitor, Invoker, Paladin,
  • Origin: Jack Weighill

You bring down heavenly energies to surround a willing creature you touch, taking the form of tiny mote of light. For the duration, the target gains a +2 bonus to its AC and to saving throws it makes.

Additionally, whenever the target is damaged by a creature that it can see within 30 feet of it, it can use its reaction to have the mote lash out with radiant energy at their attacker. The attacker must make a Charisma saving throw, taking 3d8 radiant damage, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d8 per spell slot level expended above 3rd.

Hand of Hadar

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock
  • Origin: Harrowson's Pocketbook

You form a connection between realms, designating a creature as a host vessel for a fraction of eldritch power. Choose one willing creature within range, which grows a great, milky tentacle. Until the spell ends, you can use a bonus action on each of your turns to manipulate the tentacle, lashing out at one creature within 10 feet of the host. Make a melee spell attack against the target. If the attack hits, the creature takes 3d10 acid 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.

Haste

3rd-level dunamancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shaving of licorice root)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Astromancer, Odic, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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 becomes incapacitated and its speed becomes 0 until the end of its next turn, as a wave of lethargy sweeps over it.

Hermetic Smog

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of sulphur dust)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Artificer, Shaman, Warlock
  • Origin: Jack Weighill

You conjure up a cloud of hallucinatory mist that warps the minds of all those who enter it. The cloud fills a 20-foot radius sphere, and spreads around corners. Any creature that enters the smog for the first time or starts its turn there must succeed on a Wisdom saving throw. On a failed save the target becomes frightened of the mist until the start of its next turn and treats all movement inside the mist as difficult terrain.

Additionally, for every 5 feet of movement a creature expends inside the mist, that creature takes 1d4 psychic damage. A creature immune to the frightened condition takes no damage from this spell.

Holy Lash

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Invoker, Paladin,
  • Origin: Jack Weighill

You unleash a whipping surge of radiant energy and strike out at a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 4d10 radiant damage and the wound it received begins to surge with radiant power. At the start of each of the creature's turns for the duration, it takes 2d6 radiant damage. At the end of the creature's turns, it can make a Constitution saving throw. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spells initial damage increases by 1d10 per spell slot level expended above 3rd.

Hindsight

3rd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a pinch of dust, ash, or dirt from the area)
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Druid, Ranger
  • Origin: Kithlis

You close your eyes, whisper to the currents of fate, and let the dirt fall from your fingers. You see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your spellcasting ability score. You learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

At Higher Levels. When you cast this spell using a 4th or 5th level spell slot you learn two significant events that happened within the last year. When you cast this spell using a 6th level spell slot or higher you learn four significant events that happened within the last 100 years.

House of Cards

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a deck of cards)
  • Duration: 24 hours
  • Classes: Artificer, Bard, Sorcerer, Wizard
  • Origin: Unearthed Arcana

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. For each level, you may choose to create one empty doorframe that connects the interior and exterior of that level, which appears anywhere you choose on the wall of that level. Additionally, you may choose to create a ramp on the first and/or second floor, which connect to the level above and appear wherever you choose on the floor of the levels they appear on.

Creatures inside the structure have half cover from attacks or effects originating outside of the structure.

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 1 or a 2, the house collapses, ending the spell.

The house and all its cards vanish when the spell ends.

Hunger of Hadar

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pickled octopus tentacle)
  • Duration: Concentration, up to a minute
  • Classes: Warlock
  • Origin: Player's Handbook

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. The area is heavily obscured to creatures inside it.

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage dealt increases by 1d6 for each slot level above 3rd.

Hunter's Prowl

3rd-level illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a clump of earth)
  • Duration: 1 round
  • Classes: Ranger
  • Origin: Jack Weighill

You employ a magical camouflage, rendering yourself invisible until the start of your next turn. Whilst invisible in this way, your movement speed is doubled, and your weapon attacks deal an additional 1d6 damage.

Hypnotic Pattern

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 a minute
  • Classes: Alchemist, Artificer, Astromancer, Bard, Prism, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

At the end of each of its turns, the target can repeat its saving throw, ending the effect on itself on a successful. The spell also 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.

Inanimate Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small clay urn containing the skeleton of a chameleon)
  • Duration: Concentration, up to an hour
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Jack Weighill

You transform a willing creature you touch, and everything it is wearing, into a nonmagical object that could fit in a 5-foot cube. The spell has no effect on a creature with 0 hit points. The transformation lasts for the duration, until the target is reduced to 0 hit points in its new form, or it dies.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

Whilst transformed, the target cannot take actions, move, or speak, and loses all senses, instead gaining blindsight out to a range of 60 feet, which it is blind and deaf beyond. Additionally, it gains immunity to poison damage, as well as the following conditions: paralyzed, petrified and poisoned for the duration.

Incite Greed

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gemstone worth at least 50 gp)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Acquisitions Incorporated

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.

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.

Ingress/Egress

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a silver doorknob worth at least 10 gp, which the spell consumes)
  • Duration: 10 minutes
  • Classes: Artificer, Bard, Wizard
  • Origin: Jack Weighill

You touch a wall no greater than 1-foot thick and that isn't made from metal or magical force and create an illusory door on its surface where you touch. The door is 8 feet tall and 5 feet across and looks however you choose. If the wall is too small to accommodate the door on its surface, the spell fails. Behind the door is a rippling surface of translucent energy. A creature can use 5 feet of move to step into the rippling surface, appearing on the other side of the wall. A creature can't walk back through the wall from the other side.

As an action, you can touch the door while it's closed and cause it to vanish, ending the spell early. If a creature is passing through the wall when the spell ends, it reaches the other side unscathed.

Intellect Fortress

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Bard, Bonded, Runeshaper, Sorcerer, Wizard
  • Origin: Tasha's Cauldron of Everything

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.

Iron Wind Strike

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous
  • Classes: Astromancer, Invoker, Ranger, Wizard
  • Origin: Jack Weighill

You flourish your weapon used in the casting and then vanish to strike like the wind. Choose a creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of the target.

Last Rites

3rd-level evocation (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (powdered lead worth 30 gp or more, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Invoker, Paladin, Shaman
  • Origin: Devout Handbook

You perform a special rite to protect the sanctity of a deceased creature and usher its spirit into the next world. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.

Cleanse Corpse. You touch a diseased or poisoned corpse and that corpse can no longer transmit disease or poison.

Determine Cause. You touch a corpse who died of unknown circumstances and learn the general nature of the death (starvation, poisoning, disease, etc.).

Peaceful Passing. You touch a willing creature who then dies painlessly and immediately. It cannot be returned to life unless it wishes to by any means short of a wish spell.

Marked Grave. You touch a corpse of unknown identity and learn the name of the creature, if it had one.

Sanctify Body. You touch a corpse during a funeral ceremony and it cannot become undead by means short of a wish spell for the next 7 days.

Leomund's Tiny Hut

3rd-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours
  • Classes: Artificer, Astromancer, Bard, Runeshaper, Wizard
  • Origin: Player's Handbook

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 can fit inside the dome. Large creatures count as four creatures and Tiny creatures count as zero creatures. The spell can't fit a creature of Huge size or larger. The spell fails if its area includes a Huge or larger creature or more than nine creatures. 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.

Lich Wine

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bottle of fine wine, worth at least 5 gp)
  • Duration: 1 hour
  • Classes: Alchemist, Bard
  • Origin: Jack Weighill

You invoke a powerful intoxication in the mind of a creature that you can see within range. The target must succeed on a Constitution saving throw or become poisoned for the duration.

Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

Whenever an unaffected creature ends its turn within 5 feet of a creature affected by this spell, that creature must make a Constitution saving throw as if the spell had been cast on it.

Lifehunger

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed,
  • Origin: Jack Weighill

You imbue yourself with a soul-draining aura that takes the life from those you strike. The first time you hit a creature within 10 feet of you with an attack on each of your turns, that creature takes an extra 1d6 necrotic damage and you regain hit points equal to the necrotic damage dealt.

Light Binding

3rd-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Prism,
  • Origin: Jack Weighill

The next time you hit a creature with a ranged spell attack during the spell's duration, you form a light that ensnares them, and the attack deals an extra 2d8 radiant damage to the target. The target is then restrained until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d8 for each slot level above 3rd.

Lightning Arrow

3rd-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Ranger
  • Origin: Player's Handbook

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.

Lightning Bolt

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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 above 3rd.

Litany of Resilience

3rd-level abjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: 1 round
  • Classes: Inquisitor,
  • Origin: Jack Weighill

You speak divine words of holy power, strengthening their magic. Choose a creature that you can see within range. If the target can hear and understand you, it gains resistance to all damage until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature.

Lock On

3rd-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an iron sculpture of an eyeball)
  • Duration: Concentration, up to a minute
  • Classes: Artificer,
  • Origin: Jack Weighill

You distort the air around a creature that you can see within range, drawing the attention of others towards them, honing their focus. For the duration, the target has disadvantage on Dexterity (Stealth) checks and you know the exact distance and direction to it.

Additionally, attack rolls made against the target are made with advantage and have their critical hit range increased by 1.

The spell ends early if the target is ever more 120 feet away from you or on another plane of existence to you.

Lucent Step

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a coil of wire)
  • Duration: Instantaneous
  • Classes: Prism,
  • Origin: Jack Weighill

You vanish in a flash of light, teleporting to an unoccupied space that you can see within range, and each creature within 10 feet of the space you left must make a Constitution saving throw. On a failure, a target takes 2d10 radiant damage and is blinded until the end of your next turn. On a success, a target takes half as much damage and is not blinded.

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.

Magma Splash

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a fist-sized lump of volcanic rock)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You conjure a wave of burning magma that rises up and showers an area within range. The affected area is a 30-foot cone originating from a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and 3d6 fire damage, and its speed is reduced by half until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected.

The area of the spell becomes difficult terrain and the magma ignites flammable objects in the area that aren't being worn or carried. The difficult terrain cannot be cleared for 1 minute, after which the magma cools. 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 bludgeoning damage and fire damage each increase by 1d6 for each spell slot level above 3rd.

Magic Circle

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
  • Classes: Alchemist, Astromancer, Cleric, Inquisitor, Invoker, Paladin, Runeshaper, Warlock, Wizard
  • Origin: Player's Handbook

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: Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

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.

Maim

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a flake of skin or bone from an undead creature)
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Druid, Odic, Warlock
  • Origin: Dark Arts

You touch a creature, transferring a virulent disease into their body. The target must make a Constitution saving throw. On a failed save, it takes 8d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce a target's hit points below 1. If the target fails the saving throw, it can't gain hit points for 1 hour. Any effect that removes a disease allows a creature to remove the secondary effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.

Major Image

3rd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Alchemist, Artificer, Astromancer, Bard, Prism, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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. lt 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.

Martyrdom

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of the caster's blood, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Paladin, Shaman
  • Origin: Jack Weighill

You sacrifice some of your own life to heal an allied creature. You reduce your current hit points by 3d6. Then one creature of your choice that you can see within range regains a number of hit points equical to twice the hit points reduced, plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell at 4th level or higher, the damage you take increases by 1d6 per level above 3rd.

Mass Healing Word

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Inquisitor, Odic, Prism
  • Origin: Player's Handbook

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.

Mass Vicious Mockery

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Grimlore's Grimoire

You unleash a string of insults laced with subtle enchantments at up to six creatures that you can see within range that can hear you. Each target must make a Wisdom saving throw. On a failed saving throw, a target takes 4d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. On a successful saving throw, a target creature takes half damage and is otherwise unaffected.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 damage for each slot level above 3rd.

Meld into Stone

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Cleric, Druid, Ranger, Warden
  • Origin: Player's Handbook

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.

Melf's Minute Meteors

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (niter, sulfur and tiny cylinder of pine tar)
  • Duration: Concentration, up to 10 minute
  • Classes: Astromancer, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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.

Melf's Tranquilizing Arrow

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 10 minutes
  • Classes: Ranger, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You launch forth an enchanted bolt of energy toward a creature that you can see within range. On a hit, roll 10d10. If the result is equal to or greater than the target creature's current hit points, the target creature falls unconcious for 10 minutes, until the creature suffers damage, or until another creature uses its action to shake the creature awake.

Mellifluous Movement

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a vial of water mixed with your own blood)
  • Duration: 1 round
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You transform into a shifting, amorphous, watery mass that quickly slithers around the battlefield. Until the end of your turn next turn, you gain the following benefits:

  • You gain an additional 30 feet of movement.
  • Difficult terrain costs no additional movement.
  • You can move through the spaces of other creatures.
  • Attacks of opportunity made against you are made at disadvantage.
  • You can move through a space as narrow as 1-inch without squeezing.

Memory Lapse

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Shaman,
  • Origin: Jack Weighill

You conjure up a spirit from beyond, honing their memory into a flurry of spiritual energy that harries a creature that you can see within range until the end of your next turn. The target is affected based on what actions it took on its previous turn.

If the target took multiple actions, such as through the use of an Action Surge or by taking one of these actions as a part of both their bonus action and their action, it suffers multiple effects.

Attack. The target has disadvantage on attack rolls until the spell ends.

Cast a Spell. The target must make a Constitution saving throw. The target takes 2d10 psychic damage on a failed save, or half as much on a success.

Dash or Disengage. The target's speed is halved until the spell ends.

Dodge. The target loses the benefits of the Dodge action and cannot gain them again until the spell ends. Additionally, whenever a creature makes an attack roll against the target before the spell ends, that creature rolls a d4 and adds the result to their attack.

Help. The creature that the target aided gains no benefit from the Help action and instead suffers disadvantage on attack rolls and ability checks until the spell ends.

Miasma

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Warlock
  • Origin: Jack Weighill

You create a foul mist that fills a 5-foot cube within range. The mist spreads around corners. It lasts for the duration or until strong wind disperses the mist, ending the spell. The mist's area is lightly obscured.

Whenever a creature enters the area for the first time, or starts its turn there, that creature must make a Constitution saving throw. On a failure, a creature takes 3d6 poison damage and becomes poisoned until the start of its next turn. On a success, a creature instead takes half damage and is not poisoned.

At the start of each of your subsequent turns, the mist expands, filling each space adjacent to it. The mist cannot expand into a space behind full cover.

Mind Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Unearthed Arcana

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 3d8 force damage, plus 2d8 psychic 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 spell's force damage increases by 1d8 for each slot level above 3rd.

Misdirection

3rd-level illusion


  • Casting Time: 1 reaction, which you take when a creature that you can see within range making an attack roll
  • Range: 30 feet
  • Components: S, M (a deck of cards)
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You twist the perceptions of your enemy causing them to perceive their intended target as something entirely different. When a creature within range makes an attack roll against a target, you can cast this spell to attempt to influence the creature's aim. Make an ability check with your spellcasting ability contested by the creature's Wisdom (Perception) check. On a success, you choose a new target for the target creature's attack roll. The new target must be within the attack rolls normal range. If there are no other valid targets, the attack roll simply has no effect.

Misty Smite

3rd-level conjuration (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Paladin,
  • Origin: Jack Weighill

Once during the spells duration, when you take the Attack action, you may briefly turn into a cloud of mist and teleport up to 30 feet to an unoccupied space that you can see before or after you make your first attack as a part of that action.

Once you have teleported in this way, the next time you hit a creature with a melee weapon attack during this spell's duration, you force the target to make a Wisdom saving throw. On a failure, the target suffers 2d8 force damage and disperses it into the same fog, forcibly teleporting it to an unoccupied space that you can within 30 feet of it. On a success, the target suffers half damage and is not teleported. After you have dealt this damage, the spell ends.

Nature's Abundance

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A drop of water)
  • Duration: Concentration, up to a minute
  • Classes: Warden,
  • Origin: Jack Weighill

You call upon the bounty of nature to create a protective wall of roots and vines around you. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. The wall is 1-foot-thick and its area is lightly obscured. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

The wall has AC 15, 25 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic damage. If the wall is reduced to 0 hit points, it collapses and the spell ends.

Nothing can physically pass through the wall, unless a creature uses an action and expends 5 feet of movement to either move themselves through the wall, or push a Medium or smaller object through the wall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall has 10 extra hit points for each slot level above 3rd, to a maximum of 45 hit points.

Nightscar

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a branding iron)
  • Duration: Until dispelled
  • Classes: Accursed, Inquisitor, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You touch a creature within range, marking it with an arcane sign of your choosing. If unwilling, the target creature must succeed on a Charisma saving throw to avoid the effect, failing automatically if the target is restrained or incapacitated.

The mark can fill up to a 6-inch space and can be seen by any creature that you choose when you cast the spell. The mark can also be seen by any creature with the ability to see invisible objects or creatures.

The mark remains on the target and is 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.

A remove curse spell or similar magic removes the mark, ending the spell.

Nondetection

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
  • Classes: Alchemist, Astromancer, Bard, Ranger, Wizard
  • Origin: Player's Handbook

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.

Onyx Skull

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a charred and blackened skull)
  • Duration: Instantaneous
  • Classes: Accursed, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

You conjure a shadowy skull around you that bites down in a 15-foot hemisphere centred on you. Each creature other than you that is caught in the area must make a Strength saving throw. On a failure, a creature takes 5d10 necrotic damage and is knocked prone. On a success, a creature takes half as much damage and is not knocked prone.

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.

Painful Lesson

3rd-level enchantment


  • Casting Time: 1 reaction, which you take when another creature within range makes an attack roll or targets a creature with a harmful effect
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Shaman
  • Origin: Jack Weighill

You speak a spiritual lesson of vengeance and retribution. The target must make a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one. Regardless, until the spell ends, whenever the target makes an attack roll, ability check, or saving throw, it must roll a d4 and subtract the number rolled from the result of the attack roll, ability check, or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.

Phantom Steed

3rd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Astromancer, Wizard
  • Origin: Player's Handbook

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, the steed is your Companion and you can ride it. 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, and it can't attack. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The steed vanishes immediately if it takes any damage or if you use your action to dismiss it.

Philtre

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a rose petal)
  • Duration: 24 hours
  • Classes: Alchemist
  • Origin: Jack Weighill

You influence the mind of a creature that you can see within range. The next time the target sees another creature that is of a species and gender it is normally attracted to before the spell ends, it must make a Wisdom saving throw. On a success, the spell ends. On a failure, the target becomes charmed by that creature for the duration. While charmed in this way, the target regards the creature as its true love.

Pip's Wonderbubbles

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Compenents: V, S, M (a vial of soapy water and tiny diamond crystals worth at least 10 gp)
  • Duration: Instantaneous
  • Classes: Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You unleash a four multicoloured bubbles in a 30-foot long, 10-foot wide line in front of you. Make a ranged spell attack for each bubble. You can hurl the bubbles at one target or several, each of which must be against a target within the area. On a hit, roll on the table below, the target suffers the corresponding effect:

Wonderbubbles
⠀⠀d8⠀⠀ Effect
1 The target suffers 2d4 force damage.
2 The target is pushed back 10 feet.
3–4 The target suffers 3d6 acid damage.
5–6 The target suffers 2d8 bludgeoning damage and is knocked prone.
7 The target must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
8 The target becomes blinded until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of bubbles you can create as a part of this spell increase by one for each spell slot above 3rd.

Plant Growth

3rd-level transmutation


  • Casting Time: Special
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

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.

Pressure Vortex

3rd-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You create a well of gravitic force that fills a 20-foot-radius, 30-foot-high cylinder centred on a point that you can see within range. The area is difficult terrain. Whenever a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw. On a failure, a creature takes 3d6 force damage and is knocked prone. A flying creature knocked prone in this way falls even if it's held aloft by magic. A creature that's already prone when it fails its saving throw can't stand up until its next turn. On a success, a creature takes half as much damage and isn't knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the damage dealt increases by 1d6 for each slot level above 3rd.

Primal Poultice

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a handful of herbs and berries)
  • Duration: Instantaneous
  • Classes: Ranger,
  • Origin: Jack Weighill

You touch a creature, implanting them with an accelerated natural healing. The target regains 3d8 + your spellcasting ability modifier hit points and one disease or poison currently afflicting it ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd, to a maximum of 5d8.

Project Aura

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a holy symbol)
  • Duration: 1 minute
  • Classes: Paladin,
  • Origin: Jack Weighill

You extend the reach of your oathbound powers to another creature that you can see within range. For the duration, the target exudes the effects of any Aura features you possess to the same radius that you would, such as Aura of Protection, Aura of Courage, or the Oath of Devotion's Aura of Devotion. The target uses your statistics to determine the effects of each exuded aura where applicable.

Protection from Energy

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Astromancer, Bonded, Cleric, Druid, Invoker, Odic, Prism, Ranger, Runeshaper, Shaman, Sorcerer, Wizard
  • Origin: Player's Handbook

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Pulse Wave

3rd-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Critical Role

You create intense pressure, unleashing it in a 30-foot cone. Each creature in that cone must make a Strength saving throw. A creature takes 6d6 force damage on a failed save, or half as much on a successful one. Every creature that fails its saving throw is either pulled 15 feet towards you, or pushed 15 feet away from you (your choice), your choice affects all creatures.

In addition, unsecured objects in the area are likewise pushed or pulled 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 spell slot level expended above 3rd.

Ray of Force

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You unleash three rays of kinetic energy to at targets within range. You may direct them all towards one target, or split them between several.

Make a range spell attack roll for each ray. On a hit, the target suffers 3d4 force damage and is pushed 15 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional ray for each slot level above 3rd.

Ray of Pain

3rd level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Inquisitor, Odic, Shaman, Warlock
  • Origin: Jack Weighill

You fire three rays of agony-inducing energy toward targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 1d8 necrotic damage, plus 1d8 psychic damage and suffers disadvantage on attack rolls and ability checks until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of rays you create increases by one for each spell slot level expended above 3rd.

Reaping Smite

3rd-level evocation (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Accursed, Invoker, Paladin
  • Origin: Devout Handbook

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon digs deep into the enemy and a sense of impending doom washes over them. The attack deals an extra 2d12 necrotic damage to the target and they become cursed with a dark spectre of death for 1 minute. The spell then ends.

Whilst cursed in this way, a creature takes 1d12 necrotic damage at the start of each of their turns and can make a Constitution saving throw at the end of each of their turns, ending the curse on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d12 for each slot level above 1st.

Remove Curse

3rd-level abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a splash of holy water)
  • Duration: Instantaneous
  • Classes: Astromancer, Bonded, Cleric, Inquisitor, Paladin, Runeshaper, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

At your touch, one curse of your choice affecting the target ends. 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. Certain major curses may be too powerful for this spell to end.

Renew

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Cleric,
  • Origin: Jack Weighill

You place a mote of holy renewal onto a creature that you can see within range, sustaining their life until the start of your next turn. At the start of both the target's next turn and your next turn, the target regains 1d10 + your spellcasting ability modifier hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing the target receives at the start of their next turn increases by 1d10 for each slot level above 3rd.

Replica

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (powdered crystals worth at least the same amount as the target object, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You touch an object, channelling its existence through your power to create a perfect, non-magical replica. The object you are replicating must weight no more than 50 pounds, and must fit inside a 5-foot cube. The replica appears in an unoccupied space within 5 feet of you, or in your hand if it fits.

If you target a magical object, the material cost is instead worth as much as a non-magical replica of that object would cost.

Restorative Shell

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a tiny sheet of plaster and a small square of crushed cotton)
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Druid, Cleric, Odic, Prism
  • Origin: Runesmith

You form a shell of restorative magic around a creature that nourish and protect their form. The target creature regains 3d10 hit points.

The shell has two charges. At the start of each of the target's turns, the target regains 1d10 hit points and the shell loses a charge. The shell vanishes when it has no charges remaining.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the shell gains one additional charge for each slot above 3rd.

Revivify

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth at least 300 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Artificer, Cleric, Druid, Inquisitor, Invoker, Odic, Paladin, Prism, Ranger, Shaman
  • Origin: Player's Handbook

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.

Rift Armour

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a vial of ink)
  • Duration: 1 hour
  • Classes: Astromancer, Bard, Prism, Runeshaper, Wizard
  • Origin: Jack Weighill

You veil the target creature in inky armour that masks their body and form with shifting mirrors and shapes. For the duration, when the protected creature is subjected to an attack roll or Dexterity saving throw, the protected creature can use its reaction to grant itself half-cover from the triggered source.

Alternatively, the target may use its action on its turn to gain three-quarters cover from all sources until the start of its next turn.

A creature with truesight, or a creature that is unaffected by illusionary magic ignores any cover this spell confers to its target.

Sand Prison

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A handful of sand)
  • Duration: 1 round
  • Classes: Alchemist, Druid, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure forth a whirling vortex of sand at a point you can see within range, which fills a 20-foot radius sphere around it, lasting until the start of your next turn. The sphere is difficult terrain. Each creature in the area must then make a Constitution saving throw. On a failure, a creature suffers 4d6 slashing damage. On a success, a creature instead suffers only half damage.

At the end of your next turn, the vortex collapses, imploding into a hardened sandstone shell that encases all creatures inside. Each Large or smaller creature in the area becomes restrained by hardened sand for 1 minute, after which the shell disintegrates into grainy sand. A creature restrained in this way can use its action to make a Strength (Athletics) check against your spell save DC, escaping on a success.

Satellite Strike

3rd-level transmutation (smite)


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Astromancer
  • Origin: Jack Weighill

You create a gravitational link between yourself and a creature that you can see within range, pulling yourself into a magical orbit with them. You immediately move up to 30 feet towards a space that you can see within 5 feet of the target without provoking opportunity attacks.

If you end this movement within 5 feet of the target, you become charged with cosmic energy. The next time you hit a creature with a melee attack before the spell ends, the target takes an extra 3d6 force damage and the spell ends.

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.

Scorn

3rd-level enchantment


  • Casting Time: 1 reaction, which you take when a creature within range missing another creature with an attack
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Inquisitor, Paladin, Warlock,
  • Origin: Jack Weighill

You speak words of arcane disdain towards a creature that you can see within range. Unless the creature understands no languages, it can understand what you say. A creature that hears the verbal assault must succeed on a Charisma saving throw or suffer disadvantage on attack rolls for the duration. A creature can repeat its saving throw at the end of each of its subsequent turns, ending the spell on a success.

Whilst the spell persists, whenever the target misses another creature with an attack roll, it suffers 1d8 psychic damage. A creature suffers an additional 1d8 damage if it had advantage or disadvantage on that attack roll.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d8 for each slot level above 3rd.

Sending

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a short piece of copper wire)
  • Duration: 1 round
  • Classes: Astromancer, Bard, Bonded, Cleric, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

Shelter

3rd-level abjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a handful of wood-shavings and nails)
  • Duration: 8 hours
  • Classes: Artificer, Ranger, Runeshaper, Wizard
  • Origin: Jack Weighill

You enchant a space, covering it from prying eyes and aggressors. A space no larger than 120 feet on a side becomes protected from intrusion. All doors are locked (if possible) and boarded, windows are covered and blacked out, chimneys and other exits are blocked, and furniture is strewn to create suitable half-cover. The space is protected in that anything inside has full-cover and cannot be seen by anything outside, and no creature can move within the protected area without moving through, or destroying, some kind of solid object.

If there are not suitable objects within the spell's affected area to block or board a window, door, or other exit, the spell creates simple wooden boards to cover those spaces.

When the spell ends, the alterations to the space disappear and all changes made by the spell are reverted, leaving no trace that the spell was ever cast. However, this reversion does not change any damage sustained by object during the spell's duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum area size you can affect increases by 20 feet for each spell slot level expended above 3rd.

Skystrike

3rd-level evocation


  • Casting Time: 1 reaction, which you take when you fall
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Paladin, Ranger, Sorcerer
  • Origin: Genuine

You plummet down towards the ground with the speed of a lightning bolt, instantaneously falling until you collide with the ground. On impact, you take no falling damage and land on your feet. Then, each creature within 20 feet of you when you land must make a Dexterity saving throw. On a failure, a creature takes 3d8 force damage, plus 1d6 lightning damage for every 10 feet you fell as a part of the spell, to a maximum of 6d6 lightning damage. On a success, a creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum lightning damage you can deal as a part of this spell increases by 1d6 for each slot level above 3rd.

Sleet Storm

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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 is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Slow

3rd-level dunamancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of molasses)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Alchemist, Artificer, Astromancer, Bard, Odic, Runeshaper, Sorcerer, Wizard
  • Origin: Player's Handbook

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 its turn. On a successful save, the effect ends for it.

Soul Pierce

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bonded
  • Origin: Jack Weighill

You channel the essence of your soul into a bolt of energy that lances from you in a 5-foot-wide, 60-foot-long line. If your Manifestation is within 120 feet of you when you cast this spell, it produces an identical line, orientated as you choose. Each creature caught in one of the lines, other than you or your Manifestation, must make a Dexterity saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one. A creature makes a separate saving throw for each line.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by each line increases by 1d6 for each slot level above 3rd.

Speak with Dead

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (burning incense)
  • Duration: 10 minutes
  • Classes: Alchemist, Bard, Cleric, Inquisitor, Invoker, Odic, Shaman, Wizard
  • Origin: Player's Handbook

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.

Speak with Plants

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Bard, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

You imbue plants within 30 feet of you with limited sapience 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 them selves 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 shared 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.

Spellweave

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer
  • Origin: Jack Weighill

You entwine your magic with a creature that you can see within range, running raw power through their bodies. You become bonded to the target by an invisible magical tether for the duration. Whenever you cast another spell while the tether lasts, the target takes 2d8 force damage.

If you and the target are ever more than 120 feet apart, the tether breaks and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt to the target whenever you cast another spell increases by 1d8 for every two slot levels above 3rd.

Spirit Expulsion

3rd level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: 1 round
  • Classes: Bonded, Cleric, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You choose a point that you can see within range, springing forth from it a well of expelling energy in a 20-foot radius. Each creature caught in the radius must succeed on a Charisma saving throw. On a failure, a target suffers 3d10 necrotic damage and have its spirit revealed until the end of its next turn. On a success, a target suffers half damage and its spirit is not revealed.

A creature whose spirit is revealed suffers an additional 1d4 force damage the first time it takes damage each turn for the duration.

A possessed creature that fails its saving throw against this spell does not have its spirit revealed. It instead becomes no longer possessed.

This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage dealt increases by 1d10 for each slot level above 3rd.

Spirit Guardians

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 15-foot radius
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bonded, Cleric, Shaman
  • Origin: Player's Handbook

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.

Spirit Shroud

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Cleric, Paladin, Shaman, Warlock
  • Origin: Tasha's Cauldron of Everything

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable, and they are good or evil (your choice). Until the spell ends, any attack you make deals an additional 1d8 damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil.

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.

Spiritual Chains

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a link of chain)
  • Duration: 1 hour
  • Classes: Bonded, Cleric, Shaman
  • Origin: Harrowson's Pocketbook

Unbreakable phantasmal chains encircle your forearms, remaining connected to you for the duration. Your reach becomes 30 feet for the purposes of grappling, interacting with objects, and making melee spell attacks.

As a bonus action, you may pull any creature grappled with the chains up to 30 feet towards you.

Additionally, you may use your spell attack modifier in place of Strength (Athletics) when you attempt to grapple creatures.

Furthermore, if you are grappling a creature with the chains and move more than 30 feet away from it, the grapple ends.

Spray of Thorns

3rd-level evocation


  • Casting Time: 1 action
  • Range: 15-foot cone
  • Components: V, S, M (a rose thorn)
  • Duration: Instantaneous
  • Classes: Druid, Ranger
  • Origin: Sprouting Chaos

You shoot forth a burst of thorns which pierce through your enemy's defenses from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 3d6 piercing damage and has vulnerability to bludgeoning, piercing, and slashing damage until the end of their next turn. On a successful save, a creature takes half damage and suffers no other effect.

Starlight

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A pinch of stardust)
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Druid, Odic, Paladin, Shaman, Sorcerer,
  • Origin: Jack Weighill

You cover a creature that you can see within range in a twinkling starlight energy. The target gains 2d10 + 10 temporary hit points, which remain for the duration. Whilst a creature has these temporary hit points, it gains advantage on saving throws against damaging effects and attack rolls made against it are made with disadvantage.

Stinking Cloud

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 a minute
  • Classes: Alchemist, Bard, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Stoneshatter

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a magnetic object)
  • Duration: 1 minute
  • Classes: Astromancer, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You raise a chunk of rock out of the ground, leaving it to hover 5 feet in the air at a point you can see within range. The stone fills a 5-foot cube. At any point before the spell ends, you can cause the stone to explode, filling a 15-foot-radius around it with sharp shrapnel. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature takes 2d8 bludgeoning damage plus 3d6 piercing damage and it starts bleeding (1d6). On a success, a creature takes half as much damage and it doesn't start bleeding. If you cause the stone to explode at any point that isn't on your turn, you must use your reaction to do so.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 3rd.

Storm Vortex

3rd level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You send out a whirling vortex of storm winds that fill a 60-foot cone that remains there for the duration. The area is lightly obscured and filled with strong winds. Additionally, creatures inside in the area are deafened.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw, taking 3d4 bludgeoning damage plus 2d4 lightning on a failed save, or half as much damage on a successful one.

A concentrating that takes damage from this spell has disadvantage on its Constitution saving throw made to maintain that concentration.

As an action on each of your turns before the spell ends, you can change the direction in which the cone faces from its point of origin.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the bludgeoning and lightning damage dealt increase by 1d4 for each slot level above 3rd.

Summon Fey

3rd-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded flower worth at least 300 gp)
  • Duration: Concentration, up to an hour
  • Classes: Druid, Ranger, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. 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.

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.

Fey Spirit

Medium or smaller, Unaligned


  • Armour Class 12 + the spell's level (natural armour)
  • 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

Magic Weapons. The beast's weapon attacks are magical.

Actions

Multiattack. The fey makes a number of attacks equal to half this spell's level (rounded down).

Strike. 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. On a failure the target is charmed by you and the fey for minute or until the target takes any damage.

Tricksy. The fey can fill a 5-foot cube within 5 feet it with magical darkness, which lasts until the end of its next turn.

Summon Ooze

3rd-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a jar of aloe jelly with crystalline shards worth at least 300 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Artificer, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You call forth an ooze spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose a shape: Cube or Slithering. The creature resembles an ooze creature of your choice that matches its shape, 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.

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.

Ooze Spirit

Medium (Slithering only) or Large (Cube only) ooze, unaligned


  • Armour Class 7 + the spell's level (natural armour)
  • Hit Points 35 + 15 for each spell level above 3rd
  • Speed 15 ft. (Cube only) or 20 ft. (Slithering only), climb 20 ft. (Slithering only)

STR DEX CON INT WIS CHA
16 (+3) 9 (–1) 16 (+3) 1 (–5) 6 (–2) 1 (–5)

  • Damage Resistances acid, bludgeoning, piercing, slashing
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages understands the languages you speak

Amorphous (Slithering Only). The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrosive Form (Slithering Only). A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 1d4 + the spell's level acid damage.

Spider Climb (Slithering Only). The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d10 + 3 + the spell's level acid damage.

Engulf (Cube Only). The ooze moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ooze enters a creature's space, the creature must make a Dexterity saving throw against your spell save DC.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the ooze enters the creature's space, and the creature takes 1d10 + 3 + the spell's level acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 1d10 + 3 + the spell's level acid damage at the start of each of the ooze's turns. When the ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a Strength check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of the ooze.

Summon Plant

3rd-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a flower crafted from crystal and gold leaf worth at least 300 gp)
  • Duration: Concentration, up to an hour
  • Classes: Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You call forth a plant spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Plant Spirit stat block. When you cast the spell, choose a form: Blight, Myconid, or Treant. The creature resembles a plant creature of the chosen shape, 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.

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.

Plant Spirit

Medium (Blight and Myconid only) or Large (Treant only), unaligned


  • Armour Class 12 + the spell's level (natural armor)
  • Hit Points 30 (Blight and Myconid only) or 40 (Treant only) + 15 for each spell level above 3rd (the plant has a number of Hit Dice [d8s] equal to the level of the spell)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (–1) 16 (+3) 10 (+0) 13 (+1) 10 (+0)

  • Condition Immunities blinded, charmed, deafened, frightened
  • Senses blindsight 30 ft., passive Perception 11
  • Languages understands the languages you speak

Magic Weapons. The plant's weapon attacks are magical.

Susceptibility to Fire. Whenever the plant takes fire damage, it takes the maximum possible fire damage.

Actions

Multiattack. The plant makes a number of attacks equal to half this spell's level (rounded down).

Needles (Blight Only). Ranged Weapon Attack: your spell attack modifier to hit, range 30/60 ft., one target. Hit: 1d4 + 3 + the spell's level piercing damage + 1d4 necrotic damage.

Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft. (Blight and Myconid only) or 10 ft. (Treant only), one target. Hit: 2d6 + 3 + the spell's level bludgeoning damage.

Hallucination Spores (Myconid Only). The plant ejects spores towards one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute. The poisoned target is incapacited while it hallucinates. The target can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends when the target takes damage.

Summon Shadowspawn

3rd-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (tears inside a gem worth at least 300 gp)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. 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 drops to 0 hit points or when the spell ends.

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.

Shadow Spirit

Medium monstrosity, unaligned


  • Armour Class 11 + the spell's level (natural armour)
  • Hit Points 35 + 15 for each spell level above 3rd (the spirit has a number of Hit Dice [d8s] equal to the level of the spell)
  • 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 charmed, frightened
  • Senses darkvision 120 ft., passive Perception 10
  • Languages understands the languages you speak

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

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 Rend. 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 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.

Summon Undead

3rd-level necromancy (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded skull worth at least 300 gp)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Shaman, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. 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.

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.

Undead Spirit

Medium undead, unaligned


  • Armor Class 11 + the spell's level (natural armour)
  • Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd (the spirit has a number of Hit Dice [d8s] equal to the level of the spell)
  • Speed 30 ft., fly 40 ft. (ghostly only; hover)

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

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 object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Magic Weapons. The beast's weapon attacks are magical.

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.

Summon Warrior Spirit

3rd-level necromancy (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a gilded dagger etched with a warrior's poem worth at least 300 gp)
  • Duration: Concentration, up to an hour
  • Classes: Shaman, Sorcerer, Warlock, Wizard
  • Origin: Unearthed Arcana

You call forth a warrior spirit. It manifests in an unoccupied space that you can see within range and becomes your Companion. This corporeal form uses the Warrior Spirit stat block. When you cast the spell, choose a type of warrior: barbarian, fighter, monk, or rogue. 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.

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.

Warrior Spirit

Medium Undead, Unaligned


  • Armour Class 13 + the level of the spell +2 (Fighter only)
  • Hit Points 30 (Barbarian and Fighter only) or 20 (Monk and Rogue only) + 10 for each spell level above 3rd (the warrior has a number of Hit Dice [d8s] equal to the level of the spell)
  • Speed 30 ft., 40 ft. (Monk and Rogue 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 Immunities poison
  • Condition Immunities charmed, frightened, poisoned
  • Senses passive Perception 13
  • Languages Common, understands the languages you speak

Magic Weapons. The warrior's weapon attacks are magical.

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.

Stealthy Strike (Rogue Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage. If it had advantage on its attack roll, or if the target is within 5 feet of an ally of the warrior that isn't incapacitated and the warrior didn't have disadvantage on the attack roll, the attack deals extra damage equal to the spell's level.

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 warrior makes one Unarmed Strike attack.

Reactions

Uncanny Dodge (Rogue Only). The warrior halves the damage that it takes from an attack that hits it. The warrior must be able to see the attacker.

Syphoning Grasp

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

A beam of sickly purple energy attaches itself to a creature within range, draining their lifeforce.

At the start of each of the target creatures turns whilst the link is attached, it must make a Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much on a success.

Any necrotic damage dealt by this spell reduces the target creature's hit point maximum by an amount equal to the damage dealt. Additionally, this spell has no effect on constructs or undead.

The tether is broken if the target starts its turn more than 60 feet away from you, ending the spell's effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage of the spell increases by 1d8 per spell slot level expended above 3rd.

Thunder Step

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Warlock
  • Origin: Xanathar's Guide to Everything

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.

Thunderbolts

3rd-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Inquisitor, Paladin, Shaman, Sorcerer
  • Origin: Swordmeow

You spawn three booming thunderbolts in your hand, shimering and sounding with roaring energy and power. As a part of your action to cast this spell, you hurl all three thunderbolts at one or several target creatures within range.

Make a ranged spell attack for each bolt. On a hit, a target takes 2d6 thunder damage and you may force it to make a Strength saving throw. On a failure, it falls prone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional thunderbolt for each slot levels expended above 3rd.

Tidal Wave

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Warden, Warlock
  • Origin: Elemental Evil

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, and then it vanishes.

Tiny Servant

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Artificer, Runeshaper, Wizard
  • Origin: Xanathar's Guide to Everything

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.

The servant is your Companion and whenever it's given an order, the servant continues to follow that order until its task is complete, or until you give it a new order.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

If you cast this spell on the same object every day for a year, the spell becomes permanent.

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.


Tiny Servant

Tiny construct, unaligned


  • Armor Class 15 (natural armour)
  • Hit Points 10 (4d4)
  • Speed 30 ft., 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

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Tongues

3rd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a small clay model of a ziggurat)
  • Duration: 1 hour
  • Classes: Alchemist, Astromancer, Bard, Cleric, Odic, Runeshaper, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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 can hear the target and understands what it says.

Torque

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 1 minute
  • Classes: Artificer,
  • Origin: Jack Weighill

You hurl a Small or smaller object you are holding, granting it a magically enhanced rotational force. The object flies out in a 5-foot-wide line that is up to 60 feet long, stopping and rotating in its space when it reaches the end of the line. At the end of your next turn and each subsequent turn thereafter for the duration, the object flies back towards you in a 5-foot-wide, 60-foot-long line, stopping and rotating in place when it reaches the end of the line.

Whenever the object flies through another creature's space, or another creature enters the object's space for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 6d4 slashing damage.

The spell ends if the object enters your space, you enter the object's space, or if the object collides with a wall or similar barrier. When the spell ends, the object falls to the ground, or into your hand if you're in its space and you have at least one hand free.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the spell increases by 1d4 for each slot level above 3rd, to a maximum of 8d4.

Trebuchet

3rd level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

Choose one object weighing 50 to 200 pounds within range that isn't being worn or carried and fills a space no larger than a 10-foot cube. The object flies in a straight line up to 180 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. Wherever the object impacts, each creature within 5 feet of it must succeed on a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone. The target object takes damage as if it were a creature that failed its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum weight of objects that you can target with this spell increases by 50 pounds, and the damage increases by 1d8, for each slot level above 3rd.

Twinned Unity

3rd-level abjuration


  • Casting Time: 1 reaction, which you take when you or your Manifestation would fail a saving throw that the other would succeed
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bonded
  • Origin: Jack Weighill

You channel the bond between yourself and your Manifestation, sharing your resilience. The failed saving throw becomes a success.

If your Manifestation is not in range when you cast this spell, the spell fails.

Twister

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fan)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Swordmeow

A swirl of wind erupts from you. Choose clockwise or counterclockwise when you cast this spell. Each creature in a 30-foot-radius around you must make a Strength saving throw. Huge and larger creatures automatically succeed. On a failed save, a creature is rotated around you in the direction of your choice half or a quarter of the circumference of the circle (you choose when you cast the spell).

Each creature that failed the save is then incapitated until the end of their next turn. While incapacitated by this spell, a creature has a speed of O, and attack rolls against it have advantage.

Vampiric Touch

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Odic, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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 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.

Vine Grapple

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: S, M (a creeper plant)
  • Duration: Instantaneous
  • Classes: Druid,
  • Origin: Jack Weighill

You briefly transform your arm into a writhing vine that latches onto an object or creature that you can see within range.

If the target is a creature, you are pulled into the nearest unoccupied space to that creature. Alternatively, if the creature is your size or smaller, you may force it to make a Strength saving throw. On a failure, the creature is pulled into the nearest unoccupied space within 5 feet of you.

If the target is an object, you are pulled into the nearest unoccupied space to that object, unless it weighs 25 pounds or less and is not being worn or carried, upon which it is pulled into your hand.

Vital Lance

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Odic
  • Origin: Jack Weighill

You launch a bolt from your heart rune, forged from your own life energy, out in a 120-foot-long, 5-foot-wide line in a direction you choose. The line passes through solid objects without damaging or disturbing them, unless that object is made from magical force (such as those created by a wall of force spell). The closest creature in the line must make a Dexterity saving throw. On a failure, a creature takes 5d10 force damage. On a success, the target is unaffected and the next closest creature in the line must then make the saving throw. If there are no other creatures left in the line, the bolt fizzles out and the spell has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.

Wall of Sand

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Druid, Warden, Wizard
  • Origin: Elemental Evil

You conjure 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.

Wall of Water

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Elemental Evil

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.

Ward Against Evil and Good

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pint of holy water, which the spell consumes)
  • Duration: 1 minute
  • Classes: Cleric, Inquisitor, Invoker, Paladin, Shaman
  • Origin: Jack Weighill

You bless the ground in a 20-foot-radius sphere centred on a point that you can see within range. When you cast the spell, choose Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen type have disadvantage on attack rolls they make while they're standing in the area and attack rolls they make against targets standing in the area.

Additionally, creatures of the chosen type can't dispel the area with a dispel magic spell and any attempt to do so is wasted.

Warped Walkways

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an octogon drawn onto paper)
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper, Wizard
  • Origin: Swordmeow

You warp up to five unoccupied 5-foot-cube spaces within range into blurred, shifting space. If you walk into any of these spaces, you can telelport into any of the others, using 5 feet of movement. If another creature attempts to move through, it can make a Charisma saving throw to attempt to teleport to another space. On a success, it can choose a space and teleport, expending the same movement.

An object or magical effect, such as a spell's area of effect, that goes into a cube can be directed by you to teleport to another cube. For example, you can redirect a shot arrow, or a dragon's breath. You still use the rolls of the creature the attack, effect, or spell would exceed its range because of the distance travelled, it ends as normal.

Water Breathing

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
  • Classes: Alchemist, Artificer, Druid, Odic, Ranger, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Water Walk

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (some cork)
  • Duration: 1 hour
  • Classes: Alchemist, Artificer, Cleric, Druid, Ranger, Sorcerer
  • Origin: Player's Handbook

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.

Wind Wall

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 a minute
  • Classes: Druid, Ranger
  • Origin: Player's Handbook

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.

Withering Strike

3rd-level necromancy (smite)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Accursed,
  • Origin: Jack Weighill

The next time you hit a creature with a melee weapon attack during the spell's duration, you impart them with a decaying affliction that eats away at their soul. An affected creature cannot regains hit points and takes 3d4 necrotic damage at the start of each of its turns. An affected creature can make a Constitution saving throw at the end of each of its turns, ending the spell on a success.

Wormhole Tunnelling

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer
  • Origin: Jack Weighill

You fold spacetime around you, allowing you to slip between spaces with impossible speed. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

The first time each turn that you teleport each way, note the space you left. At the end of the turn, you teleport back into the noted space or the nearest unoccupied space if that space is occupied.

Zerthimon's Focus

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a flask filled with water, tea leaves, flax seeds and a fish eye)
  • Duration: 1 hour
  • Classes: Bonded, Cleric, Druid, Ranger, Shaman,
  • Origin: Jack Weighill

You channel the energies of the mind into three focus die, which are d10s. As a reaction, when you or another creature within range makes an attack roll, ability check, or saving throw, you can expend and roll the focus die, adding it to the result. You may use your focus die after the roll has been made, but before the DM declares it a success or failure.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the amount of focus die you create with each casting of the spell increases by one per spell slot level expended above 3rd.