3rd Level Conjuration Spells in Abholos | World Anvil
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3rd Level Conjuration Spells

Abyssal Strength

3rd Level Conjuration   Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (A pint of blood from a humanoid killed in the last 24 hours)
Duration: Concentration, up to 1 Minute
Class: Sorcerer, Warlock, Wizard
  You call upon a creature of the abyss to wield their strength as your own, as you let its spirit possess your body. Roll a d4 to determine what abyssal being answers your call and the result of this invocation.
        1. Barlgura's Strength. Your Strength score becomes 18, if it is lower. You also roll a d10 for your unarmed strikes. Finally, you gain the Reckless and Running Leap traits from the barlgura.
  2. Hezrou's Strength. Your Strength score becomes 19, if it is lower. You also roll a 2d4 for your unarmed strikes. Finally, if you take the Attack action and only use unarmed strikes, you can make two additional unarmed strikes using a bonus action.
  3. Glabrezu's Strength. Your Strength score becomes 20, if it is lower. You also roll a 2d6 for your unarmed strikes. Finally, you gain the glabrezu's Stench trait.
  4. Nalfeshnee's Strength. Your Strength score becomes 21, if it is lower. You also roll a 3d6 for your unarmed strikes. Finally, you can use your action to make two unarmed strikes.
  When you cast this spell, and at the start of each turn, you must succeed on a Charisma saving throw against your own spell save DC + the number rolled on the die, or the demon takes control over your body until the end of that turn. While you are possessed, you become hostile to any creature originally friendly to you and will do everything in your capacity to reach and damage that creature. If there's no friendly creature within reach, you will attack the closest creature instead.
  At Higher Levels. You roll a d6 when you cast this spell at 5th-level or 6th-level, and a d8 if you cast this spell at 7th-level or higher, adding the following results:
  5. Marilith's Strength. Your Strength score becomes 18 and your Dexterity becomes 20, if it is lower. You also can make three attacks as part of your Attack action, rather than the usual amount. Finally, you gain the Reactive trait of the Marilith.
  6. Goristro's Strength. Your Strength score becomes 25, if it is lower. You also roll a 3d8 for your unarmed strikes. Finally, you gain the Charge and Siege Monster traits from the Goristro.
  7. Balor's Strength. Your Strength score becomes 26, if it is lower. You also conjure a whip of fire that is considered a martial weapon you are proficient with and deals 2d6 slashing damage and 3d6 fire damage on a hit. Finally, you gain the balor's Fire Aura trait.
  8. Reroll. You roll the d8 twice, being able to choose between the results on which demon you let take control over your body.
   

Aura of Blades

3rd Level Conjuration
  Casting Time: 1 Action
Range: Self (5 feet)
Components: V, S
Duration: Concentration, up to 1 Minute
Class: Wizard
  You conjure up a barrier of spinning blades around yourself. A creature takes 4d6 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. While within the spell's area a creature, other than you, must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls while in the area as the blades assault them.
  At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, it deals an additional 1d6 slashing damage for every slot level above 3rd.
 

Azazel's Vicious Flock

3rd Level Conjuration
  Casting Time: 1 Action
Range: 150 feet
Components: V, S, M (A few grains of salt, thrown in target direction)
Duration: Concentration, up to 10 minutes.
Class: Cleric, Druid, Warlock, Wizard
  A vicious flock of ravens, magpies, and crows fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners, The sphere remains for the duration, and its area is heavily obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d6 slashing damage on a failed save, or half as much on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
  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 level.
 

Barrok's Black Fangs

3rd Level Conjuration
  Casting Time: 1 Action
Range: Self (90-foot line)
Components: V, S, M (The hide of a large beast)
Duration: Concentration, up to 1 Minute
Class: Druid, Sorcerer, Warlock, Wizard
    You conjure a line of inky black maws in a line from you in a direction you choose. Each creature that starts its turn in the line or passes through the line on its turn must make a Dexterity saving throw. A creature takes 4d6 necrotic damage on a failed save, or half as much on a successful one. This line moves with you, and you can change the direction of the line as an action while concentrating on this spell.
  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 higher than 3rd.
   

Blade Storm

3rd Level Conjuration
  Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous
Class: Bard, Cleric, Warlock
  You summon magical daggers that appear with 3 in each hand. You hurl them at targets within range, with damage being directed at one or two targets. If the damage is directed at 2 targets, it is split, with half going to each target. Make a ranged spell attack for each target you are aiming at. On a hit, a target takes 3d4 slashing damage when damage is split between two targets, or 6d4 slashing damage focused on a single target.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. The damage is divided between hands, with 1d4 being added to each hand.
   

Blocking Blade

3rd Level Conjuration
  Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 Minute
Class: Artificer, Paladin, Warlock, Wizard
  You summon a blade made of mystical energy to protect you or someone near you. When you cast this spell, a glowing blue blade appears in a location you designate within 60 feet of you. The blade grants all creatures of your choice within 5 feet of it a +2 to armor class. In addition, when a creature within 5 feet of the blade gets hit with a melee attack by another creature, you can use your reaction to make an attack roll against the creature that attacked. Make a melee spell attack roll. On a hit, they take 2d6 force damage.
  You can move the blade up to 30 feet as part of your turn, and up to another 30 feet as a bonus action. If the blade is ever more than 120 feet away from you, the spell immediately ends.
  At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage of the blade increases by 1d6. Starting at 6th level, the range you can summon it at increases to 120 feet, and you can move it up to 45 feet as part of your turn instead of 30 feet.
 

Blood Parasite

3rd Level Conjuration
  Casting Time: 1 Action
Range: 20 Feet
Components: V, S, M (A dead bug, insect, or other form of tiny vermin)
Duration: Concentration, up to 1 Minute
Class: Artificer, Warlock, Wizard
  You infect a creature within range with blood parasites that slowly eat away at it from the inside. They must make a Constitution saving throw, or take 2d6 necrotic damage. On a failure, they must make this save again at the start of their next turn.
  Creatures without blood are immune to this spell.
  At Higher Levels. When cast at 4th level or higher, the damage increases by 1d6 for every level above 3rd. Additionally, if cast at or above 5th level, it incurs exhaustion every time a creature takes damage from this spell.
   

Call Spirit Swarm

3rd Level Conjuration
  Casting Time: 1 action
Range: 60 Feet
Components: V, S, M (A butterfly wing) Duration: Concentration, up to 1 minute.
Class: Druid
  You call forth four swarms of ethereal butterfly spirits to aid you in battle, which appear in spaces you can see within range. A spirit swarm is a Medium swarm of Tiny fey with a flying speed of 40 feet, 30 hit points, an AC equal to 8 + your spellcasting ability modifier, and a Dexterity of 20 (+5). A swarm disappears when it drops to 0 hit points, moves out of range, or the spell ends. For the duration, you can use a bonus action to move each swarm up to its speed and then cause one of the following effects with it; if you don't order a swarm to cause a new effect, it will keep acting as a previously ordered or take the Dodge action if unable to.
 
  • Harm. If the swarm occupies the same area as a creature, the swarm envelopes it. While enveloped, the target must make a Constitution saving throw at the start of each of your turns, taking 5d4 acid, cold, fire, lightning, or poison damage (your choice) on a failed save or half as much on a success. If the target moves during its turn, the swarm moves with it.
  • Heal. If the swarm occupies the same space as a creature, the swarm envelopes it, granting it half cover. While enveloped, the target regains 4d4 hit points at the end of each of your turns, and the swarm loses an equal amount of hit points. If the target moves during its turn, the swarm moves with it.
  • Merge. The swarm disappears and merges with another swarm within 5 feet, causing the target swarm to regain a number of hit points equal to the swarm's, giving it a +1 bonus to its AC, and increasing the damage dealt or hit points regained when it uses Harm or Heal by 1d4.
  • Move. If the swarm occupies the same space as a creature, the swarm envelopes it and moves the target up to 20 feet in a direction of your choice. If you choose, this movement doesn't provoke opportunity attacks. Unwilling targets can make a Strength saving throw to remain in place.
  • Protect. The swarm gains resistance to bludgeoning, piercing, and slashing damage, along with one other damage type of your choice, until you cause another effect with it. If the swarm occupies the same space as a creature, the swarm envelopes it, granting it three quarters cover and the same damage resistances as the swarm. If the target moves during its turn, the swarm moves with it.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm for each slot level above 3rd. Casting this spell with a 7th level spell or higher also removes the need for concentration.
   

Chains of Justice

3rd Level Conjuration
  Casting Time: 1 Action
Range: 150 Feet
Components: V, S
Duration: Concentration, up to 1 minute.
Class: Cleric, Paladin
  When a creature enters the affected area for the first time on a turn, or starts its turn there, the creature must succeed on a Dexterity saving throw, or take 2d6 bludgeoning damage and be restrained by the chains until the spell ends. A creature that starts its turn in the area and is already restrained by the chains takes 2d6 bludgeoning damage.
  A creature restrained by the chains can use its action to make a Strength or Dexterity check (its choice) against your DC. On a success, it frees itself.
     

Chorus of Awe

3rd Level Conjuration
  Casting Time: 1 Action
Range: 20 Feet
Components: V, S
Duration: Concentration, up to 1 minute.
Class: Bard, Cleric
  You snap your fingers and the sky becomes bright as a heavenly choir sounds and begins an awesome song of empowerment. Choose any number of creatures within range. Each creature that can hear can add your spellcasting ability modifier to attack rolls, saving throws, or Strength (Athletics) checks it makes for the duration.
     

Cobra's Spit

3rd Level Conjuration
  Casting Time: 1 Action
Range: Self
Components: S, M (A venomous snake's fang)
Duration: Concentration, up to 1 Minute.
Class: Druid
  You grow a set of poison-producing organs in the back of your throat for the duration. When you cast this spell and as a bonus action on each of your subsequent turns, you can use these organs to spit poison towards a creature within 30 feet that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d8 poison damage and is poisoned 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 damage increases by 1d8 for each slot level above 3rd.
   

Conjure Bladestorm

3rd Level Conjuration
Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (Multiple swords)
Duration: Concentration, up to 10 minutes.
Class: Artificer, Sorcerer, Wizard
  You animate up to three nonmagical swords within range. Each sword begins to hover in the air and becomes a Flying Sword, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The flying swords' weapons attacks are magical. The flying sword does the damage die of the base weapon in place of the damage die of the flying sword's longsword attack.
  The animated swords are friendly to you and your companions. Roll initiative for the animated swords as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once given an order, the animated swords continue to follow it until their task is complete.
  At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can animate up to six swords. When you cast this spell using a spell slot of 7th or 8th level, you can animate up to nine swords. When you cast this spell using a spell slot of 9th level, you can animate up to twelve swords.
   

Conjure Minigun

3rd Level Conjuration
  Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (2 lbs worth of a metal)
Duration: Concentration, up to 1 Minute.
Class: Artificer, Sorcerer, Wizard
  You conjure a minigun made out of pure arcane energy on your empty hands (you must have both hands free). As an action while the spell is active, you can fire each creature of your choice in a 15, 30 or 60-foot cone. Creatures in the area must succeed on a Dexterity saving throw, or take damage depending on the chosen cone range: 3d8 (15-foot), 2d8 (30-foot), 1d8 (60-foot), or half as much on a success.
  The minigun disappear if you choose to no longer hold it, but as long as you have two hands free and the duration of the spell hasn't ended, you can summon it again using a bonus action.
   

Conjure Potion of Healing

3rd Level Conjuration
  Casting Time: 1 Action
Range: 120 Feet
Components: V, S, M (An ounce of honey)
Duration: 1 Minute
Class: Artificer, Cleric, Paladin
  You conjure a common-rarity potion of healing in your hand, or in the hand of a willing creature within range that you can see. The potion, and the glass that it comes in, vanish into thin air when the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the potion's rarity increases for every two slot levels above 3rd: Uncommon (5th), Rare (7th), Very Rare (9th).
   

Convalescence

3rd Level Conjuration
Casting Time: 1 Minute
Range: 30 Feet
Components: V, S, M (A gemstone worth at least 250 GP)
Duration: Instantaneous
Class: Bard, Cleric, Druid, Paladin
  A wave of warm, blue healing energy washes over three target creatures within range, healing its wounds. The target recovers hit points equal to 4d10 + your spellcasting ability modifier.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d10 for each spell level above 3rd. If you cast this spell using a spell slot of 7th level or higher, you may sacrifice 1d10 points of healing to end one condition on the target.
   

Elusive

3rd Level Conjuration
  Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute.
Class: Druid, Ranger, Sorcerer, Warlock, Wizard
  Once per round, either as a bonus action or as a reaction to an attack or spell, you can teleport up to 10 feet. You can take the reaction after an attack or spell result has been determined, before damage is rolled.
  If the space you teleport to is occupied, you and the occupant take 2d6 bludgeoning damage.
   

Ethereal Wisps

3rd Level Conjuration
  Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute.
Class: Wizard
  You summon three Ethereal Wisps from the Ethereal Plane that float around you. While surrounding you, you get a +1 to A/C per wisp and immunity to ranged attacks. As an action, you can grab one wisp and throw it 30 feet at a target you can see. On a hit, the wisp sticks to the target, dealing 3d8 damage for three turns or a dispel magic spell or similar magic is cast on it. Afterward it disappears.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon an additional Ethereal Wisp for each level after third level.
   

Find Lesser Dragon Familiar

3rd Level Conjuration
  Casting Time: 2 Hours
Range: 10 Feet
Components: V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brazier)
Duration: Instantaneous
Class: Sorcerer, Wizard
  You have gained a greater understanding and appreciation of your familiar and focused extensive research into methods of empowering it further. You gain the following benefits.
 
  • You gain the services of a familiar, a spirit that takes an form of a Pseudodragon or a faerie dragon that has its stat block already, appearing in an unoccupied space within range. Its size is Small instead of Tiny. Your familiar acts independently of you, but it always obeys your commands (no action required). In Combat, it rolls its own Initiative and acts on its own turn. A familiar can make Actions as normal. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses. When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
 
  • When you cast this spell you can select 1 type of damage: Fire, Cold, Lightning, Necrotic, Radiant. Your Pseudodragon/faery dragon will gain resistance to the selected type, and gains a special attack: Psuedo Breath (Recharge 3-6): the familiar exhales the selected type in a 30 feet line 5 feet wide. Each creature within this line makes a DC 15 Dexterity Saving Throw, taking 2d6 (8) of the selected damage on a failed save, or no damage on a successful save.
   

Fitzmyr's Conjuring Hands

3rd Level Conjuration (Ritual)
  Casting Time: 1 Hour
Range: Self / 80 Feet
Components: V, S, M (A feather of a crow, raven, or other dark feathered bird, a pinch of salt, chalk, and approx 12 ounces of red wine, collectively worth 25 gold; Consumed.)
Duration: 8 Hours
Class: Wizard
  By laying out chalk in a pattern akin to a pyramid as viewed head on from one edge, at a 45 degree angle looking down onto it, sprinkling the salt in a circle around it, connecting the points, and by placing the wine and feather within the centre of the ritual, you may pull at the weave to conjure forth many lesser beings from the ethereal plane to act as mage hands for you. They are not sentient, and you can control them without speaking.
These hands, when not actively doing something, will flit around you in a circle at around half your height. These hands are notably larger than the ones created by "Mage Hand" or any other form of spectral hands of magical orgin. Once cast, 2 Spectral, floating hands come into existence and flit around you for the duration. They can hold no more than 20 lbs of weight, and cannot accumulate weight between them. The hands last for the duration, or until dismissed. Once dismissed, the hands will remain so for the next hour. After the hour is up, they return to you. The hands have the following properties:
 
  • The hands can hold any weapons that do not have the "Heavy" or "Special" property.
  • As an action, you may send out up to half the hands (rounded down) that are currently flitting around you from this spell to interact with objects, manipulate objects, stow or retrieve items from containers, or make attacks. When you do so, they can move at most out to 60 feet from you. When they are done with this action, you may choose to recall them to your person, or leave them where they are. If the hands are moved more than 60 feet from you, they teleport back to you.
  • The Hands ignore proficiency requirements for weapons and unarmed strikes for the purpose of making attacks.
  • The Hands have an unarmed strike, which has an attack based off of your Intelligence Modifier, doing (2d4 + Int) Force damage on a hit.
  The Hands can make opportunity attacks when an enemy moves out of their 60 foot area of influence, however you may only make 1 attack. Additionally, you may make attacks using these hands whenever you use a feature which allows you to make reaction attacks. (Such as War Caster, Battle Master's "Riposte" Ability)
  These hands take a bonus action to equip, however they can all be equip on the same bonus action.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you gain an additional hand per spell level above 3rd
   

Flame Leap

3rd Level Conjuration
  Casting Time: 1 Action
Range: Touch
Components: S, M (boots or shoes of some sort)
Duration: Concentration, up to 1 minute.
Class: Bard, Druid, Sorcerer, Warlock, Wizard
  For the duration of the spell your steps leave charred prints along the ground.
  On your turn as a bonus action you can click your heels together and send fire shooting from your feet. The blast propels you 20ft in a direction of your choice. Each foot traveled cost you one foot of movement, but you may finish the spurt even if you run out of movement midway.
  Anyone standing within 5ft of you during the initial blast must make a Dexterity saving throw against your spell DC. On a failure they take 3d6 fire damage.
    At Higher Levels. When you cast this spell using a spell slot of 4 or higher the flames increase in strength. For each spell slot above 3rd, the damage is increased by 1d6 and the jump extended by 5ft.
   

Flame Step

3rd Level Conjuration
  Casting Time: 1 Action
Range: 90 feet (10-foot sphere)
Components: V, S
  Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
  You teleport yourself to an unoccupied space you can see within range. When you appear in that space, flames erupt, scorching the surrounding area. Each creature other than you within a 10-foot radius sphere of your destination must make a Constitution saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.
  You can bring along objects as long as their weight doesn’t exceed what you can carry.
  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.
   

Heavenly Prison

3rd Level Conjuration
  Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Concentration, up to 1 minute.
Class: Bard, Sorcerer, Warlock, Wizard
  You create a cube-shaped heavenly prison around a creature you choose within range. The target must succeed on a Dexterity saving throw or be imprisoned. The prison is up to 10 feet on a side and is made from 1-inch diameter bars spaced 2 inches apart. During your turn, you can use a bonus action to move the prison up to 30 feet in any direction. If this movement would cause the prison to be more than 120 feet away from you, or if you move more than 120 feet away from the cage, the spell ends.
  The imprisoned creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
  If a creature frees itself from the prison or the spell ends, it descends at a rate of 60 feet per round, taking no falling damage when it lands.
   

Ice Axe

3rd Level Conjuration
  Casting Time: 1 Bonus Action
Range: Self
Components: V, S, M (A shard of glass, ice, or a crystal)
Duration: Concentration, up to 10 minutes.
Class: Cleric, Paladin, Ranger
  You can use your action to make a melee spell attack with the freezing axe. On a hit, the target takes 3d10 cold damage. If you let go of the axe, it disappears, but you can evoke the blade again as a bonus action.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for every slots above 3rd.
   

Invoke Wolfgeist

3rd Level Conjuration
  Casting Time: 1 Action
Range: Self
Components: V, S, M (Direct or reflecred moonlight)
Duration: 1 Minute
Class: Bard, Druid, Sorcerer, Warlock, Wizard
  You cry skyward as a cloud of blue energy encircles your body. For 1 minute, the ethereal head and forelimbs of a savage wolf outline your own head and arms, and you gain several attributes of Werewolf Lycanthropy.
  Bite. You make a melee weapon attack using an action with your Strength modifier. This attack deals 1d8 piercing damage.
  Claw. You make a melee weapon attack using an action or bonus action with your choice of Dexterity or Strength modifier. This attack deals 2d4 slashing damage.
  Frightening Appearance. You have advantage on Charisma (Intimidation) checks against creatures that are not Lycanthropes and that are Medium or smaller.
  Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
  Moonblood Weakness. You gain vulnerability to weapons and ammunition that are made of or coated by silvered.
  Werewolf Fortitude. You gain resistance to all nonmagical weapons that are not silvered.
   

Leomund's Everflowing Barrage of Missiles

3rd Level Conjuration
  Casting Time: 1 Action
Range: 60 Feet.
Components: V, S
Duration: Concentration, up to 1 Minute
Class: Sorcerer, Wizard
  You channel your inner arcane energy into a brilliant display of light that leaves a shimmering 5 ft. pool of radiance on the floor within 60 ft. of you. This pool disappears if you move more than 60 ft. away from it. Upon casting this spell, the pool summons four magic missiles that seek random enemy targets within 60 ft. of it. The missiles behave as per the magic missile spell, dealing 1d4+1 force damage.
  As a bonus action on each subsequent turn, you can choose to channel your inner energy on the pool to summon two additional missiles and choose who those missiles strike.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates one more missile for each slot level above 3rd.
   

Magic Pocket

3rd Level Conjuration 
  Casting Time: 1 reaction, when a ranged spell attack is made against you. 
Range: Self 
Components: V, S 
Duration: Instantaneous 
Class: Sorcerer, Wizard 
  As the spell surges towards you, you crack open a pocket dimension. If the spell is 2nd level or lower, it automatically enters the pocket dimension, and is stored. If it is 3rd level or higher, you must make an ability check using your spellcasting ability, with a DC of 12 + the spell’s level. On a failure, this spell fails, and on a success, it is stored. 
  Within a minute, you may use an action to cast the spell you stored. This uses your modifier, for the sake of attack rolls. 
  At Higher Levels. When you cast this spell at 4th level or higher, spells of one level higher are automatically stored for every level above 3rd. 
   

Pit of Flame

3rd Level Conjuration (ritual)
  Casting Time: 1 Action 
Range: 90 Feet 
Components: V, S, M (a piece of igneous rock) 
Duration: Concentration, up to 1 minute. 
Class: Wizard 
  You conjure a 10-foot square pit, 10 feet deep and filled with flames, on ground that you can see within range. Creatures stood on the area of effect must pass a Dexterity saving throw. On a success they can use their reaction to move 5 feet out of the area. If they fail, or are unable to move out of the area, they fall into the pit. Subsequently, creatures shoved or otherwise moved into the area will fall into the pit. 
  A creature falling into the pit takes 1d6 bludgeoning damage from the fall, and 2d6 fire damage from the flames. A creature starting its turn in the pit takes 2d6 fire damage. Climbing the wall of the pit requires a Strength (Athletics) check of DC equal to your spell save DC. 
  At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the fire damage increases by 1d6 for each slot level above 3rd. 
  Ritual. When this spell is cast as a ritual, the duration becomes Concentration, up to 1 hour. If an incapacitated or bound creature is placed into a ritual pit of flame, they will hover above the fire without taking damage. Charisma (Intimidation) checks made against this creature have advantage. If the creature subsequently is no longer incapacitated or bound, it can move away from the pit. The ritual pit of flame has no effect on creatures that are resistant or immune to fire damage. 
   

Red-Hot Chains

3rd Level Conjuration 
 
  Casting Time: 1 Action 
Range: Self (15-foot-cone) 
Components: V, S 
Duration: Concentration, up to 1 minute. 
Class: Cleric, Ranger, Sorcerer, Warlock, Wizard 
  You extend your hand and create many burning red chains from your palms. Each creature within a 15-foot cone of you must make a Dexterity saving throw or become wrapped up in the chains. If wrapped up, the creature is grappled and takes 2d8 fire damage at the start of each of their turns. At the beginning of each of the creature's turns, they may make a Strength saving throw. On a successful save, the creature breaks out and the chains dissipate. On a failed save, the chains tighten around them, increasing the fire damage by 1d8 until they attempt to succeed the saving throw again. 
   

Scatter Banish

3rd Level Conjuration 
  Casting Time: 1 Action 
Range: 60 Feet 
  Components: V, S, M (Crushed leaves) 
Duration: Instantaneous 
Class: Bard, Druid, Ranger, Sorcerer, Wizard 
  You target one point within 60 feet. Each creature within 10 feet of that point must make a Charisma saving throw. On a failure, the creature is teleported to a random unoccupied space within 60 feet of the previous location by DM's Choice. This spell cannot place a target in direct danger, such as above a deep pit, in fire, or up in the air. 
  If the the creature is Huge or larger, they make the saving throw with advantage. 
    At Higher Levels. When you cast this spell using a spell slot of 5th or higher, you may target one additional creature for every two slots above 3rd. 
   

Searing Choker

3rd Level Conjuration 
  Casting Time: 1 Action 
Range: Touch 
Components: V, S 
  Duration: Concentration, up to 1 Minute 
Class: Cleric, Warlock, Wizard 
  You reach out and conjure a circle of super-heated metal around your victim's neck. The red-hot choker sheds bright light for 30 feet centered on the target, and dim light out to 60 feet. The choker does not count as being worn by the target. 
  The target takes 2d6+2 fire damage when you cast this spell, and you can repeat this damage each turn for the duration of the spell as a bonus action. On each of its turns, the target may use its action to make a Strength saving throw to attempt to remove the choker. The target has advantage on this save if its size is Huge or greater, or has a strength score above 20. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals 1d6+1 additional fire damage for every level above 2nd. 
   

Storm Blast

3rd Level Conjuration 
 
  Casting Time: 1 Action 
Range: 60 Feet (10-foot-radius) 
Components: S, M (A tiny, round object worth 10 GP. Component is consumed when spell is cast) 
Duration: Instantaneous 
Class: Warlock 
  You create a 10-foot-radius sphere of clouds centered 30 ft directly above a point within range. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Each target directly below the summoned cloud must succeed on a Dexterity saving throw against your spell casting DC. A target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one as a bolt of lightning strikes the target. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for the effects of the spell increases by 1d8 for each slot level above 3rd. 
   

Teleporting Slash

3rd Level Conjuration 
 
  Casting Time: 1 Actiom 
Range: Touch 
Components: V, S 
Duration: Concentration, up to 1 Minute 
Class: Bard, Cleric, Paladin, Ranger, Warlock 
  You conjure a sword made of ethereal light that seems to bend and twist space around it. Make a melee spell attack against a creature within range. On a hit, the target takes 3d10 force damage. Until the spell ends, you can make the attack again on each of your turns as an action. When you deal damage to a target with this spell, you can force the target to make a Constitution saving throw. If the save fails, the target is teleported to a space of your choice, up to 10 feet away. This space must not be actively dangerous at the time of teleportation. 
  At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the damage of this spell increases by 1d10 and the range of this spell increases by 10 feet for each spell level above 3rd. 
   

Teleposition

3rd Level Conjuration 
 
  Casting Time: 1 Action 
Range: 60 Feet 
Components: V, S, M (Fine powder, consumed when the spell is cast) 
Duration: Instantaneous 
Class: Bard, Sorcerer, Warlock, Wizard 
  You hold up the palm of your hand and thrust your opposite arm past it at a target, causing you to swap places with it. Target a creature or object. If the target is a creature, it must make a Strength saving throw, which it can choose to fail. On a failed save, it teleports to your space and you teleport to its space simultaneously. 
  If the target is an object no larger or smaller than one size category different from your size, you must make an Intelligence (Arcana), Wisdom (Arcana), or Charisma (Arcana) check against a DC of 15. On a success, you swap places with that object. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum range increases by 20ft for each level above 4th. 
   

Tide of Steel

3rd Level Conjuration     Casting Time: 1 Action 
Range: 60 Feet 
Components: V, S, M (A nonmagical weapon that deals either piercing, slashing, or bludgeoning damage) 
Duration: Instantaneous 
Class: Cleric, Paladin, Warlock, Wizard 
  Upon casting this spell, a 30 foot line of spectral warriors are conjured centered on a point you can see within range. The warriors charge 30 feet in a direction of your choice. Every creature in this path must make a Strength saving throw or take 2d8 magical bludgeoning damage, 2d8 magical piercing damage, and 2d8 magical slashing damage, or half as much on a successful save. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 of one of the listed damage types. 
   

Venomous Web

3rd Level Conjuration 
    Casting Time: 1 Action 
  Range: 60 Feet 
  Components: V, S 
  Duration: Concentration, up to 1 Minute. 
  Class: Druid, Ranger 
  You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. 
  If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. 
  Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. 
  A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. 
  At the beginning of each turn the creature is restrained by the spell, they must make a Constitution saving throw. On a failed save the creature takes 2d6 poison damage. 
  The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. 
   

Wall of Vines

3rd Level Conjuration 
 
  Casting Time: 1 Action 
Range: 120 Feet 
Components: V, S, M (A tendril of ivy, vine, or other form of flora) 
Duration: Concentration, up to 10 Minutes 
Class: Druid, Ranger 
  You create a wall of vines on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.  
  Each 5-foot square of wall may support up to 50 pounds and has 2 hit points per inch of thickness. 
  The uneven surface is considered difficult terrain, and climbing it requires succeeding at a Strength (Athletics) check. If a section of wall is reduced to 0 hit points, or exceeds its support weight, that section of wall is considered breached. 
  The vines also attempt to entangle nearby foes. Any enemies who come in contact with the wall must make a Dexterity saving throw versus your spell save DC or be entangled. 
  They may make a new Dexterity or Strength saving throw to end the entanglement at the end of their turn each round. 
   

Warmth

3rd Level Conjuration 
 
  Casting Time: 1 Action 
Range: 30 Feet 
Components: V, S 
Duration: 1 Minute 
Class: Cleric, Druid, Paladin, Ranger 
  You create a calming flame, floating in the air at a point within range for the duration. It provides dim light out to a distance of 10 feet. Any creature that begins its turn within 5 feet of the flame regains hit points equal to 1 + your spellcasting modifier (minimum 1). 
  Unconscious creatures cannot benefit from this spell. Undead creatures instead take radiant damage equal to the amount normally regenerated while within range. 

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