3rd Level

ALONE

3rd-level enchantment (Battle)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You cause the target creature to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. If it succeeds, the spell's effects end.

BLADE OF WRATH

3rd-level evocation (angelic)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a rebuke of evil, written in Celestial)
Duration: Concentration, up to 10 minutes
You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.

BLOOD ARMOR

3rd-level necromancy [blood]
Casting Time: 1 bonus action
Range: Self
Components: V, S (you must have just struck a foe with a melee weapon)
Duration: 1 hour
When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; targets that don't bleed don't satisfy the requirement for blood armor. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you armor class 18 + your Dexterity modifier for the spell’s duration. Blood armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was celestial, blood armor also grants you advantage on Charisma saving throws.

CALL SHADOW MASTIFF

3rd-level conjuration (shadow)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a dog's tooth)
Duration: Concentration, up to 1 minute
You conjure a shadow mastiff from the Shadow Roads. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you (giving a command takes no action on your part), within its ability to act. The mastiff disappears when it drops to 0 hit points or when the spell ends.

CALM OF THE STORM

3rd-level abjuration (chaos)
Casting Time: 1 action
Range: Touch
Components: V, S, M (an amethyst worth 250 gp which the spell consumes)
Duration: Instantaneous
While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the wild surge can be 1 minute longer for each slot level above 3rd.

CATCH THE BREATH

3rd-level transmutation (dragon)
Casting Time: 1 reaction, which you take when you make a saving throw against a breath attack
Range: Self
Components: V
Duration: Instantaneous
You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 damage and the damage is the same type of the breath weapon attack. If you opt not to make this attack, the stored energy dissipates harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.

COMPELLING FATE

3rd-level divination (illumination)
Casting Time: 1 action
Range: 30 feet
Components: V, M (a sprinkling of silver dust worth 200 gp)
Duration: 1 round (until the end of your next turn)
You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:
  • You have advantage on attack rolls against the creature.
  • For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn's movement.
  • As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target's offensive intentions; any creature targeted by the target's next attack gains a +2 bonus to AC or on its saving throw against that attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.

CONFOUND SENSES

3rd-level enchantment (labyrinth)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a broken compass)
Duration: Concentration, up to 10 minutes
This spell befuddles the minds of up to six targets that you can see within 30 feet of you with images of shifting terrain. Creatures that fail an Intelligence saving throw are reduced to half speed by confusion over their surroundings. In addition, targets that fail their saving throw make ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost and can’t remember where they’ve been in the last 10 minutes, in relation to where they are now. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which path or direction it came from. When the spell ends, affected creatures are lost unless they’re in an area they know well.

CONJURE UNDEAD

3rd-level conjuration [blood]
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a humanoid skull)
Duration: Concentration, up to 1 hour
You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level, you can choose to summon a ghost, a shadow, or a wight.

CURSE OF INCOMPETENCE

3rd-level necromancy (battle)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell’s duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief 's Battle Cry and the hobgoblin warlord's Leadership.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd.

DIMENSIONAL SHOVE

3rd-level conjuration (labyrinth)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
This spell pushes your target through a dimensional portal, causing it to disappear, then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet farther away from you, along a direct line from you. This travel can take it through walls, creatures, or other solid surfaces, but the creature can’t reappear inside a solid object or not on solid ground; instead, it appears in the nearest safe, open space along the path of travel.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is pushed an additional 30 feet for each slot level above 3rd.

DOOM OF BLUE CRYSTAL

3rd-level transmutation [blood]
Casting Time: 1 action
Range: Self
Components: V, S, M (a blue crystal)
Duration: Concentration, up to 3 rounds
You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you (including yourself) must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you turn to crystal, the energy field ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell effect ends, but petrification is permanent. Crystal creatures can see, hear, and smell normally, but they don't need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster's spell save DC or be killed. If a crystal statue is broken or damaged, the subject has similar damage when its petrification ends. Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.

DOOM OF CAELMARATH

3rd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, F (dust from the Goblin Wastes)
Duration: 1 minute
You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures who fall into the pit take falling damage as normal. The pit's radius expands 10 feet each round for the duration. The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the beginning of their turns. If you fall into your own pit, you take damage, then the spell ends and you are incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.

DOOM OF DANCING BLADES

3rd-level illusion [blood]
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll was within 3 of your armor class, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can't parry (the attack roll succeeds by 4 or more), you take only half damage from the attack and an illusory weapon is destroyed. Spells and effects that don't require an attack roll or that affect an area affect you normally and don't destroy any illusory weapons. If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory dancing blades also strike the target and do 1d8 bludgeoning, piercing, or slashing damage (your choice) each. An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or on blind creatures.

DOOM OF DISENCHANTMENT

3rd-level abjuration [blood]
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 5 rounds
When you cast doom of disenchantment, your armor and shield glow with unholy light. When a creature hits you with an attack, the spell counters any augmenting magic granting the attack a bonus to hit (but not advantage) or bonus damage. For example, a +1 weapon would still be considered magical but it gets neither +1 to hit nor damage against a target under a doom of disenchantment. The doom also momentarily suppresses other magical abilities or spell-like abilities of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you and you recover hit points normally. If the attack was a spell or spell-like ability, it’s affected as if you’d cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.

ENTROPIC DAMAGE FIELD

3rd-level transmutation (chaos)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silver wire)
Duration: Concentration, up to 1 minute
By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can't be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell's effect on that creature. Creatures that approach to within 60 feet of you after the spell was cast are affected.

FREEZING FOG

3rd-level conjuration (rune)
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 5 minutes
The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and its area of effect is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses it in one round. The fog is freezing cold; any creature that ends its turn in the fog takes 2d6 cold damage and gains a level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.
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.

FROZEN RAZORS

3rd-level evocation (elemental)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (water from a melted icicle)
Duration: Concentration, up to 1 minute
Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half damage with a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

GEAR BARRAGE

3rd-level conjuration (clockwork)
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a handful of gears and sprockets worth 5 gp)
Duration: Instantaneous
You create a burst of magically-propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.

GLOOMWROUGHT BARRIER

3rd-level conjuration (hieroglyph)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a piece of obsidian)
Duration: Concentration, up to 1 minute
When you cast this spell, you erect a barrier of energy from the realm of death and shadow. This creates a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall lightly obscures vision through it from one side of your choice but is transparent from the other side. A creature that tries to move through the wall must make a successful Wisdom saving throw or become frightened of the wall until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it's immune to being frightened of this gloomwrought barrier.

HEROS STEEL

3rd-level transmutation (rune)
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 minute
You infuse the metal of a melee weapon with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma (Intimidate) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon's wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on the saving throw is immune to this effect on the same weapon for 24 hours.

INNOCUOUS ASPECT

3rd-level illusion (ring)
Casting Time: 1 action
Range: Self
Components: V, S, M (a paper ring)
Duration: Concentration, up to 10 minutes
A ring of false vision encircles all creatures within 20 feet of you. You and every creature within the area that you choose to affect take on the appearance of a single type of harmless creature or object chosen by you. Each image is identical, and only vision is affected. Sounds, movement, or physical inspection can give the ruse away. 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, that creature sees through the image.

IRE OF THE MOUNTAIN

3rd level transmutation (Rothenian)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of coal partially burnt in the shadow of Demon Mountain)
Duration: Instantaneous An ire of the mountain spell melts nonmagical objects that are made primarily of metal.
Target one metal object that you can see within range. Tendrils of blistering air writhe toward the object. A creature holding or wearing the item must make a Dexterity saving throw. If it succeeds, the creature takes 1d8 fire damage and the spell has no further effect. If the saving throw fails, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not held or worn by a creature, the saving throw fails automatically. This spell cannot affect magical objects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.

JEWELED FISSURE

3rd-level conjuration (dragon)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a shard of jasper)
Duration: Instantaneous
With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that reduces the creature’s speed to 0, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.

LEGION

3rd-level conjuration (shadow)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a toy soldier)
Duration: Concentration, up to 1 minute
You call down a legion of shadowy soldiers in a 10-foot cube. They are conjured from the Shadow Roads, and their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube, within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell modifier; if it hits, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.

LEY ENERGY BOLT

3rd-level evocation (ley line)
Casting Time: 1 action
Range: Self (100-foot line)
Components: S, M (a ley-infused pebble)
Duration: Instantaneous
You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.

LEY SENSE

3rd-level divination (ley line)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremor sense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.

LOCATE RED PORTAL

3rd-level divination (Shadow)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes.
For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the portal. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature— whichever is most relevant) check to determine to where and when the portal leads.

MASS HOBBLE MOUNT

3rd-level necromancy (battle)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage. This spell has no effect on a creature that your GM deems to not be a mount.
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.

MAZE, LESSER

3rd-level conjuration (labyrinth)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell functions as maze, but the target can resist being sent to the extra-dimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.

MIRE

3rd-level transmutation (hieroglyph)
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a vial of sand mixed with water)
Duration: 1 hour
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that's in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts exactly as quicksand (see the GM's rules), but the DC for Strength checks to escape from the quicksand is your spell save DC. A character outside the mire trying to pull another creature free receives a +5 bonus on their Strength check against that DC.

NIGHTFALL

3rd-level evocation (ritual; battle)
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.

OUTFLANKING BOON

3rd-level illusion (battle)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell targets one enemy, who must make a Wisdom saving throw. If it fails, you gain an illusory ally that appears to make melee attacks against the targeted enemy. Your allies get advantage on melee attacks against the target thanks to the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.

OVERCLOCK

3rd-level transmutation (clockwork)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a clock key)
Duration: Concentration, up to 1 minute
You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and then its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.

PERUN’S DOOM

3rd level evocation (Rothenian)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and thrown 50 feet upward into the air. If a creature hits a solid obstruction, such as a stone ceiling, when it’s thrown upward, it takes bludgeoning damage as if it had fallen (50 feet – the distance it’s traveled upward). For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen (50 feet – 10 feet =) 40 feet, or 4d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot above 3rd.

PHANTOM DRAGON

3rd-level illusion (dragon)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of dragon egg shell)
Duration: Concentration, up to 1 hour
You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. Upon first seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusionary dragon seem ferocious. Choose one creature within 30 feet of the illusionary dragon to make a Wisdom saving throw. If it fails, the creature is frightened of the “dragon.” The creature remains frightened until is uses an action to make a successful Wisdom saving throw or the spell's duration expires.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can frighten by 1 per slot level above 3rd.

POTENCY OF THE PACK

3rd-level transmutation (rune)
Casting Time: 1 action
Range: 25 feet
Components: V, S, M (a few hairs from a wolf)
Duration: 1 minute
You bestow lupine traits on a group of living creatures. Choose one of the following to be gained by all targets for the duration. All targets receive the same effect.
Thick Fur. Targets sprout fur over their entire bodies, raising their armor class by 2 points.
Keen Hearing and Smell. Targets have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Affected creatures have advantage on attack rolls against a target if at least one of the attacker's allies (also under the same effect of this spell) is within 5 feet of the creature and the ally isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for every level above 3rd.

RAIN OF BLADES

3rd-level conjuration (rune)
Casting Time: 1 action
Range: 25 feet
Components: V, S, M (shard of metal from a weapon)
Duration: 4 rounds
You call down a rain of swords, spears, and axes, thrown to earth by the sacred dead of Asgard. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you wish so long as it forms one contiguous space at least 5 feet wide). The blades cause 6d6 slashing damage to creatures in the area at the moment the spell is cast, or half damage with a successful Dexterity saving throw. Intelligent undead injured by the blades are frightened for 1d4 rounds if they fail a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive that any type of piercing or slashing melee weapon can be picked up from the affected area and used normally. When the duration ends, all the weapons disappear amid roars of laughter.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, nonbroken blades can be picked up and used as magical +1 weapons until they disappear.

RIPTIDE

3rd-level conjuration (elemental)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.
Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. A creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.
Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.

RUNE OF IMPRISONMENT

3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (ink)
Duration: Concentration, up to 1 minute
You trace a glowing black rune in the air which streaks toward and envelopes its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed. A creature adjacent to the rune may spend a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can only be attempted once per round.

SHADOW TROVE

3rd-level transmutation (ritual; illumination)
Casting Time: 1 minute
Range: 5 feet
Components: V, S, M (Ink made from the blood of a raven)
Duration: 1 hour
You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off ” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter through the portal, where it stays suspended in the frigid void until you withdraw it. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects through the portal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum weight is permanently increased by 50 lbs, if you use a 9th level spell slot the portal can hold an infinite amount of weight.

SHIELD OF STAR AND SHADOW

3rd-level abjuration (illumination)
Casting Time: 1 action
Range: Self
Components: V, S, M (a star chart)
Duration: 10 minutes
You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.

SONG OF THE FOREST

3rd-level transmutation (ritual; high elven)
Casting Time: 1 minute
Range: Self
Components: V, S, M (a dried leaf crumpled and released)
Duration: Concentration, up to 10 minutes
You attune your senses to the natural world, so you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the cause of each sound in your mind. The effect gives you tremorsense with a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on sound. Creatures that make no noise or that are magically silent cannot be detected through this spell's effect. Song of the forest only functions in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM's discretion).
Ritual Focus. If you expend your ritual focus, the spell's effect is equivalent to blindsight with a range of 30 feet.

SPITEFUL WEAPON

3rd-level necromancy (rune)
Casting Time: 1 action
Range: 25 feet
Components: V, S, M (a melee weapon that has injured the target)
Duration: concentration, up to 5 rounds
You create a connection between the target of the spell (“target”), a creature that attacked and injured the target in the last 24 hours (“attacker”), and a melee weapon that was used successfully in the attack (“weapon”), all of which must be within the spell's range of you when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target takes the same amount and type of damage; a successful Charisma saving throw by the target halves the damage it takes, with each attack calling for a new saving throw. The attacker can even turn the weapon against himself or herself and cause identical damage to the target. Self-inflicted wounds hit automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast with a 5th-level slot.

ST. BLUSEN'S REAVER SPIRIT

3rd-level enchantment [blood]
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
You inspire allies to fight with the savagery of berserkers. You and allies you can see within range have: advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons; and a +2 bonus to damage with melee weapons. When the spell ends, all affected creatures must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the melee damage bonus increases by 1 for each slot level above 2nd.

ST. WHITESKULL'S BORROWING

3rd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (a polished vampire’s fang)
Duration: 1 minute
By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.
At Higher Levels. When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.

STRENGTH OF THE UNDERWORLD

3rd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (unholy symbol of a deity of the dead)
Duration: 1 minute
You call on the power of the dark gods of the afterlife to strengthen the target's undead energy. The spell's target has advantage on saving throws against Turn Undead while the spell lasts. If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul (see the darakhul entry in Tome of Beasts).

SUDDEN DAWN

3rd-level evocation (ritual; battle)
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.

SURGE DAMPENER

3rd-level abjuration (ritual; chaos)
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute, until expended
Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of chaos magic surges. The protected creature gains a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gets advantage on a normally allowed saving throw. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.

THOUSAND DARTS

3rd-level evocation (clockwork)
Casting Time: 1 action
Range: Self (120-foot line)
Components: V, S, M (a set of mithral darts worth 25 gp)
Duration: Instantaneous
You launch thousands of needlelike darts in a 5-foot-wide line at a target. Creatures in the line take 6d6 piercing damage, or half damage with a successful Dexterity saving throw. The primary target of the needles makes the saving throw with disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, add 1d6 to the damage per spell level.

THROES OF ECSTASY

3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a hazel or oak wand)
Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with sexual euphoria, rendering them incapacitated for the duration. The creature automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw against the spell. On a success, the spell ends on the target and the creature gains a level of exhaustion. If the spell runs for the full minute, the creature gains three levels of exhaustion when it ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.

THUNDERCLAP

3rd-level evocation (rune)
Casting Time: 1 action
Range: Self
Components: S
Duration: Instantaneous
You clap your hands, emitting a peal of thunder. All creatures within 20 feet of you take 8d4 thunder damage and are deafened for 1d8 rounds, or take half damage and aren't deafened with a successful Constitution saving throw. A creature that fails the saving throw by 5 or more is also stunned for 1 round. This spell doesn't function in an area under the effect of a silence spell. Very brittle material such as crystal may be shattered if it's within range, at the GM's discretion; the GM can allow a character holding such an object to protect it with a successful Dexterity saving throw.

THUNDEROUS WAVE

3rd-level evocation (battle)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You initiate a shockwave centered at a point you designate within range. The shockwave explodes outward through a 30-foot-radius sphere. This does no damage directly, but every creature the shockwave passes through must make a Strength saving throw. Those that fail are pushed 30 feet and knocked prone; if they strike a solid obstruction, they also take 5d6 bludgeoning damage. Those that succeed on the save are pushed 15 feet and are not knocked prone; they take 2d6 bludgeoning damage if they strike an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.

VITAL MARK

3rd-level transmutation [blood]
Casting Time: 10 min.
Range: Touch
Components: V, S
Duration: 24 hours
You perform a ritual that marks one unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don't function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the vital mark's caster.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.

VOID STRIKE

3rd-level void magic
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.
At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

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