Ætherthread

3rd-level evocation


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

You pull threads of æther from the air and fling them to up to six creatures you can see within range. Each creature must make a Strength saving throw or its speed drops to 0. A creature can remake the saving throw as an action, ending the effect on a success

If one creature bound by the threads takes damage, each other creature bound takes 1 damage of the same type. Bound creatures don't take this damage more than once on the same turn.

If you move out of the spell range of an affected creature, the spell ends for it as its threads snap.

Ameliorate

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Cleric, Prism
  • Origin: Grimlore's Grimoire

A creature you can see within range regains a number of temporary hit points equal to 2d6 + your spellcasting ability modifier. This effect happens every round at the start of your turn for the duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points given increase by Id6 for each slot level above 3rd.

Animate Dead

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a snakeskin)
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Odic, Wizard
  • Origin: Player's Handbook

This spell creates an undead servant. Choose a pile of bones or a corpse of a medium or small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Arcane Door

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, 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 60 feet of you. 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.

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 creature or object of Large size or smaller that you can see within range, and then an unoccupied space that you can see within range. The target object or creature teleports to the chosen space, unless it is unwilling to move to the chosen space.

Astrabolts

3rd-level transmutation


  • Casting Time: 1 reaction, in which 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 its full 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 Vitality

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: 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.

Blasphemy

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Accursed, Bard, Warlock
  • Origin: Genuine

You curse, and will away the healing magics of nature and the gods. Each time a creature within a 60-foot radius of you would recover hit points from a spell, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 1d6 psychic damage. You can end this spell as an action.

Beacon of Hope

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Cleric, 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: Cleric, Inquisitor, Occultist, 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: Concentration, up to a minute
  • Classes: Accursed, Bard, Cleric, Inquisitor, Occultist, 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 wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A successful remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

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: Astromancer, Runeshaper, Wizard
  • Origin: Jack Weighill

You conjure upon a hand of pure force 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 3d12 bludgeoning damage and is thrown 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 3d12 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the base 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: Instantaneous
  • Classes: Accursed, Cleric, Druid, Occultist, Shaman, Sorcerer, Warlock Wizard
  • Origin: Genuine

You reach out towards a living creature that you can see. The target must make a Constitution saving throw. If it fails, its heart is filled with vile poison, and it takes 8d6 poison damage at the start of its next turn. If it succeeds, it takes half damage. If the target is reduced to 0 hit points before the start of its next turn, it explodes in a shower of disgusting bile. Creatures within a 10-foot radius of the target must make a Constitution saving throw. If they fail, they take 8d6 acid 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 of each phase of the spell increases by 1d6 per spell slot level above 3rd.

Blinding Smite

3rd-level evocation


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

The next time you hit a creature with a melee weapon attack during this spell's duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: 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.

Call Lightning

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, 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.

Catnap

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a pinch of sand)
  • Duration: 10 minutes
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Xanathar's Guide to Everything

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.

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

Chameleon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Bard, Ranger, Sorcerer, Wizard
  • Origin: Miscellaneous

You turn yourself into a large or smaller object that you can fit inside the outline of. The object acts like a normal object of that type, including its damage threshold, AC, and hit points. When the created object is attacked, hit, or interacted with in any way the person that interacted with it may make a Wisdom (Perception) check against your spell save DC. On a success that person can see you through the container, and break it as if it had 1 hit points, a damage threshold of 0, and an AC of 5. If the object breaks it disappears, and you take any excess damage that would have brought the object below 0 hit points.

Chaos Wave

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Occultist, Odic, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

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

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: 120 feet
  • 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: Æthera, Astromancer, Bard, Cleric, Occultist, 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.

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, 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 Animals

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Druid, Occultist, Ranger, Warden
  • Origin: Player's Handbook

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics. Sample creatures can be found below.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Barrage

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60-foot cone
  • Components: V, S, M (one piece of ammunition or a thrown weapon)
  • Duration: Instantaneous
  • Classes: Ranger
  • Origin: Player's Handbook

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Conjure Lesser Demons

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
  • Duration: Concentration, up to an hour
  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Origin: That Old Black Magic

You summon a total of eight manes or dretches that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points.

The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can scribe a circle or line on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The circle or line is big enough to encompass your space. The summoned demons cannot cross the circle or line and cannot target anyone within/behind while the spell lasts.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.

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: Æthera, Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch an object that weighs no more than 25 lbs, transporting it to a creature or location that you are familiar with. The object appears after 10 minutes in the chosen location. Should you send the object to a creature, it appears in the nearest possible position to that creature.

Coroning Smite

3rd-level evocation


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

The first time you hit with a melee weapon attack, you conjure a corona of radiant light around you. Each creature within a 5-foot radius sphere of you must succeed on a Dexterity saving throw or take 1d10 slashing damage, plus 1d8 radiant damage, taking half damage on a success.

Counterheal

3rd-level necromancy


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Inquisitor, Odic, Odysseer, Shaman, Warlock
  • Origin: Genuine

You create an area around you that wills away the healing magics of those around you. Each time a creature within a 60-foot radius of you would recover hit points, it must make a Charisma saving throw. If it fails, it does not recover hit points and instead takes 1d6 psychic damage. You can end the effects of this spell as a reaction.

Counterspell

3rd-level abjuration


  • Casting Time: 1 reaction
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Astromancer, Odysseer, Prism, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

Vou altempt to interrupt a creature in the process of casting a spell. lf the creature is casting a spell of 3rd levei 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 levei or higher, the interrupted spell has no effect if its levei is less than or equal to the levei 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 Bog

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a gob of mud and moss)
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Devout Handbook

The ground and any liquid within a 20-foot-radius sphere centered on a point you choose within range becomes an acidic swamp. Spaces on the ground or within liquid in the area count as difficult terrain for creatures other than you. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The creature takes 2d6 acid damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd. Additionally, the damage of the spell increases by 1d6 for every two slot levels above 3rd.

Create Food and Water

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Druid, Odic, Odysseer, 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.

Cruorstorm

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Accursed, Odic, Warlock, Wizard
  • Origin: Swordmeow

You let forth a torrent of red iron, joining with your allies to obliterate anything else. When you cast this spell you must roll any number of d6s (minimum of 1, maximum of 8) Any creature you allow within range can roll one or more d6s to contribute to the total number of d6 rolled. Any creature that contributed to the spell loses hitpoints equal to the result of the dice it rolls. Once you have rolled these dice, every creature within range who didn't contribute to the spell must make a Constitution saving thrmv. On a failure, a creature loses hitpoints equal to the total result of all dice rolled or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or highel; the maximum number of d6s increases by 1 for each slot level above 3rd.

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, Occultist, 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 whilst under the spells effects, 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, Inquisitor, Occultist, 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
  • Classes: Æthera, Cleric, Druid, Inquisitor, 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.

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

If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

Dazzling Soul

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, 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
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Accursed, Cleric, Occultist, Odysseer, Shaman, Warlock, Wizard
  • Origin: Axios Verum

As a reaction to an attack that would reduce you to 0 hit points, you can gain 30 temporary hit points. These hit points count towards the triggering attack.

At the end of your next turn, you take 30 necrotic damage; this damage ignores resistance and immunity. This spell then ends.

At Higher Levels. When you cast this spell using a spell slot of the 4th level or higher, the temporary hit points and necrotic damage both increase by 10 for each spell slot above 3rd.

Delphi's Bones

3rd-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (six small animal bones)
  • Duration: 1 hour
  • Classes: Bard, Cleric, Occultist, Shaman, Wizard
  • Origin: Kithlis

You cast your bones and speak the words of power. While you are reading the divination of the bones, roll a d6. The predictions of the bones provides your group with a boon to prepare for what lies ahead. Consult the table below for the reading of the bones.

d6 Bone Reading
1 The reading portends of danger and hardship ahead. For the next hour, your party has advantage on initiative rolls and cannot be surprised.
2 The bones tell of a need for fortitude. For the next hour, your party gains 1d4 + 4 temporary hit points.
3 You foresee entrapment and snares. For the next hour, your party has advantage on ability checks to discover traps and other environmental dangers.
4 The reading speaks of a need for urgency in your future. For the next hour, your party adds 10 feet to their base walking speed.
5 You read of the weaknesses of your enemies. For the next hour, your party's weapon attacks deal an extra 1d4 damage on a hit.
6 Roll twice on this table, ignoring 6s.

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, Occultist, 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 succeed on a Constitution saving throw or suffer 4d8 necrotic damage, taking half as much damage on a success.

A creature that fails its saving throw has the dust eat away at its flesh, and suffers 2d4 acid damage at the start of each of its turns. A creature can remove the dust from itself or another creature by using an action on its turn, taking 1d4 acid 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: Æthera, Astromancer, Bard, Cleric, Druid, Occultist, 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.

Dispelling Smite

3rd-level abjuration


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

The next time you hit a creature with a melee weapon attack before this spell ends, your weapon is surrounded by a shimmering aura of antimagic, and the attack deals an extra 3d8 force damage to the target.

Additionally, if the target is concentrating on a spell of 3rd level or lower, the creature’s spell ends. If it is concentrating on a spell of a higher level, it has disadvantage on the Constitution saving throw it makes to maintain concentration on the spell caused by taking damage from the attack. Either way, this spell then ends.

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 successful Charisma saving throw.

Dome of Light

3rd-level abjuration


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

You conjure a dome of light that surrounds you in a protective radiant barrier. You summon an orb of light that expands to a 10-foot radius around you and remains for the duration. You and each creature you choose gains a +2 bonus to AC against spell attacks while inside the dome. Each creature you choose that enters or starts their turn in the dome takes 4d8 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for every spell slot 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 ceature 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 or take 2d10 force damage and become restrained as they're pulled from the ground; a target that succeeds the saving throw takes half damage and is not restrained. At the beginning of the target's subsequent turns they take 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 succeed on an Intelligence saving throw, or take 3d6 psychic damage, taking half damage on a success. The rune has no effect on a creature that has an Intelligence of 4 or lower, or cannot speak a language.

When you conjure the rune, choose one of the following additional effects for it to have on a creature that fails the saving throw:

Fearful Rune. A creature that fails the saving throw is frightened for 1 minute, and can remake a saving throw at the end of each of its turns to end the effect.

Heightened. The psychic damage taken is increased by 1d6 + your spellcasting ability modifier.

Repelling. A creature that fails the saving throw is pushed back 10 feet and knocked prone. A creature that succeeds the save is still pushed 5 feet.

Shocking Rune. A creature that fails the saving throw by 5 or more is paralyzed until the end of its next turn.

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

Dryad's Leap

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an acorn)
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Warden
  • Origin: Sprouting Chaos

When casting this spell, you either conjure a magical seed which can be grown into an enchanted oak tree, or cast it on any normal tree to create a portal that can be links to the last fully grown tree you planted with this spell. In order to become fully grown, the seed must normally grow in fertile soil for 6 months time. If the seedling receives constant attention and magical care, however, it can be grown in a minimum time of 3 months.

Elemental Weapon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Accursed, Astromancer, Odysseer, Paladin
  • Origin: Player's Handbook

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Enemies Abound

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Astromancer, 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 frightened 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.

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: Æthera, Bard, Druid, Sorcerer, Warden, Wizard
  • 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: Æthera, 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: 60 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous
  • Classes: Æthera, 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 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level 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 10 minutes
  • Classes: Bard, Occultist, Warlock, Wizard
  • Origin: Jack Weighill

You conjure magical glamours around yourself that trick your foes into misjudging your allegiances. For the duration, whenever a creature that would normally become hostile towards you sees you, it must succeed on a Wisdom saving throw. On a failure, the creature treats you in one of the following ways:

Attract. The creature inexplicably becomes physically attracted to you, granting you advantage on Charisma (Performance) and Charisma (Persuasion) checks.

Ignore. The creature ignores 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 for the duration of the spell, or until you take hostile action against it.

Terrify. The creature sees you as a horrifying entity and becomes frightened of you for the duration of the spell. The creature can remake its saving throw at the end of each of its turns, ending the effect on a success.

You choose the type of façade you put up when you cast the spell, with all creatures who fail their saving throw treating you the same.

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

A creature that can see you when you cast this spell has advantage on its saving throw against the glamour effect.

Fallen Soul

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hand from a corpse)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, Shaman, Sorcerer, Wizard
  • Origin: Genuine

You summon forth an ethereal wraith-like phantom armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as an action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it with its blade. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, the phantom strikes them, inflicting 3d10 slashing damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 per spell 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, Bard, Inquisitor, Occultist, 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. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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: 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.

Fell

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard
  • Origin: Sprouting Chaos

You cause a non-magical tree to fall, damaging all creatures in its path. You choose the direction that the tree falls, and the area that it effects changes depending on the height of the tree. You cannot target a tree with a diameter greater than 5 feet. Each creature within the line of the trunk must succeed on a Dexterity saving throw or take 7d8 bludgeoning damage. The tree then remains on the ground, providing partial cover for those behind it.

Fibrillations

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the heart of a humanoid)
  • Duration: Instantaneous
  • Classes: Cleric, 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. 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.

This spell cannot cause a creature to exceed 3 points of exhaustion.

The spell ends when the creature succeeds 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: Æthera, 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: Concentration, up to an hour
  • Classes: 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.

Flicker

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (displacer beast fur)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Astromancer, Bard, Sorcerer, Wizard
  • Origin: Dark Arts

Your body begins to flicker in and out of existence as shadow magic envelops you. For the duration of the spell, you can use your bonus action to teleport 5 feet. Additionally, when you are targeted by an attack you can use your reaction to attempt to teleport out of harm's way. Roll a d20. On a roll of 11 or higher, the attack automatically misses, and you teleport 5 feet. Otherwise, the attack hits and you teleport 5 feet shortly after.

Flintflesh

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the eyestalk of a sea snail)
  • Duration: 1 minute
  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Origin: Genuine

When you cast this spell, a thin layer of flint covers your skin and armor. Once per turn when you take damage from a weapon attack, sparks spring from the stone, inflicting 1d4 fire damage to a creature of your choosing within 5 feet of you. The target must make a Dexterity saving throw. If they fail, they are blinded until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d4 per slot level above 3rd.

Flowsight

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a dolphin's tongue)
  • Duration: 1 hour
  • Classes: Bard, Druid, Ranger, Warden, Warlock
  • Origin: Codex of the Waves

You touch a willing living creature, granting it the ability to extend its sense through a body of water or other liquid. When the creature is touching any body of water or liquid, even as small as a puddle or as large and interspaced as an area of falling rain, the creature knows the exact location of everything the body of liquid touches, up to a maximum distance of 120 feet. This sense can even detect creatures or obstacles that are invisible and in contact with the liquid, and can instantly discern illusions immersed in the liquid for what they actually are.

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: Occultist, 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.

Fractal Fascimile

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a broken mirror)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Prism, Sorcerer, Wizard
  • Origin: Miscellaneous

In an empty space within 10ft of you conjure a glass duplicate. The duplicate is an exact copy of you or an ally within range, complete with equipment, skills, traits and abilities. Duplicates made have the following exceptions.

  • It counts as a construct
  • It’s Armour Class is 12
  • It cannot speak or cast spells

  • Any magical items are non-magicalns and bonus actions. In addition they have hitpoints equal to your spell attack modifier.
  • It has a Strength and Constitution score equal to your spell casting ability modifier, all other ability scores are the same.
  • It has hit points equal to 5 times the level at which this spell was cast, as well as vulnerability to all damage other than poison and psychic, which it is immune to.
  • It is immune to the Charmed, Frightened, Surprised and Poisoned conditions.
  • It cannot take reactions or bonus actions.
  • It cannot be healed by any means.

It takes initiative immediately after your turn, and you may command it telepathically on each of its turns.

When it is reduced to 0 hitpoints, or the spell ends, it shatters and all equipment it was conjured with is destroyed.

At Higher Levels. When you cast this spell at 5th level or higher the duplicate may take reactio

When you cast this spell at 7th level or higher you may conjure two duplicates instead. If you do so, they act on the same initiative. If you choose to create two duplicates, they may each be of different creatures.

If you cast this spell at 9th level, the duplicates gain the ability to speak and cast spells.

If you duplicate a spellcaster this way, they are created with the exact amount of spell slots as the spellcaster upon casting this spell, though they are unable to cast spells of 8th level or higher.

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: Æthera, Druid, Sorcerer, Wizard
  • Origin: Miscellaneous

You create a swirling tornado of snow and ice in a 5-foot cube within range, which lasts for the duration of the spell. Any creature that begins its turn within the vortex, or which attempts to pass through it, must make a Strength save or it takes 4d6 cold damage from the whirling winds. On a successful save, the creature takes only half damage. The vortex also imposes disadvantage on any ranged attacks fired out of or through it and is considered difficult terrain.

At Higher Levels. When you cast this spell using a spell slot higher than 3rd level the damage it deals increases by 1d6 and its area increases by 5 feet.

Frigid Strike

3rd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of frost giant blood)
  • Duration: Instantaneous
  • Classes: 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, for 1 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. The goat uses your spell attack bonus to hit, and 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 that 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 10 feet of the hand to make a Wisdom saving throw or suffer a penalty based on the gesture made that lasts until the start of their next turn.

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

Demoralise. The target creatures have disadvantage on ability checks.

Insult. The target creatures have disadvantage on attack rolls that do not target the hand.

Point. The hand points in a direction. The target creatures treat any movement that is not in the pointed direction as if it is difficult terrain.

As an 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: 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.

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: Æthera, Druid, Ranger, Shaman
  • Origin: Jack Weighill

You conjure a cloud of magical rainfall at a point 10 feet above your head, 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: 1 hour
  • Range: Touch
  • Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
  • Duration: Until triggered
  • Classes: Astromancer, 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.

Gravity Crush

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, 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 square, 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.

A creature can be knocked prone by this spell even if it is immune 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, Paladin
  • Origin: Jack Weighill

You bring down heavenly energies to surround the target creature, taking the form of tiny mote of dim light. For the duration, when the creature makes an ability check or saving throw, you can use your reaction to add 1d4 to its roll. 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 its guardian angel spirit lash out with radiant energy at their attacker. The attacker must succeed on a Charisma saving throw or take 3d8 radiant damage, taking half on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt with each reaction 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: Accursed, 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.

Hardening

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a steel cube)
  • Duration: 1 hour
  • Classes: Runeshaper, Wizard
  • Origin: Axios Verum

A structure or object no larger than a 30-foot cube you touch gains resistance to all damage for the duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the area this spell can effect increases by 15 feet for each spell slot above 3rd.

Haste

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Odic, Odysseer, 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 can't move or take actions until after 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: Æthera, Occultist, 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, 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 3d10 radiant damage, and the wound it received begins to surge with pain. At the start of each of the creature’s turns for the duration, it takes 1d6 radiant damage. At the end of the creature’s turns, it can make a Constitution saving throw. On a successful save, the creature’s wound ceases pulsing with pain, and 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.

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: Accursed, 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 with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

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, making yourself virtually invisible until the start of your next turn. Whilst invisible in this way, your movement is doubled, and your attack rolls deal an additional 1d6 damage, increasing by a further +2 should you be in your favoured terrain.

Hypnotic Pattern

3rd-level enchantment


  • 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: 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.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Impede Harm

3rd-level transmutation


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S, M (an empty vial made from lead)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Bard, Odysseer, Prism, Runeshaper, Sorcerer, Wizard
  • Origin: Watto

When a creature within range takes damage, you can cast this spell to hold the pain from the creature. Until the spell ends, the creature does not take the triggered damage, upon which, it immediately takes that damage.

Inhabiting Charge

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Warden, Wizard
  • Origin: Miscellaneous

A crackling aura of blue-white electricity bursts up around a creature you can see within range. The target takes 2d4 lightning damage and becomes charged with painful static that deals an additional 1d4 lightning damage whenever it comes into contact with another creature (including with a melee weapon or spell attack). At the end of each of its turns, the affected creature must make a Constitution saving throw. On a failure, it takes an additional 2d4 lightning damage; on a success, the spell ends.

Korrin's Brand

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Cleric, Inquisitor, Odysseer, Paladin
  • Origin: Manual of Magical Martial Manoeuvres

You touch a weakened foe at least one size larger than you and bind it to your will as a mount. Roll 5d8. If the creature's remaining hit points are less than this roll, you can clamber onto the creature as part of the action used to cast the spell. As long as you keep one hand on the mount and its hit points are below your roll, it is charmed by you and you can control the creature as your mount which accepts you as a rider.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

This spell has no effect on a creature with intelligence higher than 5.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hit points you effect increases by 2d8 per spell level above 3rd.

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, Occultist, Inquisitor, 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.

Last Moments

3rd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a glass lens)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Occultist, Odic, Shaman
  • Origin: Kithlis

You touch and look into the eyes of a once-living creature's corpse and see the last 10 minutes of its life as if through that creature's eyes.

While you are experiencing these moments, you are blinded and deafened to your physical surroundings. If you lose concentration, it ends early and any scenes you did not see are lost to you. You can end this ability early with a bonus action. This ability does not affect dead creatures currently animated by magic, creatures that did not have eyes in life, creatures that were never alive, nor creatures that have been dead for more than 1 month.

Leomund's Tiny Hut

3rd-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: 10-foot radius
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours
  • Classes: Bard, Occultist, Runeshaper, Wizard
  • Origin: Kithlis

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Lightning Arrow

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a 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: 100-foot line
  • Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous
  • Classes: Æthera, 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.

Lingering Flame

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a lit candle)
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Wizard
  • Origin: Miscellaneous

You place a golf ball sized ball of fire in the air. When a creature goes within 10 ft of this ball, it explodes doing 6d6 fire damage in a 20 feet radius sphere. If the target succeeds on a Dexterity saving throw, he takes half damage. If the target could not see the origin of the fireball (for instance, around a corner) it gets disadvantage on his saving throw.

If the spell ends because you lose concentration or you end concentration, the ball disappears, causing no harmful effects.

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

Magic Circle

3rd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (holy water or powders silver and iron worth at least 100gp which the spell consumes)
  • Duration: 1 hour
  • Classes: Æthera, Astromancer, Cleric, Inquisitor, Occultist, 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: 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, 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, Astromancer, Bard, Occultist, 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 transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • 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 touch a creature and take 3d6 damage; that creature then regains hit points equal to the damage you took, 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: Cleric, 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: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Grimlore's Grimoire

You unleash a string of insults laced with subtle enchantments at up to 6 creatures that you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw. On a failed saving throw, a target creature takes 2d6 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 does not suffer disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 damage for each slot level above 3rd.

Meld into Stone

3rd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Cleric, Druid 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, Warden
  • 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.

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: Instantaneous
  • Classes: Æthera, 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, you gain the following benefits:

  • You gain an additional 30 feet of movement.
  • Difficult terrain costs no additional movement.
  • You have advantage on skill checks made as a part of the Overrun or Tumble actions.
  • Attacks of opportunity made against you are made at disadvantage.
  • You can move through a space as narrow as 1-inch without squeezing.

Mindfeast

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the brain of a monkey)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Occultist, Odic, Shaman
  • Origin: Swordmeow

You loosen the mind of a creature, feeding its essence to you and your allies. A creature of your choice within range must make a Charisma saving throw. On a failure, you and each conscious creature of your choice within 30 feet of the target regain 1d6 hit points.

The creature must remake the saving throw at the beginning of each of its turns, repeating the healing on a failure, and ending the effect on a success. The spell also ends if the creature dies, you fall unconcious, or you end your turn more than 30 feet from the target creature.

Misdirection

3rd-level illusion


  • Casting Time: 1 reaction, in which a creature within range makes an attack roll
  • Range: 30 feet
  • Components: S, M (a deck of cards)
  • Duration: Instantaneous
  • Classes: Bard, Occultist, 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 or reach. If there are no other valid targets, the attack roll simply has no effect.

Modify Beast

3rd-level transmutation (ritual)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a piece of chalk, and a crystal figurine of the creature worth at least 150 gp, which the spell consumes)
  • Duration: Infinite
  • Classes: Druid, Occultist, Ranger, Warden
  • Origin: Miscellaneous

During the eight hours of this ritual, you sit quietly in a circle of runes with a single beast, plant creature, or monstrosity, using your magic to reknit its bones, reshape its skin, and imbue it with new abilities. Each casting of the ritual adds a single modification, and a single creature can have a maximum number of modifications equal to its proficiency bonus. The ritual can also be used to remove a modification or exchange one for another. Possible modifications include:

Amphibious Alteration. You give the creature the ability to breathe water or air, and a swim speed equal to its current walk speed or a walk speed equal to its current swim speed.

Bolster Damage. Select one attack type the creature possesses. The damage dice for that attack increase by one die size.

Enchant Weapons. The creature's natural weapons are considered magical for the purpose of overcoming resistance or immunity.

Grow Wings. The creature grows leathery or feathered wings that permit it to fly (with poor maneuverability) at its highest current speed. You must be at least level 10 to grant this modification.

Harden Skin. You grant the creature a +1 increase to its armor class.

Improve Senses. You grant the creature either 60 ft darkvision, 10 ft tremorsense, or advantage on Perception checks with one sense of your choice.

Increase Speed. You grant the creature a +10 foot increase to a movement speed of your choice.

Reduce/Enlarge. You change the creature's size by one size category. This reduces or increases its damage rolls by one die size, respectively.

Moon Blade

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute
  • Classes: Cleric, Paladin, Ranger
  • Origin: Miscellaneous

A 3-foot-long, blazing beam of moonlight springs forth from your hand. Anyone who can cast moon blade can wield the beam with proficiency. However, if you are proficient with any type of sword, you can wield the beam as if it were any type of sword and thus gain the benefits of any special sword skill you might have, such as Weapon Focus.

Attacks with the moon blade are melee touch attacks. Its strike saps vitality or life force, causing no visible wounds but dealing 1d8 points of damage plus 1 point per two caster levels (to a maximum of 15) to any type of creature except undead. Undead are visibly wounded by a moon blade. Their substance boils away from its touch, and they take 2d8 points of damage plus 1 point per caster level (to a maximum of +30) per blow. The blade is immaterial, and your Strength modifier does not apply to the damage. A successful moon blade strike temporarily scrambles magic.

On the target's next turn after a hit from a moon blade, the creature must make a Concentration check to use any spell or spell-like ability. The DC is 10 + points of damage dealt + spell level. (An opponent hit by a moon blade while casting a spell must make the usual Concentration check to avoid ruining the spell in addition to the check on its next turn.) The moon blade spell has no connection with the magic items know as moonblades borne and made by some elves.

Mummify

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cloth)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Cleric, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You touch a creature and utter an ancient curse. The target must make a Strength saving throw or take 2d8 necrotic damage and become restrained as spectral wrappings begin to tighten around their body. You can use your bonus actions to cause the target to take an additional 2d8 necrotic damage every round after the spell was initially cast.

The target can attempt a Strength saving throw at the beginning of their turn to break the binding.

Nel Zhim's Crystalline Dagger

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small rough crystal)
  • Duration: Instantaneous
  • Classes: Astromancer, Runeshaper, Sorcerer, Wizard
  • Origin: Manual of Magical Martial Manoeuvres

You conjure a splendid shard of crystal and hurl it at a creature within range. Make a ranged spell attack against the target. If you hit, you deal 4d10 force damage. If you miss, the shard reassembles and returns to you. You regain an expended spell slot of 2nd-level or lower.

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

Night Guardians

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 20-foot radius
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Occultist, Odysseer, Shaman, Sorcerer, Warlock
  • Origin: Miscellaneous

You call forth dream creatures to protect you. They flit around you in a 20-foot radius for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature treats the area as difficult terrain and it can no longer take reactions. When the creature enters the area for the first time, or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes either 3d8 psychic or 3d8 cold damage (your choice, made when the spell is cast). On a successful save, the creature takes half 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.

Nightscar

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a branding iron)
  • Duration: Until dispelled
  • Classes: Æthera, Accursed, Inquisitor, Occultist, 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 things 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: Æthera, 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.

Noor's Apprehension

3rd-level enchantment


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

You touch a creature, masking their body with a magical glamour that emits an aura of emotion to nearby aggressors, causing them to pull their punches or miss their attacks. A creature that attacks the target does not add its proficiency bonus to attack rolls against the target, unless that attack roll would hit more than one creature.

Onyx Skull

3rd-level necromancy


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

An ethereal onyx skull spawns all around you and bited down. Choose a half-ring 30 feet in diameter, 10 feet high, and 1-foot thick. Each creature caught in the area except you must succeed on a Constitution saving throw. On a failure, the onyx skull's teeth scissor and crunch. Each creature takes 5d10 necrotic damage, or half as much on a success. Undead creatures take an additional 1d10 damage. The skull then collapses, leaving a thin layer of ash behind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every spell slot level expended above 3rd.

Otto's Tin Soldiers

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a tin figurine of a soldier with an opal in its chest worth 30 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You conjure forth two metal soldiers to fight alongside you in battle. Each soldier appears in an unoccupied space that you can see within range, and act as a collective on their own shared initiative.

The soldiers follow any command issued to them as a bonus action on your turn and defend you and each other should no commands be given.

When the spell ends, the soldiers clatter to the ground, and very quickly rust down into flecks on the ground.

The statistics for the tin soldiers are as follows.


Tin Soldier

Medium construcct, unaligned


  • Armor Class 16 (natural armour)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 14 (+2) 4 (-3) 12 (+1) 1 (-5)

  • Damage Resistances lightning, thunder
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses passive Perception 11
  • Languages Understands the languages of its summoner, but cannot speak

Resonating Burst. Once per turn, whenever the tin soldier takes thunder damage, it deals that same thunder damage to all creatures within 10 feet of it. Target creatures can halve the damage by completing a DC 14 Constitution saving throw.

Actions

Resonating Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, plus 2 thunder damage.

Phantom Steed

3rd-level illusion (ritual)


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

A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

Pit of Flame

3rd-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small piece of ignous rock)
  • Duration: Concentration, up to a minute
  • Classes: Warlock, Wizard
  • Origin: Miscellaneous

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.

Plant Growth

3rd-level transmutation


  • Casting Time: Special
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, 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.

Power Word Fall

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Odic, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Miscellaneous

You utter a word of power that can compel one creature you can see within range to lose its balance. If the creature you choose is huge or larger, this spell has no effect. Otherwise, the creature falls prone and ends its turn (if it is currently the creature's turn).

Protection from Energy

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Druid, Inquisitor, Occultist, Odic, Odysseer, 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.

Protection from Negative Energy

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Occultist, Odysseer, Inquisitor, Runeshaper, Shaman, Wizard
  • Origin: Miscellaneous

You protect a creature against negative energy. For the duration, the willing creature you touch has resistance to necrotic damage, and advantage on saving throws against life drain (and other effects that reduce hit point maximum).

Reaping Smite

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: 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 3d12 necrotic damage to the target. Additionally, if this damage reduces the target to 0 hit points it cannot be restored to life or raised as undead by any spell other than wish.

Remove Curse

3rd-level abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a bottle of holy water, or a band of silver worth at least 25 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Inquisitor, Occultist, Paladin, Runeshaper, Shaman, Warlock, Wizard
  • Origin: Player's Handbook

You touch a creature or object, and make a DC 15 spellcasting ability check. On a success, one curse afflicting the target is removed. 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. If the curse was set in place by a bestow curse spell, the DC is equal to the caster's spellcasting save DC instead.

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: 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 the non-magical replica 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: Druid, Cleric, Prism
  • Origin: Runesmith

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

For the next 2 rounds, at the start of each of the target creature’s subsequent turns, it regains an additional 1d10 hit points.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the amount of rounds that the creature is affected by the spell increases by 1 for each spell slot level expended above 3rd.

Revivify

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamonds worth at least 300 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Æthera, Cleric, Inquisitor, Odic, Paladin, Prism
  • 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: Æthera, Astromancer, Bard, Prism, Runeshaper, Wizard
  • Origin: Jack Weighill

You veil the target creature in inky armour that masks their body and form with the form of 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 attack.

Alternatively, the target may use its action on its turn whilst affected to the spell to grant itself three-quarters cover from all sources until the start of its next turn.

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

Sand Blast

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a handful of hourglass sand)
  • Duration: 1 round
  • Classes: Æthera, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Tempest Lore

You conjure a swirling, glimmering orb of sand that hovers at your fingertips. When you cast this spell, designate a direction. Roll initiative for the orb, adding your initiative score. On its turn, the orb launches itself up to 150 feet in that direction and impacts the first creature it hits, the target must succeed a Dexterity saving throw. If the creature fails, it takes 6d12 bludgeoning damage and is knocked prone. If it succeeds, it takes half damage and is not knocked prone.

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

Sand Prison

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of sand)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You point with a grasping motion at a creature that you can see within range. Sand begins to appear at their feet and covers their body, before hardening itself into a cage, encasing the target creature. The target must succeed on a Strength saving throw, or be restrained by the sandstone structure. A creature that was already stood on copious amounts of sand (such as in a desert or on a beach), makes the initial saving throw with disadvantage. On a successful save, the creatures speed is halved on its next turn.

A creature that is Huge or larger automatically succeeds on the saving throw.

If you successfully restrain a creature using this spell, roll on the table below to see what areas of the targets body are covered by sand.

1d4 Area Covered
1 The creatures chest is covered, when it next takes bludgeoning damage, it takes an additional die of damage as piercing damage, as part of the sandstone shatters and stabs into the target.
2 The creature's left arm is covered. The creature drops whatever it is holding in that arm, and cannot perform the somatic components of spells whilst restrained in this way.
3 The creature's right arm is covered. The creature drops whatever it is holding in that arm, and cannot perform the somatic components of spells whilst restrained in this way.
4 The creatures face is covered. It cannot breath or speak whilst restrained in this way.

Regardless of the roll, the creatures legs are always completely covered.

At the end of its turns, the creature can remake the saving throw, freeing itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th-level, the duration increases to 5 minutes, and you roll twice on the Area Covered table, ignoring duplicate results. When you cast this spell using a spell slot using a 6th or 7th-level spell slot, the duration increases to an hour, and you roll three times on the Area Covered table, ignoring duplicate results. When you cast this spell using a spell slot of 8th or 9th-level, the duration lasts for as long as you desire to concentrate on it, and you roll four times on the Area Covered table, ignoring duplicate results.

Scorn

3rd-level enchantment


  • Casting Time: 1 reaction; which you take in response to the target missing another creature with an attack roll
  • 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 for the duration, ending the disadvantage on a failure.

Whilst the spell persists, when the target creature 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 its attack roll.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage dealt to a creature when it misses with an attack roll increases by 1d8 per spell slot level expended 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, Cleric 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.

Skewering Branch

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Ranger, Sorcerer, Warden, Warlock, Wizard
  • Origin: Sprouting Chaos

You cause a thick branch to shoot out of the ground along a line 5 feet wide and 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or be pushed along the length of the branch as it grows in a direction of your choice. If the branch impacts a hard surface, such as a wall, it immediately stops and skewers all creatures that were pushed against that wall. Each creature takes 3d4 piercing damage and is restrained, skewered to the surface.

A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained.

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: Æthera, Druid, Ranger, Sorcerer, Warden, Warlock, 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 tranmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of molasses)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Astromancer, Odic, Odysseer, 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.

Speak with Dead

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (burning incense)
  • Duration: 10 minutes
  • Classes: Bard, Cleric, Inquisitor, Occultist, Odic, Odysseer
  • 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: Æthera, Bard, Druid, Odic, Odysseer, 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.

Spirit Guardians

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 15-foot radius
  • Components: V, S, M (a holy symbol)
  • Duration: 10 minutes
  • Classes: Cleric, Odysseer, 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.

Spray of Thorns

3rd-level evocation


  • Casting Time: 1 action
  • Range: 15-foot cone
  • Components: V, S, M (a rose thorn)
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Cleric, Druid, Ranger, Warlock
  • 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 evocation


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

You conjure to power of the stars to heal the creatures around you. As an action you can target up to 4 creatures in range and have them regain 2d8 hit points.

At Higher Level. When the spell is cast at 4th level por higher, the healing recieved increases by 1d8 for every spell level above 3rd.

Sticks to Snakes

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a staff or bundle of sticks worth at least 1 cp)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Ranger
  • Origin: Player's Handbook

You transform a staff or bundle of sticks into serpents. When you do, choose an unoccupied space within 30 feet to throw the staff or bundle of sticks. The effect of this spell varies based on the material component used to cast it.

When you throw a staff, it transforms into a giant constrictor snake. When you throw a bundle of sticks, it transforms into a swarm of poisonous snakes. The creature’s current and maximum hit points increase by 2d8 when it is created.

The created snake or swarm is friendly to you and your companions. Roll initiative for the creature. It obeys any verbal commands you issue it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the snake or swarm has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the snake or swarm’s DC was already higher.

At the end of the spell, or if the snake or swarm is reduced to 0 hit points, it turns into a broken staff or snapped bundle of sticks, respectively.

At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures appear: twice as many with a 6th- or 7th-level slot and three times as many with an 8th- or 9th-level slot.

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: 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: Concentration, up to a minute
  • Classes: Æthera, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You raise a 5-foot chunk of stone and rock out of the ground, leaving it to hover 5 feet in the air at a point you can see within range. As a reaction before the spell ends, you can have the stone explode into shrapnel, damaging all enemies within 10 feet of the stone. Each creature within range must succeed on a Dexterity saving throw. A failed save results in 3d6 bludgeoning damage, and 4d6 piercing damage. A successful save halves the damage.

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

Stone Sentinel

3rd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a small ivory bust, depicting the visage of the sentinel, worth at least 75 gp)
  • Duration: 8 hours
  • Classes: Æthera, Druid, Runeshaper, Wizard
  • Origin: Miscellaneous

You gesture towards a stone surface that you can see within range and a bust emerges, created from the same stone. The bust can be any likeness you desire. See the stat block for its statistics.

The bust is wholly obedient to you, and has an intelligence great enough to carry on a conversation and memorize any short (1 minute or less) conversation or set of orders. You can give the bust simple tasks such as keeping watch and calling out if things are amiss.

You can also designate a single door or entrance with a way to be closed within 10 feet of the bust. If you do so, the bust gains the ability to lock, unlock, open, and close the door or entrance as a free action. The DC to pick the lock or force the door open or closed is increased by 10 while the bust remains.

The bust is able to expend hit dice during a short rest, but does not sleep and cannot benefit from a long rest. It regains 1 spent hit die every 24 hours. If the bust is reduced to 0 HP, the spell ends.


Stone Sentinel

Small construct, unaligned


  • Armor Class 20 (natural armour)
  • Hit Points 55 (10d6 + 20)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
0 (-5) 0 (-5) 14 (+2) 16 (+3) 18 (+4) 10 (+0)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 18
  • Languages Understands and can speak the languages of its creator

Immuntable Form. The sentinel is immune to any spell or effect that would alter its form.

Syphoning Grasp

3rd-level transmutation


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

A beam of sickly purple energy attaches itself to a creature within range, draining their lifeforce. Make a ranged spell attack against a creature that you can see within range. On a hit, the target takes 2d8 necrotic damage and is linked by the syphoning grasp.

At the start of each of the target creatures turns whilst the link is attached, it must succeed on a Constitution saving throw, or take an additional 2d6 necrotic damage, taking half 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 its takes radiant damage greater than your spellcaster level + the spell's level, or the target creature starts its turn more that 60 feet away from the caster. Either effects end the spell early.

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: Æthera, Astromancer, Odysseer, 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: Druid, Occultist, Odysseer, Paladin, Ranger, Shaman, Sorcerer, Warlock, Wizard
  • 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 3d8 thunder damage. You can forgo 1d8 damage on a hit to knock the creature prone if it is Large or smaller.

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

Thunderous Bellows

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Æthera, Bard, Sorcerer, Wizard
  • Origin: Grimlore's Grimoire

You shout a thunderous phrase that bursts outward from your location. Each creature in a 20-foot cone must make a Constitution saving throw. A creature takes 4d8 thunder damage and is pushed 15 feet away form you on a failed save, or half as much damage and is not pushed 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 Id8 for each slot level 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: Æthera, 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: Æthera, Occultist, 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.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

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

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: Bard, Cleric, Occultist, Odic, Odysseer, 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.

Trebuchet

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Æthera, Runeshaper, Sorcerer, Wizard
  • Origin: Dark Arts

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, the impact injures the target and knocks them prone. In either case, both the object and the creature or solid surface take 6d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 3rd.

Twister

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fan)
  • Duration: Instantaneous
  • Classes: Æthera, 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.

Umbral Form

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wisp of smoke)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Astromancer, Sorcerer, Wizard
  • Origin: Dark Arts

You transform a willing creature you touch, along with everything it’s wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points.

While in this form, the target's only method of movement is a walking and climbing speed of 30 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, and it has advantage on Dexterity (Stealth) checks. 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 stuck to the ground even when stunned or otherwise incapacitated.

While in the shadowy form, 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.

Vampiric Touch

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, Odic, Shaman, 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.

Wall of Gloom

3rd-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of black fleece)
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Occultist, Shaman, Warlock, Wizard
  • Origin: Axios Verum

You create wall of magical darkness. 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 radiant damage is halved if the radiant effect passes through the wall to reach its target. The wall is opaque.

When a creature attempts to pass through the wall, it must make an Intelligence saving throw. On a failure, it cannot willingly go through the wall until the start of its next turn. On a success, it moves through the wall.

Wall of Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a punch of powdered sunstone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric, Inquisitor, Prism
  • Origin: Axios Verum

You create wall of magical light. 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 necrotic damage is halved if the necrotic effect passes through the wall to reach its target. The wall emits bright light for 15 feet, and dim light for another 15 feet.

Any creatures who pass into the wall of light are blinded for 1 minute. At the start of each of its turns, a blinded creature can make a Constitution saving throw in order to end the condition. Undead who pass through the wall take 5d6 radiant damage.

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: Æthera, 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: Æthera, 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.

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: Æthera, 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: 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: 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.

Weave Necrosis

3rd-level necromancy


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Cleric, Inquisitor, Occultist, Warlock
  • Origin: Devout Handbook

You pull on the necrotic energy of the outer planes, weaving it into your spells intended to heal. Whenever a spell you cast would cause a creature to regain hit points, it instead loses that many hit points if it is any creature type other than construct or undead. If the target is undead, it regains hit points, rather than losing them.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, its duration increases. Its duration becomes 10 minutes when cast using a 4th-level spell slot, 1 hour when cast using a 5th-level spell slot, 8 hours when cast using a 6th-level spell slot, 24 hours when cast using a 7th-level spell slot, 7 days when cast using an 8th-level spell slot, and until dispelled when cast using a 9th-level spell slot. Additionally, if you cast the spell using a 9th-level spell slot, the spell no longer requires concentration to maintain, and you can end the spell as a bonus action on your turn.

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: Æthera, Astromancer, 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.

Writ of Passage

3rd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a sheet of paper and a stick a charcoal)
  • Duration: 1 hour
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Runesmith

You conjure up a falsified contract, seal, badge, or other form of identifying document from thin air, which takes a form of your choosing. A creature can try to check to see if the document is falsified by making a successful Intelligence check of a DC equal to your spell save DC.

Alternatively, you can alter an already existing document, falsified or otherwise, and perform one of the following alterations to it:

  • Make a falsified document appear more real, with it only detectable as a falsity using the ability check mentioned above.
  • Alter aspects of a real document, such as adding or removing clauses, signatures or seals. A creature that fails on an Intelligence check of a DC equal to your spell save DC accepts these additions or omissions.

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: Concentration, up to a minute
  • Classes: Bard, Cleric, Druid, Occultist, Odysseer, Ranger, Shaman
  • Origin: Jack Weighill

You channel the energies of the mind into 3 focus die, which are d6s. As a reaction, when you or another creature makes an attack roll, ability check, or saving throw, you can expend and roll the focus die, adding it to the result. You must use your focus die before the DM declares whether the roll was a success or not.

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 1 per spell slot level expended above 3rd.