Complex Installations
Artificer Arcanis of the Third Order
SRD
Blink
3-level Transmutation
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Utility
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.
Available for: Sorcerer, Wizard, Artificer
SRD
Create Food and Water
3-level Conjuration
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Creation
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.
Available for: Cleric, Paladin, Artificer
SRD
Dispel Magic
3-level Abjuration
Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Choose one 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. Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer
PHB
Elemental Weapon
3-level Transmutation
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Damage
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. Available for: Paladin, Artificer
SRD
Fly
3-level Transmutation
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a wing feather from any bird
Duration: Concentration, 10 minutes
Damage/Effect: Movement
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. Available for: Sorcerer, Warlock, Wizard, Artificer
SRD
Glyph of Warding
3-level Abjuration
Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and powdered diamond worth at least 200 gp, which the spell consumes
Duration: Until Dispelled or Targeted
Attack/Save: DEX Save
Damage/Effect: Acid, Cold, Fire, Lightning, or Thunder
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
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. Available for: Bard, Cleric, Wizard, Artificer
SRD
Haste
3-level Transmutation
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a shaving of licorice root
Duration: Concentration, 1 minute
Damage/Effect: Buff
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.
Available for: Sorcerer, Wizard, Artificer
SRD
Protection from Energy
3-level Abjuration
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Warding
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Available for: Cleric, Druid, Ranger, Sorcerer, Wizard, Artificer
SRD
Revivify
3-level Necromancy
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamonds worth 300 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
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.
Available for: Cleric, Paladin, Artificer
SRD
Water Breathing
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a short reed or piece of straw
Duration: 24 hours
Damage/Effect: Buff
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.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer
SRD
Water Walk
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerCasting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of cork
Duration: 1 hour
Damage/Effect: Movement
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.
Available for: Cleric, Druid, Ranger, Sorcerer, Artificer
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