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Endowed Character

Level 3 Spells

Abjuration

Deep Magic Volume 2 (p.141)

Bartholomew's Elemental Arc

3-level Abjuration

Casting Time: 1 reaction, which you take when a friendly creature within 10 feet of you would take acid, cold, fire, lighting, or thunder damage
Range/Area: 10ft.
Components: Somatic, Material
Materials: a 6-inch rod of copper
Duration: 1 round
You become a living conduit of elemental energy. The friendly target doesn’t take the triggering damage, as you draw the elemental energy into yourself and toward a hostile creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes half the triggering damage, and you take the other half. On a miss, you take half the triggering damage. On a critical hit, the target takes all the triggering damage, and you take none. After the attack, regardless if it hits or misses, you gain resistance to the triggering damage type until the start of your next turn.
Available for: Cleric, Druid, Sorcerer, Wizard

Basic Rules

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Damage/Effect: Negation
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

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

Deep Magic Volume 2 (p.165)

Diversion Door

3-level Abjuration

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bundle of aromatic herbs or incense either of which must be worth at least 100 gp
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
Your touch wards an arch, doorway, entryway, or other threshold against intruders. For the duration of the spell, each time a creature attempts to cross the warded threshold, the creature must make a Charisma saving throw. On a failed save, the creature is redirected away from the threshold as if it had passed through the threshold from the other side, and it forgets its primary, intended course of action in relation to the threshold, such as obtaining an object or chasing a creature on the other side of the threshold, for 1 minute. On a successful save, the creature is redirected away from the threshold, but it doesn’t forget its primary, intended course of action.    When you cast this spell, you can designate a password or other trigger that allows a creature to pass through the threshold unimpeded, such as walking through the threshold backward or whistling a specific tune while stepping through the threshold.    You can create a permanently warded threshold by casting this spell on that threshold every day for a year and a day.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Doom of Disenchantment

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 5 rounds
Damage/Effect: Protection
When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you. The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast Counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.180)

Flames United

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sphere of gold or silver worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a magical flaming orb that floats over your head. The orb sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The orb has three charges. When a creature you can see within range takes damage, you can use your reaction to expend one of the charges and hurl a magical flame from the orb toward that target. Flames envelop the target, reducing the damage it takes by 1d4 + your spellcasting ability modifier. The creature that dealt the damage to the target must succeed on a Dexterity saving throw or take fire damage equal to 1d4 + your spellcasting ability modifier. The radius of light emitted by the orb then decreases by 10 feet. When you expend the last charge, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the orb has one additional charge for every two slot levels above 3rd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Intellect Fortress

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Buff
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

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

Deep Magic Volume 1

Rune of Imprisonment

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: ink
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means.    Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed. A creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.
Available for: Sorcerer, Wizard

Conjuration

Deep Magic Volume 2 (p.139)

Arrow Door

3-level Conjuration

Casting Time: 1 reaction, which you take when you or a creature you can see within 120 feet of you fires an arrow, bolt, or other projectile from a ranged weapon
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: 1 minute
When you cast this spell, two shimmering portals appear: one green portal in an unoccupied space within 5 feet of you and one purple portal in an unoccupied space within 5 feet of the arrow’s target. Any creature can step through the green portal and appear in the purple portal’s space. The portals are one-way. A creature that steps into the purple portal’s space feels a tingling chill but is otherwise unaffected by this spell. The portals last for the duration or until a creature steps through the green portal.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Butterfly Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: insect legs
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Control
You create a chaotic cloud of butterflies in a 20-foot-radius sphere centered on a point you choose within range. The area is heavily obscured, and resting smoke or fog in the area is dispersed.   Creatures of your choice in the area when you cast this spell ignore the following effects. For the duration, the affected area is difficult terrain. When a creature attempts to leave the spell’s area, it must make a Strength saving throw. On a failed save, it is pulled back to an unoccupied space closest to the center of the sphere.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Conjure Ocean

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a piece of witch's eye coral
Duration: Concentration, 10 minutes
Damage/Effect: Teleportation
You teleport a random 20-foot cube of water from the bottom of the ocean to an area that you can see within range. The water holds its cube shape as if held within a container. A creature can enter and exit the water as it normally would.   When the spell ends, the water loses its shape, crashing to the ground and spreading outward. Any creature inside the water at this time is carried 30 feet in a random direction.
Available for: Druid, Ranger, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Dara Blocks

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (1 ft. cube)
Components: Verbal, Somatic, Material
Materials: a pinch of sand and a piece of pottery
Duration: 1 minute
Damage/Effect: Utility
You create five 1-foot cubes of magical force known as dara blocks. Each dara block appears in a different unoccupied space of your choice within range and becomes magically fixed in place. The blocks are invisible to all creatures except you and any creature you designate when you cast the spell. A creature that can see the dara blocks (including one benefiting from See Invisibility or truesight) sees a luminous cube made of a transparent, dark green light.   A block fixed in the air can hold up to 5,000 pounds of weight. More weight causes the block to fall. A creature can use an action to make a Strength check against your spell save DC, moving the fixed block up to 10 feet on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can create two additional dara blocks for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.165)

Dome of Spectral Blows

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. hemisphere)
Components: Verbal, Somatic, Material
Materials: a shard of petrified wood
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
Spectral fists fly out from you, pummeling or grabbing at creatures within 15 feet of you. Each creature in the area must make a Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one. When a creature fails this saving throw, you can choose to forego the damage and restrain the creature with the spectral fists until the start of your next turn instead.
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. When you cast this spell using a spell slot of 5th level or higher, the spell’s radius increases by 5 feet for every two slot levels above 3rd.
Available for: Bard, Sorcerer

Deep Magic Volume 2 (p.175)

Een's Shredding Aura

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 ft. radius
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX
Damage/Effect: Slashing
You conjure glass shards that take on shapes, colors, and styles of your choice. The shards spin in a dazzling display around you to a distance of 10 feet for the duration. A creature in the aura of shards has disadvantage on the first attack roll it makes against you each turn, and 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, taking 3d6 slashing damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

Tal'Dorei Campaign Setting Reborn

Freedom of the Waves

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft. (10 ft. cube)
Components: Verbal, Somatic, Material
Materials: a strand of wet hair
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.   If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.
Available for: Druid, Ranger, Sorcerer

Deep Magic Volume 1

Freezing Fog

3-level Conjuration

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 5 minutes
Attack/Save: CON Save
Damage/Effect: Cold
The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Gloomwrought Barrier

3-level Conjuration

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a piece of obsidian
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.186)

Harmful Exchange

3-level Conjuration

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you makes an attack against you
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Teleportation
As a creature attacks you, you swap places with another creature you can see within range, forcing that creature to take a blow intended for you. If the target of the swap is unwilling, it must succeed on a Charisma saving throw to avoid the effect.    When you swap places with a creature, you are teleported to the that creature’s space as it is teleported to yours, and that creature becomes the new target of the triggering attack. You can’t swap places with a creature more than one size category larger than you.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell’s range increases by 10 feet for each slot level above 3rd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Impending Ally

3-level Conjuration

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: a broken chain link
Duration: Concentration, 2 rounds
Damage/Effect: Summoning
You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Pogmo's Pot

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Control
You summon a cast iron pot in an unoccupied space on the ground within range. All objects within 20 feet of the pot that are neither worn nor carried and that weigh no more than 10 pounds are instantly sucked inside Pogmo’s strange container, whether they look like they should fit or not. All objects are stored in an extradimensional space inside the pot until the spell ends, at which point the pot vanishes and the objects it contained appear on the ground in its space.   For the duration, the pot remains sealed shut and the objects inside can’t be accessed until the spell ends. The pot is 1 foot wide and 1 foot tall. It can easily be moved or carried and always weighs 15 pounds, regardless of how much the objects it contains weigh. The pot is immune to all damage, but it can be dispelled.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Portal Jaunt

3-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a small brass key
Duration: 1 round
Damage/Effect: Teleportation
You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls.    You must be aware of your destination or be able to see it from where you cast the spell. On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.    For the purpose of this spell, any locks, bars, or magical effects such as Arcane Lock are ineffectual for the spell’s duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.209)

Power Word Fling

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: STR Save
You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone  After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone. As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Riptide

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: STR Save
Damage/Effect: Control
With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:
  • Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.
  • Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.
Available for: Sorcerer, Warlock, Wizard

Book of Ebon Tides

Shadow Portal

3-level Conjuration

Casting Time: 1 action
Range/Area: 200ft.
Components: Verbal, Material
Materials: a silver door latch worth 50 gp, which the spell consumes
Duration: 1 minute
Damage/Effect: Liminal
You create a door in the nearest wall, cliff, tree, or similar structure. It is immediately bound to a similar door up to 200 feet away. The near door must be a place within 10 feet that you can see while the distant door can be one that you can visualize or that you can describe by stating distance and direction, such as 100 feet straight down or 50 feet to the northwest and upward at a 45-degree angle.   Once the door is conjured, you can take actions normally to open and pass through the near portal, which immediately teleports you to the distant portal. Other creatures may do the same while the spell remains. The spell ends after the duration or when someone closes the distant portal’s door as a bonus action.
At higher levels: If cast at 5th level, this spell can open the door to a shadow road. This may require additional somatic or material components specific to that road, and lacking those, the spell fails and is wasted.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Sleet Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 150ft. (40 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a pinch of dust and a few drops of water
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Prone
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 starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Available for: Druid, Sorcerer, Wizard

Book of Ebon Tides

Spider Song

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal, Material
Materials: a leg from a song spider or a tiny lute strung with spider silk
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Incapacitated
You sing a piping tune and conjure shadows into enormous, ever-growing webs. The area within a 20-foot cube within range is filled with shadows, and the area is lightly obscured and provides half cover to any creature within. You may create a new cube of shadows in range every other round so long as you retain concentration, in which case the previous cube disappears 1 round later. Cubes can overlap but there is no cumulative effect from it.   Each creature that enters the area or starts its turn in the area must make a Dexterity saving throw. On a failed save, the creature is incapacitated for as long as it remains in the shadows or until it breaks free. A creature incapacitated by the shadows can make a Strength check each round against your spell save DC. If it succeeds, it is no longer incapacitated.   The shadows can be removed from a single 20-foot cube with a Daylight spell.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Stinking Cloud

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a rotten egg or several skunk cabbages
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
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.
Available for: Bard, Sorcerer, Wizard

XGtE

Thunder Step

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
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.
Available for: Sorcerer, Warlock, Wizard

XGtE

Tidal Wave

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
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 failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, 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.
Available for: Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Vegetable Blade

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a strip of grass
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Slashing
A lush bunch of vegetable fronds suddenly springs from the ground in an unoccupied space you can see within range. As a bonus action, a creature can pull the fronds from the ground, revealing a root vegetable of your choice that has been grown in the shape of a blade. For the duration, a creature can use the vegetable blade as a melee weapon with which it is proficient. The blade deals 1d12 slashing damage on a hit (adding your ability modifier to the damage roll as normal), and it has the finesse property.   Additionally, on subsequent turns, the wielder or one of its allies can use a bonus action to take a bite out of the blade. Doing so heals the creature for a number of hit points equal to the blade’s damage die + your spellcasting ability modifier. Once a creature has taken a bite out of the blade, its damage die is reduced by one size—from a d12 to a d10, for example. If the blade is reduced beyond a d4, it is destroyed and the spell ends early.
Available for: Bard, Druid, Paladin, Ranger, Sorcerer

Divination

SRD

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Duration: Concentration, 10 minutes
Damage/Effect: Detection
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.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Hematomancy

3-level Divination

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of a creature's blood
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:
  • The target’s most common name (if any).
  • The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).
  • The target’s current status (alive, dead, sick, wounded, healthy, etc.).
  • The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).
Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Life Sense

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clear piece of quartz
Duration: Concentration, 10 minutes
Attack/Save: CHA Save
Damage/Effect: Utility
For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Opportunistic Foresight

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Sidestep Arrow

3-level Divination

Casting Time: 1 reaction, which you take when an enemy targets you with a ranged attack
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved.    At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks.   After you move, the ranged attack is resolved with the intervening foe as the target instead of you.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Targeting Foreknowledge

3-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Damage
Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

SRD

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a small clay model of a ziggurat
Duration: 1 hour
Damage/Effect: Communication, Social
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 and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 1

Alone

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Aura of Listlessness

3-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a lump of clay or a piece of wet paper
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.
Available for: Bard, Sorcerer, Wizard

XGtE

Catnap

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic, Material
Materials: a pinch of sand
Duration: 10 minutes
Damage/Effect: Buff, Utility
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.
Available for: Artificer, Bard, Sorcerer, Wizard

Deep Magic Volume 1

Chilling Words

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a strip of paper with writing on it
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Psychic
You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell.    At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective. When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward.    You can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Compelled Movement

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: the embalmed body of a millipede with its right legs removed, worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together.    Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration. A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn. Compelled movement doesn’t affect a creature that can’t be charmed or that is incorporeal.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Cynophobia

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dog's tooth
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.
At higher levels: When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

XGtE

Enemies About

3-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control, Debuff
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.181)

Flight of Ideas

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a moonstone worth 500 gp
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You tap into the realm of the fey and fill the mind of one Humanoid you can see within range with eerie ideas, thoughts, and songs of the fey. The target must succeed on a Charisma saving throw or be bewildered for the duration. The bewildered target must spend each of its turns moving up to half its speed in a random direction and chattering eccentrically, expressing the ideas infiltrating its mind. This movement doesn’t provoke opportunity attacks.    At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional Humanoid for each slot level above 3rd. The Humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Acquisitions Incorporated

Incite Greed

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a gem worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.   At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Available for: Cleric, Sorcerer, Warlock, Wizard

Evocation

Book of Ebon Tides

Biter Wind

3-level Evocation

Casting Time: 1 action
Range/Area: Self (120 ft. line)
Components: Verbal, Somatic, Material
Materials: a birch wood fan
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Cold
Freezing wind, forming a line 120 feet long and 20 feet wide, blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 30 feet away from you in a direction following the line. Creatures that fail the saving throw also take 1d12 cold damage and are knocked prone. If cast during cold weather or in dark or shadowy conditions, the saving throw is made with disadvantage. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.   The bitter wind disperses gas or vapor, and it extinguishes candles, torches, lanterns, and similar flames in the area.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the saving throw is made with disadvantage, and the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Booster Shot

3-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell. [1] 2d10 acid damage to all creatures within 10 feet of the target [2] 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target [3] 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn [4] 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon [5] 2d10 force damage to the target, and the target is pushed 20 feet [6] 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.
Available for: Ranger, Sorcerer, Warlock

Deep Magic Volume 2 (p.153)

Chorus of Thunder

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic, Material
Materials: a cracked tourmaline
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You utter, shout, or sing a short verse to damage and deafen your enemies. A cacophonous clap of thunder slams out from you in a 30-foot cone that is audible out to 300 feet. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage and is deafened until the end of its next turn. On a successful save, a creature takes half the damage and isn’t deafened. When you cast this spell, up to four friendly creatures within 30 feet of you that can see you can each use a reaction to join the chorus with a clash of weapon against shield, a ringing shout, or other loud noise. For each creature that joins the chorus, the spell’s damage increases by 1d6, and the cone’s size increases by 5 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the primary damage increases by 1d6 for each slot level above 3rd.
Available for: Bard, Sorcerer, Wizard

SRD

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. sphere)
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Control
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 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.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer

Deep Magic Volume 1

Deep Focus

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Special
Damage/Effect: Buff
You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Deep Magic Thunderclap

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Drown

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small piece of flotsam or seaweed
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Control
You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air. A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.177)

Everan's Scorching Serpents

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of ash wrapped in snakeskin
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Fire
You summon a serpent made of flames to burn and constrict one creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 4d6 fire damage and is grappled by the fiery serpent. On a successful save, the target takes half the damage and isn’t grappled. At the end of each of the grappled target’s turns, it takes 2d6 fire damage. A creature grappled by the fiery serpent can use its action to make a Strength or Dexterity check (the target’s choice) against your spell save DC. If it succeeds, it is no longer grappled, and the spell ends on it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The targets must be within 30 feet of each other when you target them.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a tiny ball of bat guano and sulfur
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point 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 or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Frozen Razors

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: water from a melted icicle
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Slashing, Cold
Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Light Snare

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Restrained
A shimmering band of light streaks toward a target within range and envelops it in a spectacular burst of light. Make a ranged spell attack against the target. On a hit, the target is restrained, and it is magically fixed in place until the end of its next turn.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Lightning Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self (100ft. line)
Components: Verbal, Somatic, Material
Materials: a bit of fur and a rod of amber, crystal, or glass
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Lightning
A stroke of lightning forming a line 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 level above 3rd.
Available for: Sorcerer, Wizard

XGtE

Melf's Minute Meteors

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: niter, sulfur, and pine tar formed into a bead
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Fire
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.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.201)

Miniature Hurricane

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a stone submerged in a jar of seawater
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Cold
You conjure a miniature hurricane on a point you can see within range. The hurricane forms in a 40-foot-tall cylinder with a 20-foot-radius centered on that point. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is buffeted by rain, ice pellets, and roaring wind and must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage, and its speed is halved until it leaves the hurricane. On a successful save, a creature takes half the damage, and its speed isn’t reduced.    Until the spell ends, the hurricane moves up to 20 feet in a random direction at the start of each of your turns. To determine the direction, roll a d8 and assign a direction to each die face.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Phase Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Somatic, Material
Materials: a bit of colored glass
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.216)

Scattershot

3-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Somatic, Material
Materials: eight metal ball bearings
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create an explosion of ball bearings that fly out from you in all directions. Each creature within 15 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.217)

Sear

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You exhale searing hot wind in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is pushed away from you in a direction following the cone up to the edge of the cone. On a successful save, a creature takes half the damage and isn’t pushed.    The wind disperses gas or vapor in the area, and 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 or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Slow-Burn Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: small chunks of coal and sulfur
Duration: 3 rounds
Attack/Save: DEX Save
Damage/Effect: Fire
A bright streak flashes from your pointing finger to a point you choose within range, where it slowly ignites the air itself with phlogiston. Each creature in a 20-foot-radius sphere around the target point takes 4d6 fire damage, or half damage with a successful Dexterity saving throw. Every target that takes damage takes the same amount of damage again at the start of your next two turns unless it uses an action to put out the flames on its clothing, hair, and other accoutrements. Flammable objects in the area that aren’t being worn or carried are also ignited.
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.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Storm God's Doom

3-level Evocation

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

Deep Magic Volume 1

Thunderous Wave

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Control
You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.236)

Vortex of Steam

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire, Control
A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another Dexterity saving throw. On a failed save, it takes 3d6 fire damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex.    Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the Dexterity saving throw with the DC equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Wall of Water

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: Concentration, 10 minutes
Damage/Effect: Control
You create 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.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.238)

Wings of Retribution

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Radiant
Wings of light momentarily sprout from your back. You fly up to 60 feet and land in an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.    When you land at your destination, each hostile creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 6d6 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 and the radius increases by 5 feet for every two slot levels above 3rd.
Available for: Cleric, Paladin, Sorcerer

Illusion

Deep Magic Volume 2 (p.138)

Apparition's Invitation

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
You conjure an illusory apparition in an unoccupied space within range. The shape of the apparition changes in the minds of creatures who behold it, appearing as a comforting something or someone that beckons to the creature. When you cast this spell, choose up to three creatures within range that can see the apparition. Each target must succeed on a Wisdom saving throw or be charmed by the apparition until this spell ends. While charmed, a target must take the Dash action and move toward the apparition by the safest available route on
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.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Doom of Dancing Blades

3-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Protection
When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks.   When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.   If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.   The spell ends when its duration expires or when all your illusory weapons are destroyed or expended. An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.
Available for: Bard, Cleric, Sorcerer, Wizard

SRD

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic, Material
Materials: a white feather or the heart of a hen
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Frightened
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Going in Circles

3-level Illusion

Casting Time: 10 minutes
Range/Area: Sight
Components: Verbal, Somatic, Material
Materials: a piece of the target terrain
Duration: 24 hours
Damage/Effect: Control
You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically.   The terrain itself isn’t changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell.   A creature that casts Find the Path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft. (30 ft. cube)
Components: Somatic, Material
Materials: a glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Illusory Trap

3-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a needle and a mirror
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Psychic
You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot-square area of floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a successful save, the creature takes 1d10 psychic damage, the spell ends, and the creature realizes that the trap was not real. On a failed save, the creature believes the object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off, it must make a Dexterity check against your spell save DC. On a successful check, the creature takes 1d10 psychic damage and realizes the trap is not real. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that it accidentally set off the trap and was injured by it.
Available for: Bard, Sorcerer, Wizard

SRD

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of fleece
Duration: Concentration, 10 minutes
Damage/Effect: Control
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. It 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.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Outflanking Boon

3-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff
This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.236)

Visions of Home

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You manifest an illusory reminder of home to comfort your allies or distract your enemies. Choose up to three creatures you can see within range. Each target is affected differently, depending on if it is friendly or hostile to you.   Friendly. For the duration, each target has advantage on saving throws against being frightened, and it can use its reaction once before this spell ends to end the blinded, deafened, or poisoned condition on itself.   Hostile. Each target must succeed on a Wisdom saving throw or be taunted by visions of its home in danger. For the duration, each target has disadvantage on saving throws against being frightened. In addition, you can use a bonus action on each of your subsequent turns to deal 2d6 psychic damage to one of these targets. At the end of each of its turns, a hostile target can make another Wisdom saving throw. On a success, the spell ends on that target.
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 spell slot above 3rd.
Available for: Bard, Cleric, Sorcerer, Wizard

Necromancy

Deep Magic Volume 1

Blood Offering

3-level Necromancy

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.190)

Immolating Geist

3-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a length of charred linen ribbon
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Fire
A Medium spectral humanoid engulfed in ghostly flames appears in an unoccupied space you can see within range. As a bonus action on your turn, you can move the flaming spirit up to 20 feet. The spirit can enter the space of another creature and can pass through objects, such as walls, provided you can see the destination space. A creature that starts its turn in the spirit’s space must make a Wisdom saving throw, taking 3d6 fire damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 fire damage for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.204)

Obviating Shadow

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a piece of coal carved into a humanoid shape
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Necrotic
You give your shadow a semblance of life, allowing it to move differently from how nearby light might direct your shadow to move. Until the spell ends, when you take damage, you can use your reaction to prevent the damage to yourself, moving it into the shadow. When the shadow has absorbed 30 damage, it ruptures. You and each creature within 5 feet of you must make a Dexterity saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell then ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, your shadow can absorb 10 more damage for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for every two slot levels above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Orros Mark of Fate

3-level Necromancy

Casting Time: 1 reaction which you take in response to failing a saving throw
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small iron shield
Duration: Instant
If you fail a saving throw, you may choose to succeed instead and then target a creature you can see within 30 feet to suffer the effects of your failed saving throw. You still suffer any effects of a successful saving throw, if any. The new target is entitled to its own saving throw as if it were the original target of the attack but with disadvantage.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.208)

Plague Walk

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of pus
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You conjure a trail of sickly, yellowish-green miasma that follows in your footsteps and lingers on your trail. This miasma is visible as a mist hovering in each space you leave. The mist remains in each of those spaces, forming a trail behind you, for 10 minutes before fading. The mist forms only along the ground and doesn’t form in spaces you left by flying, swimming, or similarly not in contact with the ground.    A creature that enters the miasma for the first time on a turn or starts its turn there must succeed a Constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success. Nonmagical plants that aren’t creatures, such as trees and shrubs, wither and die in the miasma in your wake.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the miasma lasts for an additional 10 minutes for each slot level above 3rd.
Available for: Cleric, Sorcerer, Warlock

Deep Magic Volume 2 (p.212)

Purge

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control, Damage
A gout of caustic bile streams from your mouth. You can choose to create a toxic circle around yourself or send a stream of bile at one creature.   Circle. You turn in a quick circle as you cast this spell, covering the ground in a 15-foot radius centered on you in slippery, acidic bile for 1 minute. The area becomes difficult terrain, and each creature, other than you, that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or become poisoned while it remains within the spell’s area.   Targeted. You spray a jet of caustic bile at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage and is poisoned until it, or another creature within reach of it, uses an action to wipe off the bile.
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. When you cast this spell using a spell slot of 5th level or higher, the circle’s radius increases by 5 feet for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Spiteful Weapon

3-level Necromancy

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a melee weapon that has been used to injure the target
Duration: Concentration, 5 rounds
Attack/Save: CHA Save
Damage/Effect: Damage
You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one.    The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
At higher levels: The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Touch of the Unliving

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. 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.
Available for: Cleric, Sorcerer, Warlock, Wizard

Transmutation

Fizban's Treasury of Dragons

Ashardalon's Stride

3-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Fire
The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.   When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Available for: Artificer, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Aspect of the Serpent

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a dried snakeskin
Duration: Concentration, 1 minute
Damage/Effect: Buff
A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit. As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).
At higher levels: When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

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

Deep Magic Volume 2 (p.160)

Damage Echo

3-level Transmutation

Casting Time: 1 reaction, which you take when a friendly creature you can see within range deals damage to another creature with an attack that targets only one creature
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Damage
You pull an echo of the triggering attack out of the timestream, causing the attack to damage its target twice. All damage dice and modifiers for the triggering attack are rolled twice, and the attack’s target takes damage equal to the total. The friendly creature that triggered this spell then has disadvantage on attack rolls until the end of its next turn.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Doom of Blue Crystal

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a blue crystal
Duration: Concentration, 3 rounds
Attack/Save: CON Save
Damage/Effect: Control
You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent. Creatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed. Creatures transformed into blue crystal can be restored with Dispel Magic, Greater Restoration, or comparable magic.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.174)

Earth Glide

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a piece of a creature that has teh Earth Glide trait
Duration: 1 hour
Damage/Effect: Movement
This spell grants up to ten willing creatures you can see within range the ability burrow through nonmagical, unworked earth and stone for the duration. Each target gains a burrowing speed equal to half its walking speed. While burrowing, an affected target doesn’t disturb the material through which it moves. If the duration ends with an affected target within unworked earth or stone, the spell carries the target to the surface at a rate of 60 feet per round.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.175)

Elemental Exchange

3-level Transmutation

Casting Time: 1 reaction, which you take when a creature you can see uses a feature or casts a spell that requires a saving throw to avoid or reduce acid, cold, fire, lightning, or thunder damage
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You twist the elemental properties of a spell, breath weapon, or other effect utilizing elemental energies to shift from its current element into another. The creature causing the triggering spell or effect (such as a red dragon’s Fire Breath, an ankheg’s Acid Spray, a kraken’s Lightning Storm, the cone of cold spell, or similar) must succeed on a Charisma saving throw or the damage the effect deals changes to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.
Available for: Druid, Sorcerer, Wizard

XGtE

Erupting Earth

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a piece of obsidian
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
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. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

XGtE

Flame Arrows

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Fire
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.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Flesh to Paper

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.
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, Wizard

Deep Magic Volume 2 (p.181)

Flittering Eyes

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You force the eyes of a creature you can see within range to fly out of its head. The target must succeed on a Constitution saving throw or be blinded for the duration, as its eyes sprout wings and flitter out from its head. At the start of each of the creature’s turns, each eye flies 30 feet in a random direction without provoking opportunity attacks. Each eye has an Armor Class equal to your spell save DC, or a creature within 5 feet of an eye can catch it with a successful Dexterity check against your spell save DC. If an eye is hit or caught, it disappears in a poof of smoke. If at least half the target’s eyes are hit or caught, the spell ends on the target, ending the blinded condition and returning the target’s eyes to it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock

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

Gaseous Form

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of gauze and a wisp of smoke
Duration: Concentration, 1 hour
Damage/Effect: Buff, Movement
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.
Available for: Sorcerer, Warlock, Wizard

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

Deep Magic Volume 1

Ire of the Mountain

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of coal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target.    A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless.    This spell cannot affect magic items.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Plummet

3-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure an enormous glowing force, which wraps around a flying creature within range, and attempt to pull it out of the air. The target must make a Dexterity saving throw. On a failed save, it is pulled to the ground and takes falling damage as normal (1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6). On a successful save, the creature drops halfway to the ground and takes no damage.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Slow

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft. (40 ft. cube)
Components: Verbal, Somatic, Material
Materials: a drop of molasses
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control, Debuff
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 each of its turns. On a successful save, the effect ends for it.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

The Throes of Ecstasy

3-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a hazel or oak wand
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd.The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Water Breathing

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting 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 longer
Casting 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

Specialized

Blood Magic

Deep Magic Volume 1

Blood Armor

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Materials: you must have just struck a foe with a melee weapon
Duration: 1 hour
Damage/Effect: Protection
When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect.The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.
Available for: Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Vital Mark

3-level Transmutation

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Control
You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster.
At higher levels: When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

Clockwork Magic

Deep Magic Volume 1

Thousand Darts

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a set of mithral darts worth 25 gp
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You launch thousands of needlelike darts in a 5-foot-wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.
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.
Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Foreceful Repurposing

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Damage/Effect: Control
You attempt to hijack a spell being cast and redirect it to serve your purpose. Make an ability check using your spellcasting ability against a DC of 13 + the spell’s level. On a successful check, you choose the target or targets for the spell. Your targets must be valid targets for the spell based on the caster’s ability and the range of the spell, but using your distinctions for friendly and hostile creatures.
Available for: Sorcerer, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Glimpse the End

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a pinch of grave dust or a piece from a tombstone
Duration: Instant
Damage/Effect: Utility
You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Hellfire Blitz

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn’t provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You leave a 5-foot-wide line of hellfire burning behind you in your path.    This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Paladin, Sorcerer, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Draconic Majesty

3-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher.
Available for: Bard, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Dragon's Pride

3-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.
Available for: Bard, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Phantom Dragon

3-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of dragon egg shell
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard with Dragon Specialization

Fiendish Magic

Deep Magic Volume 1

Chains of Perdition

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a few links of iron chain
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Psychic
Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The chains remain until the spell ends.    If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard with Fiendish Specialization

Labyrinth Magic

Deep Magic Volume 1

Lesser Maze

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control
This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.
Available for: Sorcerer, Warlock, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Confound Senses

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a broken compass
Duration: Concentration, 10 minutes
Attack/Save: INT Save
Damage/Effect: Control
This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.
Available for: Cleric, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Ring Magic

Deep Magic Volume 1

Innocuous Aspect

3-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a paper ring
Duration: Concentration, 10 minutes
Damage/Effect: Control
An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse. A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Call Shadow Mastiff

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a dog's tooth
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You conjure a Shadow Mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds. The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part. The mastiff disappears when it drops to 0 hit points or when the spell ends.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Legion

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a toy soldier
Duration: Concentration, 1 minute
Damage/Effect: Summoning, Necrotic
You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic

Shadow Tendrils

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Cold
Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained.   A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself.   On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you.   The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Arcana

3-level Divination

Casting Time: 1 reaction, which you take when an enemy you can see casts a spell
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Accelerate

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a toy top
Duration: Concentration, 1 minute
Damage/Effect: Buff
Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard with Temporal Specialization
< Ancestral Birthright
I am magic, magic is me

Arcane Expressions

Things I Might Know A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Clockwork Magic
Dark Magic
Dragon Magic
Fiendish Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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