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Glamorous Overtures

3rd Level Compositions

Abjuration

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.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

SRD

Glyph of Warding

3-level Abjuration

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and powdered diamond worth at least 200 gp, which the spell consumes
Duration: Until Dispelled or Targeted
Attack/Save: DEX Save
Damage/Effect: Acid, Cold, Fire, Lightning, or Thunder
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Available for: Bard, Cleric, Wizard, Artificer

Deep Magic Volume 2 (p.186)

Healing Glyph

3-level Abjuration

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a metal stylus used to inscribe the glyph
Duration: Until dispelled or triggered
Damage/Effect: Healing
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or upon an object that can be carried (such as a book, a shield, a belt pouch, or a similar item). The glyph can cover an area of the surface no larger than 5 inches in diameter. If the glyph is not triggered before you finish a long rest, the glyph is broken, and the spell ends.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the surface on which the glyph is inscribed. For glyphs inscribed on an object, the most common triggers include touching that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the glyph could be set to affect Beasts or humans), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When triggered, the glyph erupts with magical restorative energy in a 15-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area that isn’t a Construct or Undead can choose one of the following effects:
  • Healing. The creature regains 3d8 hit points
  • Restoration. The creature is cured of one disease or one of the following conditions of its choice: blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric

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

Deep Magic Volume 1

Iron Mind

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell’s duration.
Available for: Bard, Cleric, Paladin

Deep Magic Volume 1

Laugh in the Face of Fear

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it can—if it has the mentality and capability to do so—laugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed. The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell's duration expires.
Available for: Bard

SRD

Nondetection

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Duration: 8 hours
Damage/Effect: Deception
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Available for: Bard, Ranger, Wizard

Deep Magic Volume 2 (p.216)

Seal

3-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an ounce of wax with flakes of gold worth at least 50 gp
Duration: 1 hour
You magically seal the cracks, crevices, gaps, and breaches of a room or vehicle, protecting those inside it. You must be in a room, structure, vehicle, or chamber with a ceiling, walls, and windows, doors, portcullises, or other ways of physically closing off ingress and egress, or the spell fails. When you cast this spell, you touch the floor of a chamber that is up to fifty 5-foot squares and up to 10 feet tall, shaped as you desire. You can ward a long hallway, a square bedchamber, the lowest deck of a ship, the interior of a siege engine, or a similar chamber. Until the spell ends, the chamber is protected in the following ways.   Barred. Doors, windows, and other entryways into the chamber are magically locked, as if sealed by an arcane lock spell.   Bolstered. The chamber’s walls, floor, ceiling, doors, windows, and similar structural features are immune to nonmagical bludgeoning, piercing, and slashing damage and have resistance to magical damage.   Impermeable. Magical and nonmagical water, gases, and other liquids and vapors can’t pass into the chamber from outside of it. Safe. The air within the chamber is safe to breathe and capable of sustaining any number of breathing creatures for the duration, provided the creature is wholly within the chamber.
Available for: Bard, Wizard

Deep Magic Volume 1

Soothing Chant

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
Intoning a lulling drone, you convince creatures not to do you harm. At the beginning of its turn, any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature is charmed. A creature charmed by soothing chant can still act aggressively toward your allies. If it uses area attacks, the creature will position them so as not to include you in the area.   On a successful save, a creature can act against you normally, but it must make another saving throw in every round when you continue to chant and it can hear you. On your turn, you can use a bonus action to designate up to six other creatures that the charmed creatures will not attack. The effects last for the duration or until you (or any other designated creatures) engage in hostile action against a charmed creature or in its presence. Any creature that you attack or target with a harmful spell, or that sees you attack or cast a harmful spell against another charmed creature, is no longer affected by this spell and can act normally against you (or against any creature you designated).
Available for: Bard, Cleric

Deep Magic Volume 2 (p.239)

Word of Warning

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You use a creature’s name to bind its will, reducing its effectiveness against you. Choose a creature you can see within range. You must speak at least one name to which the target will answer or with which the target identifies, though you need not know its language. The name can’t be vague, like “ogre,” but it doesn’t have to be the creature’s actual name. For example, the local legend name of “Ol’ Gold Eye” for an ogre with a golden false eye can suffice, if the target often identifies itself as such, if the target is accustomed to answering to the name, or if the name is regularly used by others to define the target.    The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against you, and you have advantage on saving throws against its spells and abilities until the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can allow one friendly creature to be included in the benefits of this spell against the target for each slot level above 3rd. You and each of the friendly creatures you want to include must be within 30 feet of each other when you cast this spell.
Available for: Bard, 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

Deep Magic Volume 2 (p.149)

Busy Bee

3-level Conjuration

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: tiny carving of a bee worth 50 gp
Duration: 1 hour
You summon a spirit that animates the bee carving for up to 8 hours, which attaches to your clothing, sits on your equipment, or otherwise remains within 1 foot of you. If the bee is ever more than 1 foot away from you, this spell ends.    When you lose concentration on a spell of 3rd level or lower, the spirit animating the bee takes over and maintains concentration on that spell until that spell ends or this spell ends, whichever has a shorter duration. While the spirit is maintaining concentration on a spell, you can’t cast a spell that requires concentration.    The spirit can’t be attacked or destroyed, and its concentration can’t be interrupted. You can dismiss this spell at any time (no action required), and a dispel magic spell cast on the bee, if successful, ends this spell.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spirit can concentrate on spells with a spell level up to the spell slot you used, and the duration increases by 1 hour for each slot level above 3rd.
Available for: Bard, Druid, Warlock

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.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

Legion of Rabid Squirrels

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an acorn or nut
Duration: Concentration, 1 minute
Damage/Effect: Summoning
While in a forest, you call a Legion of Rabid Squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a Swarm of Poisonous Snakes, except it has a climbing speed of 30 feet rather than a swimming speed.    The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest.    A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature.    When the spell ends, the squirrels disperse back into the forest.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.
Available for: Bard, Druid, Ranger

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 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

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

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

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

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

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 2 (p.151)

Chaotic Contrition

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You fill one creature you can see within range with profound remorse and guilt. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn. When the condition ends on the target, the nearest hostile creature within 30 feet of the first target must make the saving throw, becoming incapacitated until the end of its next turn on a failed save. If more than one creature qualifies, you break the tie and choose which of those creatures becomes the spell’s next target.    This effect continues to hop from one creature to the next in this way until a creature succeeds on the saving throw or no valid targets are within range. A creature can’t become the target of this effect more than once per casting of this spell.
Available for: Bard, Cleric

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 2 (p.160)

Critical Exchange

3-level Enchantment

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
Reaching forward in time, you gather potential from among future martial successes and trade them for immediate triumph. The first time you hit a creature with an attack during this spell’s duration, the attack is a critical hit. You then have disadvantage on all attack rolls for 1 minute.
Available for: Bard, Cleric, Paladin

Deep Magic Volume 2 (p.168)

Doom of Laughter

3-level Enchantment

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: a chicken doll
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
All creatures within range (including you) perceive everything as hilariously funny and fall into fits of laughter if this spell affects them. The targets must make a Wisdom saving throw. You must also make this save. On a failed save, targets fall prone, becoming incapacitated and unable to stand up for the duration. Creatures with an Intelligence score of 4 or less are not affected. At the end of each of its turns, and each time it takes damage, a target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell’s effect ends.
Available for: Bard, 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

Book of Ebon Tides

Lost

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hr.
Attack/Save: WIS Save
Damage/Effect: Fey
You attempt to confuse and confound a creature’s sense of direction. The target must make a Wisdom saving throw, and if the saving throw fails, the spell removes all memory of particular locations, landmarks, and routes for the duration of the spell, even well-known ones such as locations within a city, a home forest, and well-known hills and roads.   A Remove Curse or Greater Restoration spell ends this effect.
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. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled.
Available for: Bard, Cleric, Druid, Ranger

Acquisitions Incorporated

Motivational Speech

3-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Buff
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.  
I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway? -Walnut Dankgrass
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Available for: Bard, Cleric

Evocation

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

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

Sending

3-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: Verbal, Somatic, Material
Materials: a short piece of fine copper wire
Duration: 1 round
Damage/Effect: Communication
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Available for: Bard, Cleric, Wizard

SRD

Leomund's Tiny Hut

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a small crystal bead
Duration: 8 hours
Damage/Effect: Utility
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.   Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.   Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
Available for: Bard, Wizard

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

Closing In

3-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it.    The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature 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, you can target one additional creature for each slot level above 3rd.
Available for: Bard, Warlock, 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

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 1

Tongue of Sand

3-level Illusion

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Dispell
Damage/Effect: Communication
Tongue of sand is similar in many ways to magic mouth. Whenyou cast it, you implant a message in a quantity of sand.The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand. Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.
Available for: Bard, Cleric, Druid, 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

SRD

Bestow Curse

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 1

Curse of Incompetence

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Debuff
By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure. 
d4Table of Failure
1Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll
2Target stands transfixed and blinking, takes no action
3Target flees or fights (50 percent chance of each)
4Target charges directly at caster, enraged.
Available for: Bard, Cleric, Wizard

PHB

Feign Death

3-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of graveyard dirt
Duration: 1 hour
Damage/Effect: Buff, Debuff, Deception
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.   For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Available for: Bard, Cleric, Druid, 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

Deep Magic Volume 1

Raise Ghost

3-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Summoning
You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via magic spells, items, or potions.    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.    Coming back from the dead is an ordeal. The target has a −4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by Raise Dead or comparable magic. Raise ghost has no effect if cast on an undead creature.
Available for: Bard, Cleric, Paladin, Warlock

Deep Magic Volume 1

Soul Borrowing

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a polished vampire's fang
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Utility
By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute; a corpse automatically fails the saving throw. You can possess only one borrowed ability at a time.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.
Available for: Bard, Cleric, Druid

SRD

Speak with Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: burning incense
Duration: 10 minutes
Damage/Effect: Communication, Social
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.   Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.235)

Venemous Thoughts

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the tongue of an asp
Duration: 1 hour
Attack/Save: INT Save
Damage/Effect: Poison
You protect your mind with psychic poison. Until the spell ends, each time a creature attempts to read or detect your thoughts, speak with you using telepathy, influence your dreams, or perceive you through magical scrying sensors, it must make an Intelligence saving throw, taking 4d10 poison damage on a failed save, or half as much damage on successful one.
Available for: Bard, Cleric, Druid

Transmutation

Book of Ebon Tides

Faerie Toast

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: wine worth 100 gp, which the spell consumes, and a cup for each participant
Duration: 8 hours
You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting.
Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.
Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands.
Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them).
Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute.
Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground.
Restfulness. Each of the participants gains advantage on saving throws against being charmed and can’t be put to sleep by a spell or other magical effect for the duration.
Available for: Bard, Cleric, Druid, Paladin, Ranger

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

Deep Magic Volume 1

Hero's Steel

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a warrior's amulet worth 5 gp
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Buff
You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.203)

Nimble Dance

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
A creature you touch moves with stunning grace. For the duration, the creature can take the Dash or Disengage action as a bonus action on each of its turns. If the creature doesn’t use the bonus action granted by this spell during its turn, it becomes evasive until the start of its next turn. While evasive, if it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Available for: Bard, Ranger

SRD

Plant Growth

3-level Transmutation

Casting Time: Special
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Instnat
Damage/Effect: Control
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell's area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Available for: Bard, Druid, Ranger

Deep Magic Volume 1

Sir Mittinz's Move Curse

3-level Transmutation

Casting Time: 1 hour
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a finely crafter hollow glass sphere and incense worth 50 gp, which the spell consumes
Duration: Instant
Damage/Effect: Control
When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.
Available for: Bard, Druid, Paladin, Warlock, Wizard

SRD

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Communication, Social
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.   You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.   Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.   If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.   This spell can cause the plants created by the entangle spell to release a restrained creature.
Available for: Bard, Druid, Ranger

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

Deep Magic Volume 2 (p.235)

Vanish Within

3-level Transmutation

Casting Time: 1 reaction, which you take when a creature of your size or larger moves into a space within 5 feet of you
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: WIS Save
As a creature of your size or larger approaches, you magically step into the creature, melding yourself and all the equipment you carry with the creature until the start of your next turn. A hostile creature must succeed on a Wisdom saving throw to avoid the effect. At the start of your next turn, you emerge from the target into an unoccupied space within 5 feet of the target.    While merged with the target, nothing of your presence remains visible or otherwise detectable by nonmagical senses. You can’t see what occurs outside the target and any Wisdom (Perception) checks you make to hear sounds outside it have disadvantage. You remain aware of the passage of time, but you can’t move or cast spells on yourself while merged.    The creature you meld with is aware of your presence, and it can move and take actions normally. Damage to the creature doesn’t affect you. However, if the creature dies or is transformed while you are merged with it, you are expelled into the nearest unoccupied space, fall prone, and take 25 bludgeoning damage and 25 necrotic damage.
Available for: Bard, Wizard

Specialized

Chaos Magic

Deep Magic Volume 1

Calm of the Storm

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an amethyst worth 250 gp, which the spell consumes
Duration: Instant
Damage/Effect: Control
While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.
Available for: Bard, Wizard with Chaos Specialization

Deep Magic Volume 1

Surge Dampener

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Protection
Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.
Available for: Bard, Wizard with Chaos Specialization

Deep Magic Volume 1

Entropic Damage Field

3-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a silver wire
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Protection
By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.
Available for: Bard, Wizard with Chaos Specialization

Dark Magic

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

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

Catch the Breath

3-level Transmutation

Casting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Protection, Force
You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
Available for: Bard, Cleric, Warlock, Wizard with Dragon Specialization

Labyrinth Magic

Deep Magic Volume 1

Dimensional Shove

3-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can’t reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.
Available for: Bard, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

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
< Opera of Poise
Movements

Spellbinding Compositions

Etudes A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Chaos Magic
Dark Magic
Dragon Magic
Labyrinth Magic
Temporal Magic

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