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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

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

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

Magic Circle

3-level Abjuration

Casting Time: 1 minute
Range/Area: 10ft. (10 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Control, Debuff
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:   The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Deep Magic Volume 2 (p.197)

Magic Dampening Field

3-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of fabric soaked in a liquid
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
When you cast this spell, choose a school of magic. A 30-foot-radius invisible sphere surrounds you, dampening magic of the chosen school. When a creature in the spell’s area casts a spell of the chosen school, it must succeed on a Constitution saving throw against your spell save DC or the spell fails to cast, expending the action and the spell’s use or spell slot.   Active magical effects of the chosen school, such as the spell false life when dampening necromancy or the spell mage armor when dampening abjuration, are suppressed while within this spell’s area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.   This spell has no affect on spells cast outside the spell’s area.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the spell increases by 10 feet for each slot level above 3rd.
Available for: Cleric, Wizard

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

SRD

Protection from Energy

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Warding
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Available for: Cleric, Druid, Ranger, Sorcerer, Wizard, Artificer

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

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

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 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

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.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

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

Book of Ebon Tides

Grim Shadows

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (15 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing
Sharp, spear-like shadows fill a 15-foot square of ground that you can see within range. For the duration, these shadows obscure creatures within the area, giving them half cover.   When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d8 piercing damage and be blinded until the spell ends. A creature that starts its turn in the area and is already blinded takes 1d8 piercing damage.   A creature blinded by grim shadows can use its action to make a Dexterity or Wisdom saving throw (its choice) against your spell save DC. On a success, its sight returns.
Available for: 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

Hedren's Birds of Clay

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Material
Materials: a clay figurine shaped like a bird
Duration: Concentration, 5 minutes
Damage/Effect: Protection
You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.
Available for: Druid, Ranger, 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

Deep Magic Volume 1

Jeweled Fissure

3-level Conjuration

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a shard of jasper
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Thunder, Piercing
With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell’s range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line that is 5 feet wide.    Each creature in that line and up to 100 feet above it takes 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. On a failed save, a creature is impaled by a chunk of crystal that halves the creature’s speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a DC 13 Strength check. On a successful check, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.
Available for: 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

Tasha's Cauldron of Everything

Summon Fey

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded flower worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Fey Spirit CR: PB

Small fey, summoner's alignment
Armor Class: 12 + level of the spell (natural armor)
Hit Points: 30 +10 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Senses: Darkvision 60ft., Passive Perception 10
Languages: Sylvan, Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).   Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:

  • Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
  • Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
  • Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Druid, Ranger, Warlock, Wizard

XGtE

Summon Lesser Demon

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of blood from a humanoid killed within the past 24 hours
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as Manes or Dretch, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.   The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.   As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At higher levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Available for: Warlock, Wizard

Tasha's Cauldron of Everything

Summon Shadowspawn

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: tears inside a gem worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Shadow Spirit CR: PB

Medium monstrosity, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 35 + 15 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Necrotic
Condition Immunities: Frightened
Senses: Darkvision 120ft., Passive Perception 10
Languages: Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.   Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.   Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

At higher levels: When youc ast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Warlock, 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

Divination

Deep Magic Volume 1

Breeze Compass

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a magnetized needle
Duration: Concentration, 1 hour
Damage/Effect: Utility
When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.
Available for: Druid, Wizard

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

Compelling Fate

3-level Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a sprinkling of silver dust worth 20 gp
Duration: 1 round
Attack/Save: CHA Save
Damage/Effect: Control
You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:
  • You have advantage on attack rolls against the target.
  • For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.
  • As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.
Available for: 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

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

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 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

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

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

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

Sudden Dawn

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.
Available for: Cleric, Druid, Warlock, 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

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

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 Sand

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a handful of sand
Duration: Concentration, 10 minutes
Damage/Effect: Blinded
You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Available for: 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

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

Deep Magic Volume 2 (p.173)

Dreamstride

3-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You reach out with your consciousness and step into the dreams of a creature you can see or a creature that is known to you. The creature must be on the same plane of existence as you and have a minimum Intelligence score of 7. If the target is not asleep or in meditation (in the case of elves or similar races) when the spell is cast, the spell fails. This spell has no effect on constructs or undead.    When you cast the spell, you enter your target’s dream, and you view the events as an invisible third party. The creature is unaware of your presence, and you cannot interact with the dream in any way other than the method listed below.    As an action, you can reach out your consciousness and attempt to influence the course of the dream. For example, you may cause something new to appear or cause the tone of the dream to change to a nightmare (or vice-versa) or influence a “character” in the dream other than the target to act a certain way. When you attempt to influence the dream, your target must succeed on a Wisdom saving throw against your spell save DC. On a failed save, your attempt to alter the dream is successful. On a successful save, you are immediately ejected from the dream as the dreamer awakens.    For the duration of the spell, your body lies in repose in the location you cast the spell. You are blind and deaf to your body’s surroundings, though you can feel and are aware if you take damage. If your body is moved, the spell ends. If your target is awakened, the spell ends.
Available for: Druid, 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

SRD

Phantom Steed

3-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Movement
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.   For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Available for: 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

Animate Dead

3-level Necromancy

Casting Time: 1 minute
Range/Area: 10 ft.
Components: Verbal, Somatic, Material
Materials: a drop of blood, a piece of flesh, and a pinch of bone dust
Duration: Instant
Damage/Effect: Creation
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).   On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.141)

Balo's Bolster Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a femur engraved with gold runes worth 50 gp
Duration: Instant
Damage/Effect: Buff
Necrotic energy flows out from you, bolstering your Undead allies. Each friendly Undead within 30 feet of you gains temporary hit points equal to twice your spellcasting ability modifier for 8 hours. If you expend your life force when you cast this spell, you can increase the temporary hit points each target gains. Expend and roll a number of Hit Dice of your choice up to half your maximum Hit Dice. Each target of this spell increases the temporary hit points it gains by that amount. Hit Dice spent in this way can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.
Available for: Cleric, Wizard

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

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 1

Command Undead

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, unlimited
Attack/Save: WIS Save
Damage/Effect: Control
You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn't understand your language, or if your command is directly harmful to it.
Available for: Cleric, Wizard

Deep Magic Volume 1

Curse of Hostility

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 with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply.
  • In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.
  • A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.
  • The target has disadvantage on any Charisma-based checks made against creatures of the chosen type.
A Remove Curse spell ends this effect.
At higher levels: If you cast this spell using a spell slot of 4th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until dispelled.
Available for: 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

XGtE

Life Transferrence

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
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: Cleric, Wizard

Deep Magic Volume 1

Mass Hobble Mount

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.
Available for: Cleric, Druid, Paladin, Ranger, 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.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

Tasha's Cauldron of Everything

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Cold
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, 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

Tasha's Cauldron of Everything

Summon Undead

3-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded skull worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Undead Spirit CR: PB

Medium undead, summoner's alignments
Armor Class: 11 + spell level (natural armor)
Hit Points: 30 (ghostly and putrid only) or 20 (skeletal only) +10 for each spell level above 3rd
Speed: 30 ft , fly: 40 (ghostly only) ft , can hover

STR

12 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

9 -1

Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60ft., Passive Peception 10
Languages: Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.   Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.   Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.   Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: 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

Deep Magic Volume 2 (p.233)

Unravel Ghost

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A ghostly pale ray springs from your finger to an Undead or a creature with the Incorporeal Movement trait that you can see within range. The target must make a Constitution saving throw, taking 4d6 radiant damage on a failed save, or half as much damage on a successful one. If the target has the Incorporeal Movement trait and failed the saving throw, it is marked with magic that slowly unravels its spectral body for the duration.    At the start of each of its turns, the marked target must make a Constitution saving throw. On a failed save, it takes 2d6 radiant damage. On a successful save, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later for a marked target) increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Wizard

SRD

Vampiric Touch

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Necrotic
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: 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

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

Deep Magic Volume 1

Mire

3-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a vial of sand mixed with water
Duration: 1 hour
Attack/Save: STR Save
Damage/Effect: Control
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.
Available for: Cleric, Druid, 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

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

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

XGtE

Tiny Servant

3-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Utility
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See Tiny Servant for its statistics.   As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.   When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Available for: Artificer, 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

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

Specialized

Alkemancy Magic

Deep Magic Volume 1

Gluey Globule

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a drop of glue
Duration: 1 minute or 1 hour
Attack/Save: STR Save
Damage/Effect: Slashing
You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin.   If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage.The target can also be freed by an application of universal solvent or by taking 20 acid damage.The glue dissolves when the creature breaks free or at the end of 1 minute. Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.
Available for: Wizard with Alkemancy Specialization

Deep Magic Volume 1

Salt Lash

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of salt worth 1 sp, which is consumed during the casing
Duration: Concentrastion, 10 minutes
Attack/Save: CON Save
Damage/Effect: Slashing
You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw. The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Blade of Wrath

3-level Evocation

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

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

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

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

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

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

Elven Ritual Magic

Deep Magic Volume 1

Song of the Forest

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dried leaf, crumpled and released
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect. Song of the forest functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).   Ritual Focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.
Available for: Druid, Ranger, Wizard with Elven Ritual 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

Deep Magic Volume 1

Demon Within

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a vial of blood from a humanoid killed within the previous 24 hours
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Force
One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time. If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.   Example Demons:
Shadow Demon
Quasit
Dretch
Available for: Warlock, Wizard with Fiendish Specialization

Deep Magic Volume 1

Nest of Infernal Vipers

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon evil spirits that take the form of a Swarm of Poisonous Snakes and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends. The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands to the swarm, it moves to attack the nearest creature that is not your ally.
At higher levels: When you cast this spell using certain higher-level spell slots, you can summon additional swarms. You summon two swarms with a 5th-level spell slot, three swarms with a 7th-level spell slot, or four swarms with a 9th-level spell slot.
Available for: Cleric, Wizard with Fiendish Specialization

Deep Magic Volume 1

Wave of Corruption

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a scrap of rotten meat of plant matter
Duration: Instant
Damage/Effect: Control
When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes 3d8 necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner’s save bonus to avoid this outcome.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Wizard with Fiendish Specialization

Illumination Magic

Deep Magic Volume 1

Protective Nimbus

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a crystal or glass bead
Duration: 10 minute
Damage/Effect: Buff
You wrap yourself in a corona that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, you have resistance to necrotic damage. You can end the spell early by using an action to dismiss it.
Available for: Wizard with Illumination Specialization

Deep Magic Volume 1

Shield of Starlight

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a star chart
Duration: 10 minutes
Damage/Effect: Buff
You wrap yourself in a protective shroud of the night sky made from swirling shadows and punctuated by twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (your choice when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.
Available for: Wizard with Illumination Specialization

Deep Magic Volume 1

Tracking Beacon

4-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 8 hours
Attack/Save: WIS Save
Damage/Effect: Debuff
You choose a creature within range to mark with a glowing orb of light, which floats 120 feet above the creature’s head. The target must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the light hovers above the target’s location, moving as the target moves, which enables you to track the creature’s direction and distance by staying within sight of the beacon. The beacon continues to function even when you cannot see it, as long as the target remains on the same plane as you. If either you or the target travels to another plane, the spell ends. You can use a bonus action on your turn to adjust the height of the beacon, ranging from its starting point of 120 feet to as low as 5 feet above the head of the target.
Available for: Wizard with Illumination 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

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

Mythos Magic

Deep Magic Volume 1

Unseen Strangler

3-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of sulfur and a live rodent
Duration: 8 hours
Damage/Effect: Summoning
You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it. The strangler is invisible to all creatures except you, and it can’t be harmed.   When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.   If any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier+your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.
Available for: Wizard with Mythos Specialization

Deep Magic Volume 1

Sleep of the Deep

3-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft. radius
Components: Verbal, Somatic, Material
Materials: a pinch of black sand, a tallow candle, and a drop of cephalopod ink
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short-term madness.
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: Wizard with Mythos Specialization

Deep Magic Volume 1

Mind Exchange

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 60ft,
Components: Verbal, Somatic, Material
Materials: a prism and a silver coin
Duration: Concentration, 8 hours
Attack/Save: CHA Save
Damage/Effect: Control
One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.    The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a Dispel Magic or Dispel Evil and Good spell (the latter spell defeats mind exchange even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends. The effects of the exchange can be made permanent with a wish spell or comparable magic.
Available for: Wizard with Mythos 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

Deep Magic Volume 1

Shadow Trove

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: ink made from the blood of a raven
Duration: 1 hour
Damage/Effect: Utility
You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into the portal.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.
Available for: 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

Void Magic

Deep Magic Volume 1

Void Strike

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Necrotic
With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.
At higher levels: When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Wizard with Void Specialization
< Mystic Arcanum
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Abjuration
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Alkemancy Magic
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Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Fiendish Magic
Illumination Magic
Labyrinth Magic
Mythos Magic
Ring Magic
Shadow Magic
Temporal Magic
Void Magic

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