Level 3 Spells

Spell Action
Animate Dead Casting Time: 1 minute
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
Click for more spell details at 5eSRD

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Their spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if {name} chose bones or a zombie if they chose a corpse (the GM has the creature’s game statistics).
On each of their turns, {name} can use a bonus action to mentally command any creature they made with this spell if the creature is within {"60 feet"} of themselves (if they control multiple creatures, they can command any or all of them at the same time, issuing the same command to each one). {name} decides what action the creature will take and where it will move during its next turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they 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.

When they cast this spell using a spell slot of {"4th level or higher"}, they 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.

Materials: a drop of blood, a piece of flesh, and a pinch of bone dust
Beacon of Hope Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Bestow Curse Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
{name} touches a creature, and that creature must succeed on a Wisdom saving throw DC {ssDC} or become cursed for the duration of the spell. When {name} casts 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 {name}.
_ While cursed, the target must make a Wisdom saving throw DC {ssDC} at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
_ While the target is cursed, {name}'s attacks and spells deal an extra {"1d8 necrotic damage"} to the target.

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

If {name} casts this spell using a spell slot of {"4th level or higher"}, the duration is concentration, up to {"10 minutes"}. If they use a spell slot of {"5th level or higher"}, the duration is {"8 hours"}. If they use a spell slot of {"7th level or higher"}, the duration is {"24 hours"}. If they use a {"9th level"} spell slot, the spell lasts until it is dispelled.
Blink Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a {"d20"} at the end of each of {name}'s turns for the duration of the spell. On a roll of {"11 or higher"}, they vanish from their current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if they were already on that plane). At the start of their next turn, and when the spell ends if {name} is on the Ethereal Plane, they return to an unoccupied space of their choice that they can see within 10 feet of the space they vanished from. If no unoccupied space is available within that range, they appear in the nearest unoccupied space (chosen at random if more than one space is equally near). {name} can dismiss this spell as an action.
While on the Ethereal Plane, {name} can see and hear the plane of origin, which is cast in shades of gray, and {name} can’t see anything there more than {"60 feet"} away. {name} can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive them or interact with them, unless they have the ability to do so.
Call Lightning Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is {"10 feet tall"} with a {"60-foot radius"}, centered on a point {name} can see {"100 feet"} directly above them. The spell fails if {name} can’t see a point in the air where the storm cloud could appear (for example, if they are in a room that can’t accommodate the cloud).
When {name} cast the spell, choose a point they can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within {"5 feet"} of that point must make a Dexterity saving throw DC {ssDC}. A creature takes {"3d10"} lightning damage on a failed save, or half as much damage on a successful one. On each of {name}'s turns until the spell ends, they can use their action to call down lightning in this way again, targeting the same point or a different one.
If {name} is outdoors in stormy conditions when this spell is cast, the spell gives them control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by {"1d10"}.

When they cast this spell using a spell slot of {"4th or higher"} level, the damage increases by {"1d10"} for each slot level above 3rd.
Clairvoyance Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} creates an invisible sensor within range in a location familiar to themselves (a place they have visited or seen before) or in an obvious location that is unfamiliar to {name} (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 {name} casts the spell, they choose seeing or hearing. {name} can use the chosen sense through the sensor as if they were in its space. As their action, {name} 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 {name}'s fist.

Materials: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Conjure Animals Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
{name} summons fey spirits that take the form of beasts and appear in unoccupied spaces that they can see within range. Choose one of the following options for what appears:

_ One beast of challenge rating {"2"} or lower
_ Two beasts of challenge rating {"1"} or lower
_ Four beasts of challenge rating {"1/2"} or lower
_ Eight beasts of challenge rating {"1/4"} or lower Each beast is also considered fey, and it disappears when it drops to {"0 hit points"} or when the spell ends.

The summoned creatures are friendly to {name} and their companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that {name} issues to them (no action required by {name}). If {name} doesn’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.

When they cast this spell using certain higher-level spell slots, they choose one of the summoning options above, and more creatures appear: {"twice as many"} with a {"5th-level"} slot, {"three times as many"} with a {"7th-level"} slot, and {"four times as many"} with a {"9th-level"} slot.
Counterspell Casting Time: 1 reaction, which {name} take when they see a creature
within 60 feet of them casting a spell
Range: 60 feet
Components: S
Duration: Instantaneous
Ability Check: !(1d20 + {CastStatMod})
{name} attempts 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 {name}'s spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

When {name} casts 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 they used.
Create Food and Water Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
{name} creates {"45 pounds"} of food and {"30 gallons"}of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for{"24 hours"}. The food is bland but nourishing, and spoils if uneaten after {"24 hours"}. The water is clean and doesn’t go bad.
Daylight Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour
A 60-foot-radius sphere of light spreads out from a point {name} chooses within range. The sphere is bright light and sheds dim light for an additional {"60 feet"}.
If they chose a point on an object they are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Dispel Magic Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
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 {name}'s spellcasting ability (!(1d20 + {CastStatMod})). The DC equals 10 + the spell’s level. On a successful check, the spell ends.

When {name} casts this spell using a spell slot of {"4th level or higher"}, they 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 they used.
Fear Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} projects a phantasmal image of a creature’s worst fears. Each creature in a {"30-foot cone"} must succeed on a Wisdom saving throw DC {ssDC} 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 {name} 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 {name}, the creature can make a Wisdom saving throw DC {ssDC}. On a successful save, the spell ends for that creature.

Materials: a white feather or the heart of a hen
Fireball Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
A bright streak flashes from {name}'s pointing finger to a point they 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 DC {ssDC}. 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.

When they cast this spell using a spell slot of {"4th level or higher"}, the damage increases by {"1d6"} for each slot level above {"3rd"}.

Additional Damage:
Spell slot level 4: !!(1d6)
Spell slot level 5: !!(2d6)
Spell slot level 6: !!(3d6)
Spell slot level 7: !!(4d6)
Spell slot level 8: !!(5d6)
Spell slot level 9: !!(6d6)

Materials: a tiny ball of bat guano and sulfur
Fly Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} touches 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.

When {name} casts this spell using a spell slot of {"4th level or higher"}, they can target {"one additional creature"} for each slot level above {"3rd"}.

Materials: a wing feather from any bird
Gaseous Form Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
{name} transforms a willing creature they 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.

Materials: a bit of gauze and a wisp of smoke
Glyph of Warding Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered
Details for this spell at 5eSRD

When {name} casts this spell, they inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If they choose a surface, the glyph can cover an area of the surface no larger than {"10 feet"} in diameter. If they choose an object, that object must remain in its place; if the object is moved more than {"10 feet"} from where they 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 DC {ssDC} to be found.

When they inscribe the glyph, choose explosive runes or a spell glyph.

Materials: incense and powdered diamond worth at least 200 gp, which the spell consumes
Haste Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Choose a willing creature that {name} 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.

Materials: a shaving of licorice root
Hypnotic Pattern Casting Time: 1 action
Range: 120 feet
Components: S, M
Duration: Concentration, up to 1 minute
{name} creates 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 DC {ssDC}. 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.

Materials: a glowing stick of incense or a crystal vial filled with phosphorescent material
Lightning Bolt Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M
Duration:Instantaneous
A stroke of lightning forming a line {"100 feet"} long and {"5 feet"} wide blasts out from {name} in a direction they choose. Each creature in the line must make a Dexterity saving throw DC {ssDC}. 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.

Additional Damage:
Spell slot level 4: !!(1d6)
Spell slot level 5: !!(2d6)
Spell slot level 6: !!(3d6)
Spell slot level 7: !!(4d6)
Spell slot level 8: !!(5d6)
Spell slot level 9: !!(6d6)

Materials: a bit of fur and a rod of amber, crystal, or glass
Magic Circle Casting Time: 1 minute
Range: 10 feet
Components: V, S, M
Duration: 1 hour
{name} creates a {"10-foot-radius"}, {"20-foot-tall"} cylinder of magical energy centered on a point on the ground that {name} 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 {name} casts this spell, they 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.

When {name} casts this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Materials: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Major Image Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} creates 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 {name} can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. {name} 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 {name} is within range of the illusion, they can use their action to cause the image to move to any other spot within range. As the image changes location, they can alter its appearance so that its movements appear natural for the image. Similarly, {name} can cause the illusion to make different sounds at different times, even making it carry on a conversation.
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 DC {ssDC}. 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.

When they cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring their concentration.

Materials: a bit of fleece
Mass Healing Word Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As {name} calls out words of restoration, up to six creatures of their choice that they can see within range regain hit points equal to !(1d4 + {CastStatMod}). This spell has no effect on undead or constructs.

When they cast this spell using a spell slot of {"4th level or higher"}, the healing increases by {"1d4"} for each slot level above {"3rd"}.
Additional Healing:
Spell slot level 4: !!(1d4)
Spell slot level 5: !!(2d4)
Spell slot level 6: !!(3d4)
Spell slot level 7: !!(4d4)
Spell slot level 8: !!(5d4)
Spell slot level 9: !!(6d4)
Meld into Stone Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
More details on 5eSRD

{name} steps into a stone object or surface large enough to fully contain their body, melding themselves and all the equipment they carry with the stone for the duration. Using their movement, they step into the stone at a point they can touch. Nothing of their presence remains visible or otherwise detectable by nonmagical senses.
Nondetection Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 8 hours
For the duration, {name} hides a target that they 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.

Materials: a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Phantom Steed Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 1 hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of {name}'s choice within range. They 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, {name} or a creature they 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 they use an action to dismiss it or if the steed takes any damage.
Plant Growth Casting Time: 1 action or 8 hours
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If {name} casts this spell using 1 action, choose a point within range. All normal plants in a {"100-foot radius"} centered on that point become thick and overgrown. A creature moving through the area must spend {"4 feet"} of movement for every 1 foot it moves.
They can exclude one or more areas of any size within the spell’s area from being affected.
If they cast this spell over {"8 hours"}, they enrich the land. All plants in a half-mile radius centered on a point within range become enriched for {"1 year"}. The plants yield twice the normal amount of food when harvested.
Protection from Energy Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
For the duration, the willing creature {name} touches has resistance to one damage type of their choice: acid, cold, fire, lightning, or thunder.
Remove Curse Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
At {name}'s 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.
Revivify Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} touches a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Materials: diamonds worth 300 gp, which the spell consumes
Sending Casting Time: 1 action
Range: Unlimited
Components: V, S, M
Duration: 1 round
{name} sends a short message of twenty-five words or less to a creature with which they are familiar. The creature hears the message in its mind, recognizes {name} as the sender if it knows them, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of {name}'s message.
{name} can send the message across any distance and even to other planes of existence, but if the target is on a different plane than them, there is a 5 percent chance that the message doesn’t arrive.

Materials: a short piece of fine copper wire
Sleet Storm Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a {"20-foot-tall"} cylinder with a {"40-foot radius"} centered on a point {name} chooses 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 DC {ssDC}. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against DC {ssDC} or lose concentration.

Materials: a pinch of dust and a few drops of water
Slow Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} alters time around up to six creatures of their choice in a {"40-foot cube"} within range. Each target must succeed on a Wisdom saving throw DC {ssDC} 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"} (!(1d20)). 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 DC {ssDC} at the end of its turn. On a successful save, the effect ends for it.

Materials: a drop of molasses
Speak with Dead Casting Time: 1 action
Range: 10 feet
Components: V, S, M
Duration: 10 minutes
{name} grants the semblance of life and intelligence to a corpse of their choice within range, allowing it to answer the questions they pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last {"10"} days.
Until the spell ends, {name} can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if {name} is hostile to it or it recognizes them as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

Materials: burning incense
Speak with Plants Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
{name} imbues plants within {"30 feet"} of them with limited sentience and animation, giving them the ability to communicate with {name} and follow their simple commands. They can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
They can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or they can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on their behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, {name} can communicate with it as if they shared a common language, but they gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Spirit Guardians Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} calls forth spirits to protect them. They flit around {name} to a distance of {"15 feet"} for the duration. If {name} is good or neutral, their spectral form appears angelic or fey (their choice). If {name} is evil, they appear fiendish.
When {name} casts this spell, they can designate any number of creatures they can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw DC {ssDC}. On a failed save, the creature takes {"3d8"} radiant damage (if {name} is good or neutral) or {"3d8"} necrotic damage (if {name} is evil). On a successful save, the creature takes half as much damage.

When they cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Materials: a holy symbol
Stinking Cloud Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} creates 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 DC {ssDC}. 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.

Materials: a rotten egg or several skunk cabbage leaves
Tiny Hut Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M
Duration: 8 hours
A 10-foot-radius immobile dome of force springs into existence around and above {name} and remains stationary for the duration. The spell ends if {name} leaves its area.
Nine creatures of Medium size or smaller can fit inside the dome with them. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when they 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, they can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color they choose, but it is transparent from the inside.

Materials: a small crystal bead
Tongues Casting Time: 1 action
Range: Touch
Components: V, M
Duration: 1 hour
This spell grants the creature {name} touches 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.

Materials: a small clay model of a ziggurat
Vampiric Touch Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The touch of {name}'s shadow-wreathed hand can siphon life force from others to heal their wounds. They make a melee spell attack against a creature within their reach (!(1d20 + spAtk)). On a hit, the target takes {"3d6"} necrotic damage, and they regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, they can make the attack again on each of their turns as an action.

When they cast this spell using a spell slot of {"4th level or higher"}, the damage increases by {"1d6"} for each slot level above {"3rd"}.
Water Breathing Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 24 hours
This spell grants up to ten willing creatures {name} can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Materials: a short reed or piece of straw
Water Walk Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures {name} can see within range gain this ability for the duration.
If {name} targets a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of {"60 feet"} per round.

Materials: a piece of cork
Wind Wall Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point {name} chooses within range. They can make the wall up to {"50 feet"} long, {"15 feet"} high, and {"1 foot"} thick. They can shape the wall in any way they choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw DC {ssDC}. A creature takes !(3d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Materials: a tiny fan and a feather of exotic origin

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article