3rd Level Spells

Boulder Transport

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (90-feet line)
  • Components: S, M (a sling)
  • Duration: Instantaneous
  • Classes: Conduit*, Druid, Sorcerer, Wizard

You rip apart the floor below you, sending you flying atop a boulder in a straight line up to 90 feet in a direction you choose. You and the boulder stop early if the boulder impacts a solid surface.

When the boulder strikes something, the boulder is destroyed and the target takes 3d12 bludgeoning damage.

If the boulder would strike a creature, you must make a ranged spell attack. On a miss, you and the boulder continue moving in the line. On a hit, the creature takes 3d12 bludgeoning damage and falls prone if it one size larger than you or smaller. You and the boulder then stop moving, at which point you fall if your target was in the air. Otherwise, you land in an unoccupied space within 10 feet of the target.

You must be standing on a solid surface in order to cast this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases for each of its damage types by 1d10 for each spell slot above 3rd.

Corrode

  • School: Evocation
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Conduit*, Druid, Warlock

An undulating sphere of acid zooms towards a creature or object of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 acid damage, and their Armor Class is reduced by 2 until the start of your next turn. If the target would be brought to 0 hit points, it dissolves into a puddle of fuming substances.

If you would miss due to the target benefiting from cover via an object, this spell instead disintegrates a 5-foot-cube portion from the cover, or instead reduces this cover by one stage.

Holy Turtle Beam

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (Special)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Paladin, Sorcerer

You gradually condense a portion of your life energy into one of your hands as a ball of light, releasing it when the time is right. When the spell ends your ball of light erupts into a beam towards a direction of your choice.

The spell’s base is a 5-foot-wide, 60-foot-long line, with each creature in that line having to make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage, or half as much on a success.

If at the end of each of your turns you have not yet released the spell, the spell’s potency increases: Its damage increases by 1d8, it extends an additional 10 feet, and widens by an additional 5 feet. You can do this for a number of turns equal to the slot level used, at which point concentrating on the spell any further no longer increases its size or damage.

While you are concentrating on this spell, you can’t use your hands to do anything else than perform this spell’s Somatic (S) component.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the base damage increases by 1d8 for each slot level above 3rd.

Inseparable Duo

  • School: Conjuration
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Conduit*, Sorcerer, Wizard

This spell anchors you and a willing creature you touch with a magical connection until the spell ends. While the target is within 60 feet of you, either of you can spend a bonus action on your respective turns to teleport to an unoccupied space within 5 feet of the other target of this spell. Moreover, you can spend an action on your turn to magically swap places with the other target of this spell.

This spell ends if either of you drop to 0 hit points, move to different planes of existences, if this spell is cast again on either of you, or if you choose to end it as an action. If the two of you are separated by more than 60 feet, the spell’s effects fail when used until you return to 60 feet or less.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the distance the two of you can teleport across increases by 10 feet for each slot level above 3rd.

Magic Poison

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You touch a nonmagical poison. Until the spell ends, that poison becomes a magical poison, ignoring resistances and immunities against nonmagical poison damage. Additionally, this poison ignores advantages and immunities on saving throws against being poisoned by nonmagical poisons.

You can also touch an already magical poison, increasing the poison's DC by 1 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the spell lasts for up to 8 hours, and an already magical poison has its DC increase by 2. When you cast this spell using a spell slot of 6th or 7th level, the spell instead lasts for up to 24 hours, and an already magical poison has its DC increased by 3. When you cast this spell using a spell slot of 8th level or higher, the poison is now permanently magical.

Music of War

  • School: Evocation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

You gather together noise to form a musical instrument of pure sound in your hands. This magic instrument lasts until the spell ends, and you are proficient with it. It counts as a simple melee weapon with which you are proficient. It deals 2d6 thunder damage on a hit, and it has the finesse and two-handed property.

Until the spell ends, you can use your bonus action on each of your turns to play and unleash a burst of thunderous force from your instrument. Each creature within a 10-foot radius of you must succeed a Constitution saving throw or be pushed 15 feet away from you. Unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you, and this thunderous force echoes out to 300 feet.

At Higher Levels. When you cast this spell using a 4th- or 5th-level spell slot, the damage increases to 3d6. When you cast this spell using a 6th- or 7th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 4d6 and the push distance increases to 30 feet.

Reflect Magic

  • School: Abjuration
  • Casting Time: 1 reaction, which you take when you or a creature within 15 feet of you would be the target of a line spell, the magic missile spell, or by a ranged spell attack
  • Range: Self (15 feet)
  • Components: S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Soul-Seer*, Warlock, Wizard

You attempt to redirect a spell back to its creator. If the spell is of 3rd level or lower, the spell is reflected back at the caster as though it originated from you, turning the caster into the target. If the spell would be 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 spell is reflected back to the caster.

A reflected spell uses your spellcasting modifier for its new attack roll and spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the targeted spell is reflected if its level is less than or equal to the level of the spell slot you used.

Shadow Bolt

  • School: Evocation
  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Conduit*, Druid, Sorcerer, Warlock, Wizard.

You conjure a bolt of silent lightning, akin to those seen in the realms of the Shadowfell. Make a ranged spell attack against a creature within range. On a hit, the creature takes 3d8 necrotic damage and 3d8 lightning damage.

Regardless of a hit or miss, no sound can be created within or pass through a 15 foot cube around the target's space until the start of your next turn. Any creature or object within this cube is immune to thunder damage, and creatures are deafened while entirely inside it. Anyone within this cube cannot cast spells that require verbal components.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases for each of its damage types by 1d6 for each spell slot above 3rd.

Sights on the Past

  • School: Divination
  • Casting Time: 1 minute
  • Range: Self (90-foot radius)
  • Components: V, S, M (an hourglass)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Wizard

As part of casting this spell, you choose a day within the last year to witness. The spell allows you to observe the entirety of that day within a 90-foot radius of where you completed the spell.

As an action on each of your turns, you can advance or rewind the time displayed in intervals of 1 minute, 10 minutes, or 1 hour. You can’t rewind or advance beyond the chosen day. You cannot physically interact with anything the spell shows, and leaving the area of the spell ends it early.

You can allow one willing creature to be also affected by this spell. The creature must be within 5 feet of you when you cast this spell, and the spell ends early for them if they leave its area.

At Higher Levels: When you cast this spell using a spell slot of 4th or 5th level spell slot, the spell’s timespan increases to ten years. Using a 6th or 7th level spell slot increases it to a century, while a spell slot of 8th level or higher increases it to a millennium.

Soul for Power

  • School: Necromancy
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of your own blood)
  • Duration: Instantaneous
  • Classes: Warlock

You sacrifice a portion of your vitality to cast a spell beyond your patron’s expertise. Choose a spell from any spellcasting class. This spell must be of a spell level one level lower than the slot level currently used, and must have a casting time of a bonus action or action. You cast this spell as if it was a class spell you knew, expending a number of hit dice equal to the chosen’s spell base spell level. You fail to cast this spell if you lack the necessary hit dice.