Level 3 Spells

Animate Dead

Level 3 necromancy · 1 minute · 10 ft · VS M · instantaneous · Cleric, Wizard

Pick a pile of bones or the corpse of a Small or Medium Humanoid within 10 feet. It rises as an Undead: a Skeleton if you chose bones, a Zombie if you chose a corpse (use those stat blocks). On each of your turns you can take a Bonus Action to mentally command any creature made with this spell that is within 60 feet of you; if you control several, you can command any or all of them at once with the same order. You decide what action it takes and where it moves on its next turn, or you give a general order such as guarding a room or hallway. With no orders it takes the Dodge action and moves only to avoid harm. Once ordered, it keeps at the task until it is done. You control the creature for 24 hours, after which it stops obeying you. Casting the spell on it again before the 24 hours run out keeps control for another 24 hours; used this way, the casting reasserts control over up to four creatures you animated with this spell instead of animating a new one. Casting time 1 minute. Using a Higher-Level Spell Slot: you animate or reassert control over two more Undead for each slot level above 3, each from a different corpse or pile of bones.

Aura of Vitality

Level 3 abjuration · action · self · V · minutes 1 · Cleric, Druid, Paladin

Healing energy surrounds you in a 30-foot Emanation until the spell ends. Until then, you can take a Bonus Action to have one creature in the aura (yourself included) regain 2d6 Hit Points.

Beacon of Hope

Level 3 abjuration · action · 30 ft · VS · minutes 1 · Cleric

Choose any number of creatures within 30 feet. Until the spell ends, each of them has Advantage on Wisdom saving throws and Death Saving Throws, and whenever one of them regains Hit Points from healing, it regains the highest amount possible instead of rolling.

Bestow Curse

Level 3 necromancy · action · touch · VS · minutes 1 · Bard, Cleric, Wizard

Touch a creature; it makes a Wisdom saving throw. On a failure it is cursed until the spell ends, suffering one effect of your choice: (1) choose an ability: the target has Disadvantage on ability checks and saving throws that use it; (2) the target has Disadvantage on attack rolls against you; (3) in combat, the target makes a Wisdom saving throw at the start of each of its turns and, on a failure, must take the Dodge action that turn; (4) whenever you deal damage to the target with an attack roll or a spell, it takes an extra 1d8 Necrotic damage. Using a Higher-Level Spell Slot: with a level 4 slot you can keep Concentration for up to 10 minutes; with a level 5 or 6 slot the spell needs no Concentration and lasts 8 hours; with a level 7 or 8 slot it needs no Concentration and lasts 24 hours; with a level 9 slot it lasts until dispelled.

Blinding Smite

Level 3 evocation · bonus action · self · V · minutes 1 · Paladin

Bonus Action, cast right after you hit a creature with a Melee weapon or an Unarmed Strike. The target takes an extra 3d8 Radiant damage from the attack and has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target makes a Constitution saving throw, ending the spell on itself on a success. Lasts 1 minute (no Concentration). Using a Higher-Level Spell Slot: the extra damage increases by 1d8 for each slot level above 3.

Level 3 transmutation · action · self · VS · minutes 1 · Sorcerer, Wizard

For 1 minute, roll 1d6 at the end of each of your turns. On a 4, 5 or 6 you vanish from your plane and appear in the Ethereal Plane (if you are already there, the spell ends immediately). While on the Ethereal Plane you can see the plane you left in shades of gray, but no farther than 60 feet. You can affect and be affected only by creatures on the Ethereal Plane, and creatures on the other plane can't perceive you unless they have a special ability to perceive things on the Ethereal Plane. You return at the start of your next turn, and also when the spell ends if you are ethereal at that moment, appearing in an unoccupied space of your choice you can see within 10 feet of the space you left (or the nearest unoccupied space if none is free within 10 feet).

Cacophonic Shield

Level 3 evocation · action · self · VS · minutes 10 · Bard, Sorcerer, Wizard

A 10-foot Emanation deals 3d6 Thunder on a failed Constitution save, half on success. Failure also Deafens until your next turn starts. Trigger on entry, movement into a creature, or end of turn, at most once per turn; designate exempt creatures when casting. You resist Thunder and incoming ranged attacks have Disadvantage. Add 1d6 damage per slot above 3.

Call Lightning

Level 3 conjuration · action · 120 ft · VS · minutes 10 · Druid

A storm cloud appears at a point you can see within range above you, a Cylinder 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud; a bolt strikes it, and each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failure or half as much on a success. Until the spell ends, you can take a Magic action to call down another bolt, at the same point or a different one. If you cast the spell outdoors in stormy weather, you take control of the existing storm instead of making a new cloud, and the spell's damage increases by 1d10. Concentration, up to 10 minutes. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 3.

Catnap

Level 3 enchantment · action · 30 ft · S M · minutes 10 · Bard, Sorcerer, Wizard

Up to three visible willing creatures fall Unconscious. Damage or an action to wake one ends its effect. Ten uninterrupted minutes grants a Short Rest; a beneficiary cannot benefit again before a Long Rest. Add one target per slot above 3.

Clairvoyance

Level 3 divination · 10 minute · miles · VS M · minutes 10 · Bard, Cleric, Sorcerer, Wizard

Create an Invisible sensor within 1 mile, either at a place you know (somewhere you have visited or seen) or at an obvious spot you don't know, such as behind a door, around a corner or in a grove. The sensor is intangible and invulnerable and stays in place for the duration. When you cast the spell, choose seeing or hearing; you use that sense through the sensor as if you were standing in its space. You can switch between seeing and hearing as a Bonus Action. A creature that can see the sensor (for example with See Invisibility or Truesight) sees a glowing orb about the size of a fist. Casting time 10 minutes.

Conjure Animals

Level 3 conjuration · action · 60 ft · VS · minutes 10 · Druid, Ranger

Nature spirits appear as a Large pack of spectral, intangible animals (wolves, serpents, birds or another form you choose) in an unoccupied space within range, and stay for the duration. You have Advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see, and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw; on a failure it takes 3d10 Slashing damage. A creature makes this save no more than once per turn. Concentration, up to 10 minutes. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 3.

Conjure Barrage

Level 3 conjuration · action · self · VS M · instantaneous · Ranger

You brandish the weapon used in the casting and conjure spectral copies of it, which launch forward and then vanish. Each creature of your choice in a 60-foot Cone makes a Dexterity saving throw, taking 5d8 Force damage on a failure or half as much on a success. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 3.

Conjure Constructs

Level 3 conjuration · action · 60 ft · VS M · minutes 10 · Wizard

Intangible Construct spirits gather beside a creature you choose within 60 feet. When you cast it and as a Magic action later, they act on a creature within 5 feet of them: an enemy makes a Dexterity save against 3d6 Force damage (half on a success); an ally gains 1d6 + your spellcasting modifier Temporary Hit Points. When you move on your turn you can move the spirits up to 30 feet too. Both rolls gain 1d6 per slot level above 3.

Counterspell

Level 3 abjuration · reaction · 60 ft · S · instantaneous · Sorcerer, Warlock, Wizard

Take this Reaction when you see a creature within 60 feet cast a spell with Verbal, Somatic or Material components. The caster makes a Constitution saving throw. On a failure, the spell fizzles with no effect and the action, Bonus Action or Reaction used to cast it is wasted; if the spell was cast with a spell slot, that slot is not expended.

Crusader's Mantle

Level 3 evocation · action · self · V · minutes 1 · Paladin

You radiate a 30-foot Emanation until the spell ends. While inside it, you and each of your allies deal an extra 1d4 Radiant damage whenever you hit with a weapon or an Unarmed Strike.

Daylight

Level 3 evocation · action · 60 ft · VS · hours 1 · Cleric, Druid, Paladin, Ranger, Sorcerer

For 1 hour, sunlight spreads from a point within 60 feet and fills a 60-foot-radius Sphere. The area is Bright Light, and Dim Light extends 60 feet beyond it. Instead, you can cast the spell on an object that nobody is wearing or carrying; the sunlight then fills a 60-foot Emanation from that object, and covering the object with something opaque, such as a bowl or helm, blocks the light. If any part of this spell's area overlaps an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Dispel Magic

Level 3 abjuration · action · 120 ft · VS · instantaneous · Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Choose one creature, object or magical effect within 120 feet. Every ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on it, make an ability check using your spellcasting ability against DC 10 + that spell's level; on a success, that spell ends. Using a Higher-Level Spell Slot: any spell on the target whose level is equal to or lower than the slot level you use ends automatically.

Elemental Weapon

Level 3 transmutation · action · touch · VS · hours 1 · Druid, Paladin, Ranger

A nonmagical weapon you touch becomes a magic weapon. Choose Acid, Cold, Fire, Lightning or Thunder: until the spell ends, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. Concentration, up to 1 hour. Using a Higher-Level Spell Slot: with a level 5-6 slot the bonus is +2 and the extra damage 2d4; with a level 7+ slot the bonus is +3 and the extra damage 3d4.

Fear

Level 3 illusion · action · self · VS M · minutes 1 · Bard, Sorcerer, Warlock, Wizard

Each creature in a 30-foot Cone makes a Wisdom saving throw. On a failure, it drops whatever it is holding and has the Frightened condition for the duration. On each of its turns, a creature Frightened this way takes the Dash action and moves away from you by the safest route, unless it has nowhere to move. If it ends its turn in a space where it has no line of sight to you, it makes another Wisdom saving throw, and on a success the spell ends for it.

Feign Death

Level 3 necromancy (ritual) · action · touch · VS M · hours 1 · Bard, Cleric, Druid, Wizard

Touch a willing creature to put it into a deathlike trance for 1 hour. To outward inspection and to spells that check its status, the target looks dead. While the spell lasts, the target has the Blinded and Incapacitated conditions and a Speed of 0, it has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition. Can be cast as a Ritual.

Fireball

Level 3 evocation · action · 150 ft · VS M · instantaneous · Sorcerer, Wizard

A bright streak flies from you to a point within 150 feet and explodes into flame. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failure or half as much on a success. Flammable objects in the area that nobody is wearing or carrying catch fire. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 3.

Fly

Level 3 transmutation · action · touch · VS M · minutes 10 · Sorcerer, Warlock, Wizard

A willing creature you touch gains a Fly Speed of 60 feet and can hover until the spell ends. If it is still in the air when the spell ends, it falls unless it can stop the fall. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 3.

Gaseous Form

Level 3 transmutation · action · touch · VS M · hours 1 · Sorcerer, Warlock, Wizard

A willing creature you touch turns into a misty cloud, along with everything it is wearing and carrying, until the spell ends. The spell ends for the target if it drops to 0 Hit Points or takes a Magic action to end it on itself. In this form its only way of moving is a Fly Speed of 10 feet, and it can hover. It can enter and occupy another creature's space and pass through narrow openings, but it treats liquids as solid surfaces. It has Resistance to Bludgeoning, Piercing and Slashing damage, Immunity to the Prone condition, and Advantage on Strength, Dexterity and Constitution saving throws. It can't talk, manipulate objects, attack or cast spells, and anything it was carrying or holding can't be dropped, used or otherwise interacted with. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 3.

Glyph of Warding

Level 3 abjuration · 1 hour · touch · VS M · until dispelled · Bard, Cleric, Wizard

Inscribe a glyph on a surface (such as a tabletop or a patch of floor) or inside an object that can be closed (such as a book or chest). The glyph covers an area no more than 10 feet across. If the surface or object is moved more than 10 feet from where you cast the spell, the glyph breaks and the spell ends without triggering. The glyph is almost invisible; noticing it takes a successful Wisdom (Perception) check against your spell save DC. Trigger: you set it when casting. Typical triggers on a surface are touching or stepping on the glyph, removing something covering it, or coming within a set distance of it; inside an object, opening the object or seeing the glyph. You can restrict the trigger to certain creature types (Aberrations, for example) and name creatures that won't set it off, such as those who say a password. The spell ends once the glyph triggers. Choose one kind of glyph. Explosive Rune: when triggered it erupts in a 20-foot-radius Sphere centered on the glyph; each creature there makes a Dexterity saving throw, taking 5d8 Acid, Cold, Fire, Lightning or Thunder damage (chosen when you create the glyph) on a failure or half as much on a success. Spell Glyph: as part of creating the glyph, cast a prepared spell of level 3 or lower that targets a single creature or an area; it has no effect yet. When the glyph triggers, the stored spell takes effect: a targeted spell targets the creature that triggered it, an area spell is centered on that creature, summoned Hostile creatures or harmful objects or traps appear as close to the intruder as possible and attack it, and a spell that needs Concentration lasts its full duration. Casting time 1 hour. Using a Higher-Level Spell Slot: an Explosive Rune deals 1d8 more damage for each slot level above 3, and a Spell Glyph can hold a spell of any level up to the slot level you use.

Haste

Level 3 transmutation · action · 30 ft · VS M · minutes 1 · Sorcerer, Wizard

Choose a willing creature you can see within 30 feet. Until the spell ends, its Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gets one additional action on each of its turns, which it can use only to take the Attack (one attack only), Dash, Disengage, Hide or Utilize action. When the spell ends, the target has the Incapacitated condition and a Speed of 0 until the end of its next turn.

Hunger of Hadar

Level 3 conjuration · action · 150 ft · VS M · minutes 1 · Warlock

You open a gateway into the dark between the stars. A 20-foot-radius Sphere of blackness and bitter cold fills a point within range for the duration. No light, magical or otherwise, can brighten it, and creatures fully inside it have the Blinded condition. The area is Difficult Terrain, and whispers and slurping noises can be heard up to 30 feet away. A creature that starts its turn in the area takes 2d6 Cold damage, and a creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage as unseen tentacles grope at it. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the Cold or the Acid damage (your choice) increases by 1d6 for each slot level above 3.

Hypnotic Pattern

Level 3 illusion · action · 120 ft · S M · minutes 1 · Bard, Sorcerer, Warlock, Wizard

A swirling pattern of colors flashes briefly in a 30-foot Cube within 120 feet, then vanishes. Each creature in the area that can see it makes a Wisdom saving throw; on a failure it has the Charmed condition for the duration, and while Charmed this way it has the Incapacitated condition and 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 it out of its daze.

Inflict Doubt

Level 3 enchantment · action · 120 ft · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard

Wisdom save or Disadvantage on D20 Tests for up to 1 minute, with Concentration. Repeat the save at each turn’s end to end the effect.

Laeral’s Silver Lance

Level 3 evocation · action · self · VS M · instantaneous · Cleric, Sorcerer, Wizard

A 120-foot Line, 5 feet wide, strikes creatures you choose. Strength save: 3d10 Force and Prone on failure; half damage without Prone on success. Add 1d10 damage per slot level above 3.

Leomund's Tiny Hut

Level 3 evocation (ritual) · 1 minute · self · VS M · hours 8 · Bard, Wizard

A 10-foot Emanation appears around you and stays where it is for 8 hours. The casting fails if the Emanation isn't big enough to completely contain every creature in its area. Creatures and objects inside it when you cast the spell can move through it freely; all other creatures and objects can't pass through it. Spells of level 3 or lower can't be cast through it, and their effects can't reach into it. Inside, the air is comfortable and dry whatever the weather outside. Until the spell ends, you can set the interior to Dim Light or Darkness (no action required). From outside, the Emanation is opaque and any color you choose; from inside, it is transparent. The spell ends early if you leave the Emanation or cast the spell again. Casting time 1 minute; can be cast as a Ritual.

Lightning Arrow

Level 3 transmutation · bonus action · self · VS · instantaneous · Ranger

Bonus Action, cast right after you hit or miss a target with a ranged attack using a weapon. The weapon or ammunition turns into a bolt of lightning: instead of the attack's usual damage and effects, the target takes 4d8 Lightning damage on a hit, or half as much on a miss. Then each creature within 10 feet of the target makes a Dexterity saving throw, taking 2d8 Lightning damage on a failure or half as much on a success. The weapon or ammunition then returns to its normal form. Using a Higher-Level Spell Slot: both the 4d8 and the 2d8 increase by 1d8 for each slot level above 3.

Lightning Bolt

Level 3 evocation · action · self · VS M · instantaneous · Sorcerer, Wizard

A bolt of lightning 100 feet long and 5 feet wide shoots out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failure or half as much on a success. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 3.

Magic Circle

Level 3 abjuration · 1 minute · 10 ft · VS M · hours 1 · Cleric, Paladin, Warlock, Wizard

Create a Cylinder of magical energy 10 feet in radius and 20 feet tall, centered on a point on the ground you can see within 10 feet. Glowing runes appear wherever it meets the floor or another surface. Choose one or more creature types: Celestials, Elementals, Fey, Fiends or Undead. A creature of a chosen type is affected as follows: it can't willingly enter the Cylinder by nonmagical means, and if it tries to get in by teleportation or interplanar travel it must first succeed on a Charisma saving throw; it has Disadvantage on attack rolls against targets inside the Cylinder; and targets inside the Cylinder can't be possessed by it or given the Charmed or Frightened condition by it. When you cast the spell, you can make it work in reverse, stopping creatures of the chosen types from leaving the Cylinder and protecting targets outside it. Casting time 1 minute. Using a Higher-Level Spell Slot: the duration increases by 1 hour for each slot level above 3.

Major Image

Level 3 illusion · action · 120 ft · VS M · minutes 10 · Bard, Sorcerer, Warlock, Wizard

Create the image of an object, a creature or another visible phenomenon that fits within a 20-foot Cube, at a spot you can see within 120 feet. It lasts for the duration and seems real, complete with suitable sounds, smells and temperature, but it can't deal damage or impose conditions. While you are within range of the illusion, you can take a Magic action to move the image to another spot within range, changing its appearance so the movement looks natural (an image of a creature can seem to walk), and you can make it produce different sounds at different times, even carry on a conversation. Things pass through the image, so physical interaction reveals it as an illusion. A creature that takes a Study action to examine it can recognize it as an illusion with a successful Intelligence (Investigation) check against your spell save DC; a creature that sees through it can see through the image, and its other sensory qualities become faint to that creature. Using a Higher-Level Spell Slot: with a level 4 or higher slot, the spell lasts until dispelled and doesn't require Concentration.

Mass Healing Word

Level 3 abjuration · bonus action · 60 ft · V · instantaneous · Bard, Cleric

Up to six creatures of your choice that you can see within 60 feet each regain Hit Points equal to 2d4 plus your spellcasting ability modifier. Using a Higher-Level Spell Slot: the healing increases by 1d4 for each slot level above 3.

Nondetection

Level 3 abjuration · action · touch · VS M · hours 8 · Bard, Ranger, Wizard

For 8 hours, the target you touch is hidden from Divination magic. The target can be a willing creature, or a place or object no larger than 10 feet in any dimension. No Divination spell can target it, and magical scrying sensors can't perceive it.

Phantom Steed

Level 3 illusion (ritual) · 1 minute · 30 ft · VS · hours 1 · Wizard

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within 30 feet. You choose how it looks, and it comes with a saddle, bit and bridle; any of that gear vanishes in a puff of smoke if carried more than 10 feet from the steed. For 1 hour, you or a creature you choose can ride it. It uses the Riding Horse stat block, except that its Speed is 100 feet and it can travel 13 miles in an hour. The spell ends early if the steed takes any damage. When the spell ends, the steed fades gradually, giving its rider 1 minute to dismount. Casting time 1 minute; can be cast as a Ritual.

Plant Growth

Level 3 transmutation · action · 150 ft · VS · instantaneous · Bard, Druid, Ranger

You pour vitality into plants, with one of two effects depending on how long you take to cast it. Overgrowth (an action): choose a point within range. Every ordinary plant in a 100-foot-radius Sphere centered there becomes thick and tangled, and a creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can leave parts of the area of any size unaffected. Enrichment (8 hours): every plant within a half-mile radius of a point within range is enriched for 365 days and yields twice the usual amount of food when harvested; a plant can benefit from only one Plant Growth each year.

Protection from Energy

Level 3 abjuration · action · touch · VS · hours 1 · Cleric, Druid, Ranger, Sorcerer, Wizard

For up to 1 hour, the willing creature you touch has Resistance to one damage type you choose when you cast the spell: Acid, Cold, Fire, Lightning or Thunder.

Remove Curse

Level 3 abjuration · action · touch · VS · instantaneous · Cleric, Paladin, Warlock, Wizard

Touch a creature or object: every curse affecting it ends. If the object is a cursed magic item, its curse stays, but the spell breaks its owner's Attunement to it so the item can be removed or thrown away.

Revivify

Level 3 necromancy · action · touch · VS M · instantaneous · Cleric, Druid, Paladin, Ranger

Touch a creature that died within the last minute; it returns to life with 1 Hit Point. The spell can't revive a creature that died of old age, and it doesn't restore missing body parts.

Sleet Storm

Level 3 conjuration · action · 150 ft · VS M · minutes 1 · Druid, Sorcerer, Wizard

Until the spell ends, sleet falls in a Cylinder 20 feet in radius and 40 feet tall centered on a point you choose within 150 feet. The area is Heavily Obscured, and exposed flames in it are put out. The ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it makes a Dexterity saving throw; on a failure it has the Prone condition and loses Concentration.

Slow

Level 3 transmutation · action · 120 ft · VS M · minutes 1 · Bard, Sorcerer, Wizard

Choose up to six creatures in a 40-foot Cube within 120 feet. Each makes a Wisdom saving throw; on a failure it is affected for the duration. An affected creature's Speed is halved, it takes a -2 penalty to AC and to Dexterity saving throws, and it can't take Reactions. On its turns it can take either an action or a Bonus Action, not both, and if it takes the Attack action it can make only one attack. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails because its gestures are too slow. An affected creature repeats the save at the end of each of its turns, ending the spell on itself on a success.

Speak with Dead

Level 3 necromancy · action · 10 ft · VS M · minutes 10 · Bard, Cleric, Wizard

A corpse of your choice within 10 feet gains a semblance of life and can answer your questions. It must have a mouth. The spell fails if the creature was Undead when it died, or if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. It knows only what it knew in life, including the languages it knew. Its answers are usually short, cryptic or repetitive, and it has no obligation to tell the truth if you are hostile toward it or it recognizes you as an enemy. The spell doesn't return the soul, only the animating spirit, so the corpse can't learn new information, doesn't understand anything that happened after its death, and can't speculate about the future.

Speak with Plants

Level 3 transmutation · action · self · VS · minutes 10 · Bard, Druid, Ranger

Plants in a 30-foot Emanation from you gain a limited awareness and life for the duration, letting you talk with them and give them simple commands. You can ask about events in the area over the past day, learning about creatures that passed, the weather and similar things. You can also turn Difficult Terrain caused by plant growth (such as thickets) into ordinary terrain for the duration, or turn ordinary terrain where plants grow into Difficult Terrain. Plants can't uproot themselves, but they can move their branches, tendrils and stalks for you. If a Plant creature is in the area, you can communicate with it as if you shared a language.

Spirit Guardians

Level 3 conjuration · action · self · VS M · minutes 10 · Cleric

Protective spirits circle you in a 15-foot Emanation until the spell ends. If you are good or neutral they look angelic or fey (your choice); if you are evil they look fiendish. When you cast the spell, you can choose creatures it won't affect. Every other creature has its Speed halved in the Emanation, and it makes a Wisdom saving throw whenever the Emanation moves into its space, whenever it enters the Emanation, and whenever it ends its turn there. On a failure it takes 3d8 Radiant damage (Necrotic damage instead if you are evil); on a success it takes half as much. A creature makes this save no more than once per turn. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 3.

Stinking Cloud

Level 3 conjuration · action · 90 ft · VS M · minutes 1 · Bard, Sorcerer, Wizard

A 20-foot-radius Sphere of nauseating yellow gas forms, centered on a point within 90 feet. The cloud is Heavily Obscured and lasts for the duration unless a strong wind (such as the one from Gust of Wind) disperses it. Each creature that starts its turn in the Sphere makes a Constitution saving throw; on a failure it has the Poisoned condition until the end of that turn, and while Poisoned this way it can't take an action or a Bonus Action.

Summon Fey

Level 3 conjuration · action · 90 ft · VS M · hours 1 · Druid, Ranger, Warlock, Wizard

You call forth a Fey spirit, which appears in an unoccupied space you can see within 90 feet and uses the Fey Spirit stat block below. When you cast the spell, choose a mood: Fuming, Mirthful or Tricksy. The spirit looks like a Fey creature of your choice marked by that mood, which sets the rider on its Fey Step. It disappears when it drops to 0 Hit Points or when the spell ends. It counts as an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to avoid danger. Fey Spirit (Small Fey): AC 12 + the spell's level; Hit Points 30 + 10 for each spell level above 3; Speed 30 ft., Fly 30 ft.; Str 13, Dex 16, Con 14, Int 14, Wis 11, Cha 16; Condition Immunity Charmed; Darkvision 60 ft., Passive Perception 10; speaks Sylvan and understands the languages you know; uses your Proficiency Bonus. Multiattack: it makes a number of Fey Blade attacks equal to half the spell's level (round down). Fey Blade: melee attack roll using your spell attack modifier, reach 5 ft.; on a hit, 2d6 + 3 + the spell's level Force damage. Fey Step (Bonus Action): it teleports up to 30 feet to an unoccupied space it can see, then its mood applies. Fuming: it has Advantage on the next attack roll it makes before the end of this turn. Mirthful: one creature it can see within 10 feet makes a Wisdom saving throw against your spell save DC or is Charmed by you and the spirit for 1 minute or until it takes any damage. Tricksy: it fills a 10-foot Cube within 5 feet of it with magical Darkness that lasts until the end of its next turn. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.

Summon Undead

Level 3 necromancy · action · 90 ft · VS M · hours 1 · Warlock, Wizard

You call forth an Undead spirit, which appears in an unoccupied space you can see within 90 feet and uses the Undead Spirit stat block below. When you cast the spell, choose its form: Ghostly, Putrid or Skeletal. The form decides which traits and attacks it has. It disappears when it drops to 0 Hit Points or when the spell ends. It counts as an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to avoid danger. Undead Spirit (Medium Undead): AC 11 + the spell's level; Hit Points 30 (Ghostly and Putrid) or 20 (Skeletal) + 10 for each spell level above 3; Speed 30 ft., and Fly 40 ft. with hover (Ghostly only); Str 12, Dex 16, Con 15, Int 4, Wis 10, Cha 9; Immunity to Necrotic and Poison damage and to the Exhaustion, Frightened, Paralyzed and Poisoned conditions; Darkvision 60 ft., Passive Perception 10; understands the languages you know; uses your Proficiency Bonus. Festering Aura (Putrid only): any creature other than you that starts its turn within a 5-foot Emanation of the spirit makes a Constitution saving throw against your spell save DC or has the Poisoned condition until the start of its next turn. Incorporeal Passage (Ghostly only): it 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 it moves. Multiattack: it makes a number of attacks equal to half the spell's level (round down). Deathly Touch (Ghostly only): melee attack roll using your spell attack modifier, reach 5 ft.; on a hit, 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn. Grave Bolt (Skeletal only): ranged attack roll using your spell attack modifier, range 150 ft.; on a hit, 2d4 + 3 + the spell's level Necrotic damage. Rotting Claw (Putrid only): melee attack roll using your spell attack modifier, reach 5 ft.; on a hit, 1d6 + 3 + the spell's level Slashing damage, and a target that has the Poisoned condition also has the Paralyzed condition until the end of its next turn. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.

Syluné’s Viper

Level 3 conjuration · bonus action · self · VS M · hours 1 · Druid, Wizard

Gain 15 Temporary HP and a Climb Speed equal to Speed. The spell ends when these Temporary HP run out. While active, a Magic action makes a ranged spell attack within 50 feet: 1d6 Force and Poisoned until your next turn starts; while so Poisoned, the target is Incapacitated. Each slot above 3 adds 5 Temporary HP and 1d6 damage.

Tongues

Level 3 divination · action · touch · V M · hours 1 · Bard, Cleric, Sorcerer, Warlock, Wizard

For 1 hour, the creature you touch understands every spoken or signed language it hears or sees. In addition, when it speaks or signs, any creature that knows at least one language and can hear the speech or see the signing understands it.

Vampiric Touch

Level 3 necromancy · action · self · VS · minutes 1 · Sorcerer, Warlock, Wizard

Make a melee spell attack against one creature within your reach. On a hit, it takes 3d6 Necrotic damage, and you regain Hit Points equal to half the Necrotic damage dealt. Until the spell ends, you can make this attack again on each of your turns as a Magic action, against the same creature or a different one. Using a Higher-Level Spell Slot: the damage increases by 1d6 for each slot level above 3.

Water Breathing

Level 3 transmutation (ritual) · action · 30 ft · VS M · hours 24 · Druid, Ranger, Sorcerer, Wizard

Up to ten willing creatures of your choice within 30 feet can breathe underwater for 24 hours. They can still breathe normally as well. Can be cast as a Ritual.

Wind Wall

Level 3 evocation · action · 120 ft · VS M · minutes 1 · Druid, Ranger

A wall of strong wind rises from the ground at a point you choose within range. You can make it up to 50 feet long, 15 feet high and 1 foot thick, in any shape as long as it forms one continuous path along the ground. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failure or half as much on a success. The wind keeps fog, smoke and other gases at bay. Small or smaller flying creatures and objects can't pass through it, loose light materials carried into it fly upward, and arrows, bolts and other ordinary projectiles launched at targets behind it are deflected upward and miss automatically (boulders hurled by Giants and siege engine projectiles aren't affected). Creatures in gaseous form can't pass through it. Concentration, up to 1 minute.