Pravian Imperium

Level 3 Spells

Beacon of Hope

Level 3; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration C (1 min.)

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Saving (Charisma) throws  and regains the maximum number of hit points possible from any healing.

Bestow Curse

Level 3; Casting Time 1 Action; Components V,S; Range C; Duration C (1 min.)

You touch a creature, and that creature must succeed on a Saving throw against your Spell DC or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
– While cursed, the target has disadvantage on Attack rolls against you.
– While cursed, the target must make a Saving (Intelligence) throw against your Spell DC 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 1d6 withering damage to the target. 
remove curse spell ends this effect.
At higher level: when you empower the spell to 4th level the duration is C (10 min.). Empowering to 5th level increases the duration is 8 hours. Empowering to 7th level increases the duration to 24 hours. Empowering to 9th level makes the spell last until dispelled. Empowering the spell to 5th level and more grants a duration that does not require concentration.

Blip

Level 3: Casting Time 1 Action; Components V,S; Range S; Duration 1 min.

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 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.

Conjure Barrage

Level 3; Casting Time 1 Action; Components V,S,M; Range S; AoE 60-ft. cone; Duration I

You throw a non-magical weapon or fire a piece of non-magical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-ft. cone must succeed on a Saving (Dexterity) throw against your Spell DC. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. 

Counterspell

Level 3; Casting Time Reaction; Components S; Range L (60 ft.); Duration I

When you see a creature within 60 feet of you casting a spell, 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 a Spellcasting check. The DC equals 10+ the spell’s level. On a success, the creature’s spell fails and has no effect.
At higher level: when you empower this, the interrupted spell has no effect if it is equal to or less than the level you empowered this spell to.

Crusader’s Mantle

Level 3; Casting Time 1 Action; Components V; Range S; AoE 30ft. sphere; Duration C (1 min.)

Holy power radiates from you in an aura with a 30-ft. radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 holy damage when it hits with a weapon attack. 

Daylight

Level 3; Casting Time 1 Action; Components V,S; Range L (60 ft.); AoE 60ft. sphere; Duration 1 hour

A 60-ft.-diametr sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 ft. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object with 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

Level 3: Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration I

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower affecting the target ends for that target. For each spell of 4th level or higher on the target, make a Spellcasting check. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher level: when you empower the spell, you automatically end the effect of the spell if it is equal to or less than the level you empowered this spell to.

Enemies Abound

Level 3; Casting Time 1 Action; Components V, S; Range L (120 ft.); Duration C (1 min.)

You reach into the mind of one creature you can see and force it to make a Saving (Charisma) 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.

Fear

Level 3; Casting Time 1 Action; Components V,S,M; Range S; AoE 30ft. cone; Duration C (1 min.)

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-ft. cone must succeed on a Saving (Charisma) throw against your Spell DC 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 Saving throw against the same DC. On a successful save, the spell ends for that creature.

Feign Death

Level 3; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour

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 mental 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.

Fireball

Level 3; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration I

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-ft.-diametr sphere centered on that point must make a Saving (Dexterity) throw against your Spell DC. A target takes 4d6 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 level: when you empower the spell, the damage increases by 1d6 damage per level above 3rd. 

Fly

Level 3; Casting Time 1 Action; Components V,S; Range C; Duration C (10 min.)

You touch a willing creature. The target gains a flying speed of 60 ft. for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher level: When you empower the spell, you can target one additional creature for every level above 3rd.

Gaseous Form

Level 3; Casting Time 1 Action; Components V,S,M; Range C; Duration C (1 hour)

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 dies. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to damage  and it has advantage on Saving (Dexterity) 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. 

Glyph of Warding

Level 3; Casting Time 1 hour; Components V, S, M; Range C; Duration until dispelled or triggered

When you cast this spell, you 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 you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the 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 (Perception) 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) or creature kind (for example, the ward could be set to affect Faith Keepers or spellcasters). 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 40-foot-diameter sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Saving (Dexterity) throw. A creature takes 5d8 electricity, fire, ice, sonic, or toxic 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 spell of 3rd level or lower you know at the time of casting this spell 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 level: when you empower this spell, the damage of an explosive runes glyph increases by 1d8 for every level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the level you use for the glyph of warding.

Haste

Level 3; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)

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 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. 

Hunger of the Void

Level 3; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 20ft. sphere; Duration C (1 min.)

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-ft.-diametr sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 ft. away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 ice damage. Any creature that ends its turn in the area must succeed on a Saving (Dexterity) throw against your Spell DC or take 2d6 toxic damage as milky, otherworldly tentacles rub against it.

Hypnotic Pattern

Level 3; Casting Time 1 Action; Components S,M; Range L (120 ft.); AoE 30ft cube; Duration C (1 min.)

You create a twisting pattern of colors that weaves through the air inside a 30-ft. cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Saving (Intelligence) throw against your Spell DC. 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.

Life Transferance

Level 3; Casting Time 1 Action; Components V, S; Range L (30 ft.); Duration I

You sacrifice some of your health to mend another creature’s injuries. You take 4d6 withering damage, 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 level: when you empower the spell, the damage increases by 1d6 for every level above 3rd.

Lightning Arrow

Level 3; Casting Time 1 Bonus Action; Components V,S; Range S; Duration C (1 min.)

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 3d6 electricity damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 ft. of the target must make a Saving (Dexterity) throw against you Spell DC. Each of these creatures takes 2d6 electricity damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.
At higher level: when you empower the spell, the damage for both effects increases by 1d6 for every level above 3rd.

Lightning Bolt

Level 3; Casting Time 1 Action; Components V,S,M; Range S; AoE 100ft. line; Duration I

A stroke of lightning forming a line of 100 ft. long and 5 ft. wide blasts out from you in a direction you choose. Each creature in the line must make a Saving (Dexterity) throw against your Spell DC. A creature takes 4d6 electricity 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 level: when you empower the spell, the damage increases by 1d6 for every level above 3rd.

Major Image

Level 3; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE 20ft. cube; Duration C (10 min.)

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-ft. 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 sonic 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 (Arcana, Perception) check against your Spell  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 level: if you empower the spell to 6th level, the spell lasts until dispelled, without requiring concentration.

Protection from Energy

Level 3; Casting Time 1 Action; Components V,S; Range C; Duration C (1 hour)

For the duration, the willing creature you touch has resistance to one damage type of your choice: electricity, fire, ice, sonic, or toxic.

Remove Curse

Level 3; Casting Time 1 Action; Components V,S; Range C; Duration I

At your touch, all curses, diseases and conditions affecting one creature or object end.

Revivify

Level 3; Casting Time 1 Action; Components V, S, M;  Range C; Duration I

You touch 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.

Sending

Level 3; Casting Time 1 Action; Components V,S,M; Range unlimited; Duration 1 round

You send a short message of twenty-five words or less to a creature with 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 all creatures 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. 

Sleet Storm

Level 3; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 40 ft. sphere; Duration C (1 min.)

Until the spell ends, freezing rain and sleet fall in a 40-ft.-diametr sphere 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 Saving (Dexterity) throw against your Spell DC. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful Saving throw against your spell save DC or lose concentration. 

Slow

Level 3; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE 40 ft. cube; Duration C (1 min.)

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a 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 Saving (Dexterity) 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 weapon 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 or doesn’t, the spell is wasted.
A creature affected by this spell makes another Saving throw at the end of its turn. On a successful save, the effect ends for it.

Stinking Cloud

Level 3; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20ft. sphere; Duration C (1 min.)

You create a 20-ft.-diametr 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 Saving throw against poison (DC equals your Spell DC). 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.

Tiny Servant

Level 3; Casting Time 1 min.; Components V, S; Range C; Duration 8 hours

You touch one small, 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. 
The creature has these statistics:

AttributesOther game statsEquipmentSpecial
STR: -2PL 1Slam 2d4Blindsight 60 ft. (blind beyond this radius)
DEX: 4HP 12Condition Immunity - blinded, charmed,
INT: -3AC 15Condition Immunity - deafened, frightened,
CHA: -3Size 5x5 ft.Condition Immunity - paralyzed, petrified, poisoned
END: 0Speed: 30 ft/ 30 climbDamage Immunity - mental

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 level: when you empower this spell, you can animate two additional objects for every level above 3rd.

Tiny Tent

Level 3; Casting Time 1 min.; Components V,S,M; Range S; AoE 20 ft. sphere; Duration 8 hours

A 20-foot-diameter 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 human-sized or smaller creatures 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.

Vampiric Touch

Level 3; Casting Time 1 Action; Components V,S; Range S; Duration C (1 min.)

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee Attack (Spellcasting) roll against a creature within your reach. On a hit, the target takes 2d6 withering damage, and you regain HP equal to half the amount of withering damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher level: when you empower the spell, the damage increases by 1d6 for every level above 3rd.

Water Breathing

Level 3; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration 24 hours

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. 

Water Walk

Level 3; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); 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 you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 ft. per round.