S.3. 3rd level spells - JulTob/DnD GitHub Wiki

3rd Level


Erupting Earth

  • Level: 3rd-level
  • School: Transmutation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of obsidian)
  • Duration: Instantaneous

Description

Erupting Earth is a 3rd-level transmutation spell that causes the ground in an area to explode in a violent burst, dealing damage and creating difficult terrain.

Effects:

  • Area of Effect: The spell affects a 20-foot cube centered on a point within range.
  • Damage: Each creature in the area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
  • Difficult Terrain: The ground in the affected area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Components:

  • Verbal (V): The caster speaks words that command the earth to rise and shatter.
  • Somatic (S): The caster gestures, directing the magic to the desired point on the ground.
  • Material (M): A piece of obsidian, which focuses the spell's destructive power.

Higher Levels:

  • Increased Damage: When Erupting Earth is cast using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Strategic Applications:

  • Area Denial: The spell is effective for controlling the battlefield by creating difficult terrain, hindering enemy movement through the area.
  • Damage Burst: The 3d12 damage can be significant, especially against groups of enemies, making it a good option for area damage.
  • Environment Interaction: The spell can be used creatively to alter the environment, potentially collapsing tunnels, destroying structures, or uncovering buried objects.

Limitations:

  • Dexterity Saving Throw: The damage can be reduced or negated if enemies succeed on their Dexterity saving throws.
  • Terrain Considerations: The difficult terrain may affect allies as well as enemies, so placement should be considered carefully to avoid hindering your party.

Notes:

  • Erupting Earth is an excellent spell for spellcasters who want to both deal damage and control the battlefield.
  • The combination of damage and difficult terrain makes this spell useful in a variety of tactical situations, particularly in open areas where you can maximize the number of affected creatures.
  • The material component (a piece of obsidian) is thematic, symbolizing the volcanic energy being unleashed by the spell.
  • It's also worth noting the potential utility in environmental manipulation, allowing creative problem-solving beyond direct combat applications.

Catnap

  • Level: 3rd-level
  • School: Enchantment
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a pinch of sand)
  • Duration: 10 minutes

Description

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

Effects:

  • Target: Up to three willing creatures within 30 feet.
  • Unconscious: Targets fall unconscious for 10 minutes.
  • Short Rest: If the target remains unconscious for the full duration, it gains the benefits of a short rest.
  • Premature Awakening: The spell ends early if a target takes damage or if someone uses an action to wake the target.

Limitations:

  • Willing Creatures Only: The spell only affects willing creatures.
  • No Repeated Use: A creature can't be affected by this spell again until it finishes a long rest.
  • Unconscious Condition: Targets are vulnerable while unconscious and can be woken by taking damage or being physically shaken.

Practical Uses:

  • Quick Recovery: Allows a small group to quickly gain the benefits of a short rest in situations where time is limited.
  • Strategic Retreat: Use during downtime between encounters to allow party members to recover hit points and abilities in a short amount of time.
  • Tactical Advantage: Can be used to simulate resting in unsafe areas without taking a full rest, though it comes with risks due to the unconscious state of the targets.

Material Component:

  • Pinch of Sand: A minor material component is required, symbolizing the "sleep" effect of the spell.

Enemies Abound

  • Level: 3rd-level
  • School: Enchantment
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Description

Enemies Abound is a 3rd-level enchantment spell that causes a creature to become paranoid, unable to distinguish friend from foe.

Effects:

  • Target: One creature within range.
  • Intelligence Saving Throw: The target must succeed on an Intelligence saving throw or become paranoid for the duration.
  • Target’s Behavior:
    • The target perceives all creatures it can see as enemies, including its allies.
    • Whenever the target chooses another creature as a target for an attack, spell, or other harmful action, 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 the target can't attack or otherwise affect a creature, it can act normally, but still considers all creatures to be enemies.
  • Saving Throw at the End of Each Turn: The target can make an Intelligence saving throw at the end of each of its turns. On a success, the spell ends.

Components:

  • Verbal (V): The caster speaks words that twist the target's perception.
  • Somatic (S): The caster makes a gesture that directs the magic toward the target.

Strategic Applications:

  • Turning Allies Against Each Other: Enemies Abound is particularly effective in groups of enemies, where the target may attack its own allies, causing confusion and potential damage within the enemy ranks.
  • Disrupting Group Tactics: By making the target view everyone as an enemy, the spell can disrupt coordinated attacks, spellcasting, and tactical maneuvers among enemies.
  • Using Against Strong Opponents: Targeting a powerful enemy with this spell can potentially turn that enemy's strength against its own allies.

Limitations:

  • Intelligence Saving Throw: Creatures with high Intelligence scores or proficiency in Intelligence saving throws are more likely to resist the spell.
  • Concentration: The spell requires concentration, so the caster must avoid taking damage to maintain the effect.
  • Random Targeting: The randomness of the targeting can sometimes result in the affected creature attacking a less desirable target, reducing the effectiveness of the spell.

Notes:

  • Enemies Abound is a versatile spell that can cause chaos in the midst of battle, especially when cast on a key enemy figure.
  • The spell’s effectiveness can be increased in situations where the target is surrounded by many allies, maximizing the chances of it causing significant disruption.
  • As with any concentration spell, the caster should be cautious of taking damage or being incapacitated, as it would end the spell's effect prematurely.