Level 3 spells
Arcane Joust
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: instantaneous
You take a step back before flashing forward with a blur of speed. All creatures in a 30 feet long and 5 feet wide area emanating from you in a direction you choose must make a Dexterity saving throw. On a fail, they take 3d10 piercing damage, or half as much damage on a success.
Teleport to a location within 5 feet of the creature farthest from you effected by the spell. Make an melee attack roll against the target dealing an additional 3d10 piercing damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attack increases by 1d10 for each slot level above the third. The damage of the area of effect also increases by 1d10.
Bestial Brand
3rd-level enchantment
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: Concentration, up to an hour.
You touch a weakened foe at least one size larger than you and bind it to your will as a mount. Roll 5d8. If the creature's remaining hit points are less than this roll, you can clamber onto the creature as part of the action used to cast the spell. As long as you keep one hand on the mount and its hit points are below your roll, it is charmed by you and you can control the creature as your mount which accepts you as a rider.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
This spell has no effect on a creature with intelligence higher than 5.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the roll an additional 1d8 for each slot level above the third.
Grasp of the Wind
3rd-level evocation
- Casting Time: 1 bonus action
- Range: 20 ft.
- Components: V
- Duration: instantaneous
You call upon the wind to aid you. Each creature you choose within range must make a Strength saving throw. On a failure, they take 4d8 bludgeoning damage and are pulled up to 15 feet in a straight line towards you. Your next attack on a creature that fails before the end of your turn is at advantage. On a success, they take half damage and suffer no other effects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell attack increases by 1d8 for each slot level above the third.
Ghostly Dirk
3rd-level illusion
- Casting Time: 1 action
- Range: 120 feet.
- Components: V
- Duration: Instantaneous
Choose one creature that can see you within range. You teleport within 5 feet of that creature, and make a melee spell attack, dealing 3d10 psychic damage on a hit. Regardless of a hit or miss, the target must succeed on a Wisdom Saving throw or be frightened until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range of the spell doubles for each slot level above the third.


















