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Larloch's Fervid Blade

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, M (an empty sheath)
  • Duration: One minute

You make a silent oath against one creature within 5 feet and draw out a black spectral katana from your sheath. You have advantage on attacks made with this weapon until you miss. Make a melee spell attack against that creature within your reach, dealing 3d10 necrotic damage on a hit. On your turn, you may use your action to make a single attack with this blade.

Until the spell ends, you cannot cast any other spells or attack with anything other than your blade. You can sheath your sword if the creature is reduced to zero hit points, ending the spell. Otherwise, you must use an action to sheath the sword to end the spell.

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

Meteor Drop

3rd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: instantaneous

You leap 10 feet into the air and slam down in an unoccupied location within range. You don't provoke opportunity attacks with this movement, and you can't use this spell if there isn't at least 10 feet of open space directly above you. Creatures within 10 feet of the target location must make a Dexterity saving throw or take 4d10 bludgeoning damage.

A creature you are grappling when you cast this spell travels with you, making the saving throw at disadvantage .

If you cast this spell while airborne, the radius of the area of effect increases by 5 feet for each 10 feet you are above your target location, up to a maximum of 30 feet. You still take fall damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. At 5th level creatures who fail the saving throw are also knocked prone.

 

Nystal's Crystal Dagger

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet.
  • Components: V, M (a small stone)
  • Duration: Instantaneous

You conjure a splendid shard of light and hurl it at a creature within range. Make a ranged spell attack against the target. If you hit, you deal 4d10 force damage. If you miss, the shard reassembles and returns to you. You regain an expended spell slot of level 2 or lower.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d10 for each slot level above the third. You can regain a spell slot below the spell slot used to cast it.

Projected Attack

3rd-level evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, M (any weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee weapon attack against one creature or location within the spell's range. Depending on the damage the weapon deals, the spell has a different effect:

  • Slashing. A crescent of energy races from the attack, and each creature in a 30-foot cone (oriented as you choose) in the direction of the target must make a Dexterity saving throw.
  • Piercing. A pure beam of energy streams from the attack, and each creature in a 60-foot line, 5 foot wide line must make a Dexterity saving throw.
  • Bludgeoning. Explosive energy emanates from the attack, and each creature other than you within 10 feet of the target must make a Dexterity saving throw.

On a failed save, creatures take 2d12 radiant damage, are pushed back 10 feet from the target of your attack, and fall prone. A creature that is hit with your attack has disadvantage on the save, and on fail takes 2d12 radiant damage, is pushed back 10 feet from you and falls prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d12 for each slot level above the third.