Clars' Lost 3rd-level Spells

by Clarsthemage

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Clars' Lost 3rd-Level Spells

This document presents a selection of lost spells from older editions of the game, updating them for use in 5E.

Most of the spells presented here are from AD&D 2e and D&D 3.5 Core Rules, but a few are them are from supplements such as the Wizards's and Priest's Spell Compendium (2e) and Spell Compendium (3.5).

3nd-Level Spells

Analyze Portal

3rd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal lens and a small mirror)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Sorcerer, Warlock, Wizard

For the duration, you sense the presence of any portals within 30 feet of you. If you sense a portal in this way, you can use your action each round to discover one of it’s properties, in the following order :

· Any key or command word needed to activate the portal.

· Any special circumstances governing the portal's use (such as specific times when it can be activated).

· Whether the portal is one-way or two-way.

· A glimpse of the area where the portal leads. You can look at the area where the portal leads for 1 round. Analyze portal does not allow other divination spells or spell-like abilities to extend through the portal. For example, you cannot also use detect magic or detect evil and good to study the area where the portal leads while viewing the area with analyze portal.

Arcane Sight

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Sorcerer, Warlock, Wizard

This spell makes your eyes glow blue and allows you to see magical auras within 120 ft of you. You see all magical auras present within range. As an action, you can concentrate on an aura and learn it’s school of magic. If it is a spell effect, you also learn which spell it is and the level at which it was cast. If it is an object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any.

Diamonsteel

3rd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 50 gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Paladin, Sorcerer, Wizard

You touch a suit of armor, hardening it and making it shine with a diamond sheen. Until the spell ends, bludgeoning, piercing and slashing damage that the bearer of the armor takes from nonmagical weapons is reduced by 5.

Hold Undead

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small, straight piece of bone)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Sorcerer, Wizard

Choose an undead that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional undead for each slot level above 3rd. The undeads must be within 30 feet of each other when you target them.

Ice Lance

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A quartz worth 50gp or 10 pounds of snow)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

A spear of ice is projected at a target creature within range. Make a ranged spell attack. On a hit, the target takes 4d6 cold and 4d6 piercing damage and it must also make a Constitution saving throw. On a failure, it is stunned 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 cold damage increases by 1d6 for each slot level above 3rd.

Invisibility Purge

3rd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric

You surround yourself with a field of power that negates invisibility in a 20 feet radius around you. All invisible creatures and objects become visible while inside the area.

Jagged Tooth

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 hours
  • Classes: Druid, Ranger

You touch a creature. Until the spell ends, that creature's natural weapons and unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and score a critical hit on a 19 as well of a 20. If a feature or ability already increases the target’s critical hit range, this spell increases it further by an increment of 1.

Keen Edge

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 hours
  • Classes: Artificer, Sorcerer, Wizard

This spell makes a weapon magically keen, improving its ability to deal telling blows. It can be cast only on weapons or 50 pieces of ammunition that deal piercing or slashing damage.

For the duration, the weapon becomes magical and scores a critical hit on a 19 as well of a 20. If a feature or ability already increases the target’s critical hit range, this spell increases it further by an increment of 1.

Magic Vestment

3rd-level abjuration


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 8 hours
  • Classes: Artificer, Cleric

You touch a nonmagical armor. Until the spell ends, that armor becomes magical and gains a +2 bonus to its AC.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the bonus increases to +3. When you use a spell slot of 7th level or higher, the bonus increases to +3.

Phantom Battle

3rd-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

You create the illusion of a fierce battle between two opposing forces in a 40 feet square centered on a point that you can see within range. The visual details of the illusion are left to your discretion. The Phantom Battle produces noise appropriate to a mob of creatures locked in battle. Anyone in the battle can plainly see that the conjured fighters are no threat, since they strike solely at other phantom warriors, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.

Creatures in the area when you cast the spell or that enter the area of the spell for the first time on a turn must make a Wisdom saving throw. On a failure, a target treats the area of the illusion as difficult terrain and can’t take reactions. In addition, it has disadvantage on attack rolls and attack rolls made against it have advantage. These effects are active only when the creature is inside the area, but if it leaves the area and enter it again, they resume.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.

Power Surge

3rd-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer

You imbue a magic item that you are about to use with a surge of power, increasing it’s potency. When you use the item, it’s effects are modified in the following ways :

· If the effect has a range of 5 ft or greater, it’s range is doubled.

· If the effect has a duration of 1 round or greater, it’s duration is doubled.

· If the effect requires a target to make a saving throw, it makes the saving throw with disadvantage.

· If the effect requires you to make an attack roll, you make it with advantage.

· When you roll damage for the effect, you can reroll any of it’s damage dice once. You must use the new rolls.

· When you roll dice to determine the number of hit points the effect restores, you can reroll any number of those dice once. You must use the new rolls.

If the item allows you to cast the spell as an action, you can use it in this way even though you used a bonus action to cast Power Surge. The spell ends when you use the imbued item or at the end of your next turn.

Prayer

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A sprinkle of holy or unholy water)
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin

You recite a prayer to bless your allies and curse your foes. Choose up to three allies to bless and three enemies to curse.

Whenever a blessed target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Cursed targets must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Quench

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a drop of water)
  • Duration: Instantaneous
  • Classes: Druid

You extinguish all flames the area of the spell, which consist of five 20-ft cubes. You can arrange the cubes as you wish, but each cube must have at least one face adjacent to the face of another cube.

All non-magical fires are extinguished automatically. Ongoing fire spells and other magical fires can be dispelled. For each spell or effect, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Elementals native or strongly tied to the elemental plane of fire must make a Constitution saving throw or take 5d6 cold damage. On a successful save, a target takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two extra 20-ft cubes for each slot level above 3rd.

Searing Light

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. Make a ranged spell attack against the target. On a hit, the target takes 8d6 radiant damage and must make a Constitution saving throw or be blinded until the end of your next turn. Undead have disadvantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sepia Snake Sigil

3rd-level conjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (100 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.)
  • Duration: Until dispelled or triggered
  • Classes: Artificer, Bard, Warlock, Wizard

When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long.

When a creature reads the text containing the symbol, the sepia snake springs into being and strikes the reader. The target must make a Dexterity saving throw. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 3 days have elapsed.

While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a creature with 0 hit points does roll death saving throws or become stable until the spell ends.

The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.

Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as Illusory Script.

Skull Trap

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A pinch of grave dirt and a skull)
  • Duration: Until dispelled or triggered
  • Classes: Sorcerer, Warlock, Wizard

You touch the complete skull of an humanoid and it starts hovering 5 feet above the ground facing a direction you choose. Any living creature other than you that approaches within 90 feet of the skull in its line of sight (180 degree) activates the Skull Trap. The skull emits a piercing shriek that can be heard up to a quarter mile away. In addition, you are immediately made mentally aware that something has tripped the spell. The skull keeps shrieking as long as a living creature is within its line of sight.

In addition, the skull explodes when it is broken or touched by a living creature. The skull then explodes in a 15-foot-radius sphere. Every creature in the area must make a Constitution saving throw or take 5d8 necrotic damage, or half on a successful save.

The skull has an AC of 10 and 2 hp. It can safely be moved by you, an undead or a construct.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Touch of Idiocy

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Wizard

With a touch, you reduce the target’s mental faculties. Make a melee spell attack against the target. On a hit, the target takes 4d6 psychic damage and has disadvantage on all ability checks, attack rolls and saving throws using its Intelligence, Wisdom or Charisma scores for the duration. On a successful save, the target takes half damage and isn’t affected by idiocy.

 

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