Animated Spells: Level 3 Vol 2

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The pages describe spells from levels 3 including Mass Healing Word, Meld into Stone, Nondetection and Phantom Steed. It also discusses the Open Game License.

Mass Healing Word, Meld into Stone, Nondetection and Phantom Steed are described on the pages.

Meld into Stone has a duration of 8 hours.

REFERENCE

CARDS

animated spells
LEVEL 3 VOL 2
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Mass Healing Word LEVEL
EVOCATION
3
Meld into Stone LEVEL
TRANSMUTATION (R)
3

1 BONUS 60' V INSTANT 1 ACTION TOUCH V, S 8 HRS


ART: CLAUDIA
ANIMATION: JASONTAN
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: NATALIA
ANIMATION: JASONSOLIS
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Nondetection LEVEL
ABJURATION
3
Phantom Steed LEVEL
ILLUSION (R)
3

1 ACTION TOUCH V, S, M 8 HRS 1 MIN 30' V, S 1 HR


ART: SAMJASON
ANIMATION: ALLEN
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: FIKAJASON
ANIMATION: PRODUCTIONS
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Meld into Stone Mass Healing Word
3RD LEVEL TRANSMUTATION (RITUAL) 3RD LEVEL EVOCATION

CASTING TIME RANGE CASTING TIME RANGE


1 Action Touch 1 Bonus Action 60 Feet
COMPONENTS DURATION COMPONENTS DURATION
V, S 8 Hours V Instantaneous

You step into a stone object or surface large enough to As you call out words of restoration, up to
fully contain your body, melding yourself and all the
equipment you carry with the stone for the duration. six creatures of your choice that you can see
Using your movement, you step into the stone at a point within range regain hit points equal to 1d4 +
you can touch. Nothing of your presence remains visible your spellcasting ability modifier. This spell
or otherwise detectable by nonmagical senses.
has no effect on undead or constructs.
While merged with the stone, you can’t see what occurs
outside it, and any Wisdom (Perception) checks you make At Higher Levels. When you cast this spell
to hear sounds outside it are made with disadvantage. You using a spell slot of 4th level or higher, the
remain aware of the passage of time and can cast spells
on yourself while merged in the stone. You can use your healing increases by 1d4 for each slot level
movement to leave the stone where you entered it, which above 3rd.
ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you,
but its partial destruction or a change in its shape (to the
extent that you no longer fit within it) expels you and deals
6d6 bludgeoning damage to you. The stone’s complete
destruction (or transmutation into a different substance)
expels you and deals 50 bludgeoning damage to you. If
expelled, you fall prone in an unoccupied space closest to
where you first entered.

CLERIC | DRUID CLERIC

Phantom Steed Nondetection


3RD LEVEL ILLUSION (RITUAL) 3RD LEVEL ABJURATION

CASTING TIME RANGE CASTING TIME RANGE


1 Minute 30 Feet 1 Action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S 1 Hour V, S, M 8 Hours

A Large quasi-real, horselike creature appears on For the duration, you hide a target that you touch
the ground in an unoccupied space of your choice from divination magic. The target can be a willing
within range. You decide the creature’s appearance, creature or a place or an object no larger than 10
but it is equipped with a saddle, bit, and bridle. feet in any dimension. The target can’t be targeted
Any of the equipment created by the spell vanishes by any divination magic or perceived through
in a puff of smoke if it is carried more than 10 feet magical scrying sensors.
away from the steed.
MATERIAL COMPONENTS
For the duration, you or a creature you choose can
A pinch of diamond dust worth 25 gp sprinkled
ride the steed. The creature uses the statistics for a
over the target, which the spell consumes.
riding horse, except it has a speed of 100 feet and
can travel 10 miles in an hour, or 13 miles at a fast
pace. When the spell ends, the steed gradually fades,
giving the rider 1 minute to dismount. The spell
ends if you use an action to dismiss it or if the
steed takes any damage.

WIZARD BARD | RANGER | WIZARD


Plant Growth LEVEL
TRANSMUTATION
3
Protection from Energy LEVEL
ABJURATION
3

1 ACTION 150' V, S INSTANT 1 ACTION TOUCH V, S C. 1 HR


ART: STELLA
ANIMATION: HARTMAN
JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: GABRIEL
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Remove Curse LEVEL


ABJURATION
3
Revivify LEVEL
NECROMANCY
3

1 ACTION TOUCH V, S INSTANT 1 ACTION TOUCH V, S, M INSTANT


ART: GABRIEL
ANIMATION: JASONLAVOYER
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: MATEI
ANIMATION: MONORANU
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Protection from Energy Plant Growth
3RD LEVEL ABJURATION 3RD LEVEL TRANSMUTATION

CASTING TIME RANGE CASTING TIME RANGE


1 Action Touch 1 Action or 8 Hours 150 Feet
COMPONENTS DURATION COMPONENTS DURATION
Concentration,
V, S up to 1 hour
V, S Instantaneous

This spell channels vitality into plants within a specific


For the duration, the willing creature you area. There are two possible uses for the spell, granting
touch has resistance to one damage type either immediate or long-term benefits.
of your choice: acid, cold, fire, lightning, If you cast this spell using 1 action, choose a point within
or thunder. range. All normal plants in a 100-foot radius centered
on that point become thick and overgrown. A creature
moving through the area must spend 4 feet of movement
for every 1 foot it moves.
You can exclude one or more areas of any size within the
spell’s area from being affected.
If you cast this spell over 8 hours, you enrich the land.
All plants in a half-mile radius centered on a point within
range become enriched for 1 year. The plants yield twice
the normal amount of food when harvested.

CLERIC | DRUID | RANGER | SORCERER | WIZARD BARD | DRUID | RANGER

Revivify Remove Curse


3RD LEVEL NECROMANCY 3RD LEVEL ABJURATION

CASTING TIME RANGE CASTING TIME RANGE


1 Action Touch 1 Action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous

You touch a creature that has died within At your touch, all curses affecting one
the last minute. That creature returns to life creature or object end. If the object is a
with 1 hit point. This spell can’t return to life cursed magic item, its curse remains, but
a creature that has died of old age, nor can it the spell breaks its owner’s attunement to
restore any missing body parts. the object so it can be removed or discarded.
MATERIAL COMPONENTS

Diamonds worth 300 gp, which the


spell consumes.

CLERIC | PALADIN CLERIC | PALADIN | WARLOCK | WIZARD


Sending LEVEL
EVOCATION
3
Sleet Storm LEVEL
CONJURATION
3

1 ACTION UNLIMITED V, S, M 1 ROUND 1 ACTION 150' V, S, M C. 1 MINS


ART: MENG
ANIMATION: HERENGLE
JASON THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: KARLJASON
ANIMATION: PAJAK
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Slow LEVEL
TRANSMUTATION
3
Speak with Dead LEVEL
NECROMANCY
3

1 ACTION 120' V, S, M C. 1 MIN 1 ACTION 10' V, S, M 10 MINS


ART: VINCENT
ANIMATION: JASONROCHETTE
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: SAMJASON
ANIMATION: ALLEN
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Sleet Storm Sending
3RD LEVEL CONJURATION 3RD LEVEL EVOCATION

CASTING TIME RANGE CASTING TIME RANGE


150 Feet
1 Action (40-Foot Cylinder)
1 Action Unlimited
COMPONENTS DURATION COMPONENTS DURATION
Concentration,
V, S, M up to 1 minute
V, S, M 1 Round

Until the spell ends, freezing rain and sleet fall in a You send a short message of twenty-five words or less to
20-foot-tall cylinder with a 40-foot radius centered a creature with which you are familiar. The creature hears
on a point you choose within range. The area is heavily the message in its mind, recognizes you as the sender if it
obscured, and exposed flames in the area are doused. knows you, and can answer in a like manner immediately.
The spell enables creatures with Intelligence scores of at
The ground in the area is covered with slick ice, making
least 1 to understand the meaning of your message.
it difficult terrain. When a creature enters the spell’s
area for the first time on a turn or starts its turn there, You can send the message across any distance and even to
it must make a Dexterity saving throw. On a failed save, other planes of existence, but if the target is on a different
it falls prone. plane than you, there is a 5 percent chance that the
message doesn’t arrive.
If a creature is concentrating in the spell’s area, the
creature must make a successful Constitution saving MATERIAL COMPONENTS
throw against your spell save DC or lose concentration.
A short piece of fine copper wire.
MATERIAL COMPONENTS

A pinch of dust and a few drops of water.

DRUID | SORCERER | WIZARD BARD | CLERIC | WIZARD

Speak with Dead Slow


3RD LEVEL NECROMANCY 3RD LEVEL TRANSMUTATION

CASTING TIME RANGE CASTING TIME RANGE


120 Feet
1 Action 10 Feet 1 Action (40-Foot Square)
COMPONENTS DURATION COMPONENTS DURATION
Concentration,
V, S, M 10 Minutes V, S, M up to 1 minute

You grant the semblance of life and intelligence to a corpse You alter time around up to six creatures of your choice in
of your choice within range, allowing it to answer the a 40-foot cube within range. Each target must succeed on
questions you pose. The corpse must still have a mouth a Wisdom saving throw or be affected by this spell for
and can’t be undead. The spell fails if the corpse was the the duration.
target of this spell within the last 10 days. An affected target’s speed is halved, it takes a −2 penalty to AC
and Dexterity saving throws, and it can’t use reactions. On its
Until the spell ends, you can ask the corpse up to five
turn, it can use either an action or a bonus action, not both.
questions. The corpse knows only what it knew in life,
Regardless of the creature’s abilities or magic items, it can’t
including the languages it knew. Answers are usually make more than one melee or ranged attack during its turn.
brief, cryptic, or repetitive, and the corpse is under no
compulsion to offer a truthful answer if you are hostile 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
to it or it recognizes you as an enemy. This spell doesn’t
effect until the creature’s next turn, and the creature must use
return the creature’s soul to its body, only its animating
its action on that turn to complete the spell. If it can’t, the
spirit. Thus, the corpse can’t learn new information, spell is wasted.
doesn’t comprehend anything that has happened since
it died, and can’t speculate about future events. A creature affected by this spell makes another Wisdom saving
throw at the end of its turn. On a successful save, the effect
MATERIAL COMPONENTS ends for it.
Burning incense. MATERIAL COMPONENTS

A drop of molasses.

BARD | CLERIC SORCERER | WIZARD


Speak with Plants LEVEL
TRANSMUTATION
3
Spirit Guardians LEVEL
CONJURATION
3

1 ACTION SELF V, S 10 MINS 1 ACTION SELF V, S, M C.10 MINS


ART: NATALIA
ANIMATION: JASONSOLIS
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: JONATHAN
ANIMATION: HIGAREDA
JASON ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Stinking Cloud LEVEL


CONJURATION
3
Tiny Hut LEVEL
EVOCATION (R)
3

1 ACTION 90' V, S, M C. 1 MIN 1 MIN SELF V, S, M 8 HRS


ART: ÉTIENNE
ANIMATION: JASONGAGNON
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: MIMIJASON
ANIMATION: CHIUENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Spirit Guardians Speak with Plants
3RD LEVEL CONJURATION 3RD LEVEL TRANSMUTATION

CASTING TIME RANGE CASTING TIME RANGE


Self
1 Action Self (15-Foot Radius) 1 Action (30-Foot-Radius Sphere)
COMPONENTS DURATION COMPONENTS DURATION
Concentration,
V, S, M up to 10 minutes
V, S 10 Minutes

You call forth spirits to protect you. They flit around you You imbue plants within 30 feet of you with limited sentience
to a distance of 15 feet for the duration. If you are good and animation, giving them the ability to communicate with you
or neutral, their spectral form appears angelic or fey (your and follow your simple commands. You can question plants about
choice). If you are evil, they appear fiendish. events in the spell’s area within the past day, gaining information
about creatures that have passed, weather, and other circumstances.
When you cast this spell, you can designate any number
You can also turn difficult terrain caused by plant growth (such
of creatures you can see to be unaffected by it. An affected as thickets and undergrowth) into ordinary terrain that lasts for
creature’s speed is halved in the area, and when the creature the duration. Or you can turn ordinary terrain where plants are
enters the area for the first time on a turn or starts its turn present into difficult terrain that lasts for the duration, causing
there, it must make a Wisdom saving throw. On a failed vines and branches to hinder pursuers, for example.
save, the creature takes 3d8 radiant damage (if you are good Plants might be able to perform other tasks on your behalf, at
or neutral) or 3d8 necrotic damage (if you are evil). On a the GM’s discretion. The spell doesn’t enable plants to uproot
successful save, the creature takes half as much damage. themselves and move about, but they can freely move branches,
tendrils, and stalks.
At Higher Levels. When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each If a plant creature is in the area, you can communicate with it as
slot level above 3rd. if you shared a common language, but you gain no magical ability
to influence it.
MATERIAL COMPONENTS
This spell can cause the plants created by the entangle spell to
A holy symbol. release a restrained creature.

CLERIC BARD | DRUID | RANGER

Tiny Hut Stinking Cloud


3RD LEVEL EVOCATION (RITUAL) 3RD LEVEL CONJURATION

CASTING TIME RANGE CASTING TIME RANGE


Self (10-Foot-Radius 90 Feet
1 Minute Hemisphere)
1 Action (20-Foot-Radius Sphere)
COMPONENTS DURATION COMPONENTS DURATION
Concentration,
V, S, M 8 Hours V, S, M up to 1 minute

A 10-foot-radius immobile dome of force springs into You create a 20-foot-radius sphere of yellow, nauseating
existence around and above you and remains stationary gas centered on a point within range. The cloud spreads
for the duration. The spell ends if you leave its area. around corners, and its area is heavily obscured. The
Nine creatures of Medium size or smaller can fit inside cloud lingers in the air for the duration.
the dome with you. The spell fails if its area includes a Each creature that is completely within the cloud at the
larger creature or more than nine creatures. Creatures start of its turn must make a Constitution saving throw
and objects within the dome when you cast this spell can against poison. On a failed save, the creature spends its
move through it freely. All other creatures and objects are action that turn retching and reeling. Creatures that don’t
barred from passing through it. Spells and other magical need to breathe or are immune to poison automatically
effects can’t extend through the dome or be cast through succeed on this saving throw.
it. The atmosphere inside the space is comfortable and
A moderate wind (at least 10 miles per hour) disperses the
dry, regardless of the weather outside.
cloud after 4 rounds. A strong wind (at least 20 miles per
Until the spell ends, you can command the interior to hour) disperses it after 1 round.
become dimly lit or dark. The dome is opaque from the
MATERIAL COMPONENTS
outside, of any color you choose, but it is transparent
from the inside. A rotten egg or several skunk cabbage leaves.
MATERIAL COMPONENTS

A small crystal bead.

BARD | WIZARD BARD | SORCERER | WIZARD


Tongues LEVEL
DIVINATION
3
Vampiric Touch LEVEL
NECROMANCY
3

1 ACTION TOUCH V, M 1 HR 1 ACTION SELF V, S C. 1 MIN


ART: SAMJASON
ANIMATION: ALLEN
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: FIKAJASON
ANIMATION: PRODUCTIONS
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Water Breathing LEVEL


TRANSMUTATION (R)
3
Water Walk LEVEL
TRANSMUTATION (R)
3

1 ACTION 30' V, S, M 24 HRS 1 ACTION 30' V, S, M 1 HR


ART: GABRIEL
ANIMATION: JASONLAVOYER
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019 ART: GABRIEL
ANIMATION: JASONLAVOYER
ENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

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Vampiric Touch Tongues
3RD LEVEL NECROMANCY 3RD LEVEL DIVINATION

CASTING TIME RANGE CASTING TIME RANGE


1 Action Self 1 Action Touch
COMPONENTS DURATION COMPONENTS DURATION
Concentration,
V, S up to 1 minute
V, M 1 Hour

The touch of your shadow-wreathed hand can siphon This spell grants the creature you touch the
life force from others to heal your wounds. Make a melee ability to understand any spoken language it
spell attack against a creature within your reach. On a hit,
the target takes 3d6 necrotic damage, and you regain hit
hears. Moreover, when the target speaks, any
points equal to half the amount of necrotic damage dealt. creature that knows at least one language and
Until the spell ends, you can make the attack again on can hear the target understands what it says.
each of your turns as an action.
MATERIAL COMPONENTS
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage increases by 1d6 A small clay model of a ziggurat.
for each slot level above 3rd.

WARLOCK | WIZARD BARD | CLERIC | SORCERER | WARLOCK | WIZARD

Water Walk Water Breathing


3RD LEVEL TRANSMUTATION (RITUAL) 3RD LEVEL TRANSMUTATION (RITUAL)

CASTING TIME RANGE CASTING TIME RANGE


1 Action 30 Feet 1 Action 30 Feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 Hour V, S, M 24 Hours

This spell grants the ability to move across any This spell grants up to ten willing creatures
liquid surface — such as water, acid, mud, snow, you can see within range the ability to breathe
quicksand, or lava — as if it were harmless solid
underwater until the spell ends. Affected
ground (creatures crossing molten lava can still
take damage from the heat). Up to ten willing
creatures also retain their normal mode
creatures you can see within range gain this of respiration.
ability for the duration. MATERIAL COMPONENTS

If you target a creature submerged in a liquid, the A short reed or piece of straw.
spell carries the target to the surface of the liquid
at a rate of 60 feet per round.
MATERIAL COMPONENTS

A piece of cork.

CLERIC | DRUID | RANGER | SORCERER DRUID | RANGER | SORCERER | WIZARD


Wind Wall LEVEL
EVOCATION
3

1 ACTION 120' V, S, M C. 1 MIN


ART: MIMIJASON
ANIMATION: CHIUENGLE THE DECK OF MANY © HIT POINT PRESS INC. 2019

THE DECK OF MANY © CARDAMAJIGS.COM 2018


Wind Wall
3RD LEVEL EVOCATION

CASTING TIME RANGE


1 Action 120 Feet
COMPONENTS DURATION
Concentration,
V, S, M up to 1 minute

A wall of strong wind rises from the ground at a point you choose
within range. You can make the wall up to 50 feet long, 15 feet
high, and 1 foot thick. You can shape the wall in any way you
choose so long as it makes one continuous path along the ground.
The wall lasts for the duration.
When the wall appears, each creature within its area must make a
Strength saving throw. A creature takes 3d8 bludgeoning damage
on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small
or smaller flying creatures or objects can’t pass through the wall.
Loose, lightweight materials brought into the wall fly upward.
Arrows, bolts, and other ordinary projectiles launched at targets
behind the wall are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines, and similar projectiles,
are unaffected.) Creatures in gaseous form can’t pass through it.
MATERIAL COMPONENTS

A tiny fan and a feather of exotic origin.

DRUID | RANGER
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All text created by Hit Point Press Inc. not found
13. Termination: This License will terminate automat- in the Open Gaming License Version 1.0a, System
ically if You fail to comply with all terms herein and Reference Document 5.1 found at the internet link
fail to cure such breach within 30 days of becoming http://media.wizards.com/2016/downloads/DND/SRD-
aware of the breach. All sublicenses shall survive the OGL_V5.1.pdf,
termination of this License.
Promotional materials for the Deck of Many, in-
14. Reformation: If any provision of this License is held cluding but not limited to, video, animation, and
to be unenforceable, such provision shall be reformed social media content,
only to the extent necessary to make it enforceable.
All merchandise associated with the Deck of
15. COPYRIGHT NOTICE Open Game License v 1.0a Many, including but not limited to, enamel pins,
Copyright 2000, Wizards of the Coast, LLC. deck boxes, books, figurines, card names, statistics,
abilities, spells, and all information found on all
System Reference Document 5.1 Copyright 2016, cards.
Wizards of the Coast, Inc.; Authors Mike Mearls, Jere-
my Crawford, Chris Perkins, Rodney Thompson, Peter
Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
OPEN GAMING CONTENT
Chris Sims, and Steve Townshend, based on original
All content from the System Reference Document 5.1
material by E. Gary Gygax and Dave Arneson.
is Open Game Content as described in Section 1(d) of
the License. No portion of this work other than the
END OF LICENSE
material designated as Open Game Content may be
reproduced in any form without permission.

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