This document lists various 2nd and 3rd level spells from an unknown source. At 2nd level, it includes spells that deal damage, provide buffs or debuffs, summon creatures or objects, and alter terrain. At 3rd level, it continues with damage, buff, and debuff spells. The list provides spell names without further details on spell descriptions or mechanics.
This document lists various 2nd and 3rd level spells from an unknown source. At 2nd level, it includes spells that deal damage, provide buffs or debuffs, summon creatures or objects, and alter terrain. At 3rd level, it continues with damage, buff, and debuff spells. The list provides spell names without further details on spell descriptions or mechanics.
This document lists various 2nd and 3rd level spells from an unknown source. At 2nd level, it includes spells that deal damage, provide buffs or debuffs, summon creatures or objects, and alter terrain. At 3rd level, it continues with damage, buff, and debuff spells. The list provides spell names without further details on spell descriptions or mechanics.
Binding Winds Blood Oath Castigate Chill Metal Chromatic Vortex Conviction Corpus Furia Dark Gift Footholds Freeze Land or Water Infernal Weapon Ghoul Touch Last Breath Life Stream Luminous Gaze Mana Burn Mantle of Protection Mind Meld Moment of Clarity Night Blindness Shadow Blade Summon Stalagmite Warp Wood or Metal Whirling Blade 3rd Level Arcane Harmony Aura of False Life Blood Sight Burning Blood Chain Missile Clarity of Mind Condemn Violence Curse of Vulnerability Dark Fire Dazzling Display Deanimate Delusions of Grandure Dream Walker Enrage Animal Flicker Shadow Blast Thornskin Vision of Glory Winds of Fury Wraithstrike 2nd Level Spells Castigate 2nd-level Evocation Casting Time: 1 action Balance the Scales Range: Self, 30' radius 2nd-level Abjuration (Ritual) Components: V, M (a holy symbol) Casting Time: 1 action Duration: Instantaneous Range: 60' You call upon the power of your deity to smite all those Components: V, M (a small set of scales) who stand against you. Every creature of your choose must Duration: Instantaneous succeed on a Charisma saving throw or take 3d8 Radiant or Choose a target creature within range that you can see. Necrotic damage, or 1/2 damage on a successful save. You find the average of the remaining HP between you and At Higher Levels When you cast this spell using a spell the target creature and you both instantly have HP equal to slot of 3rd or higher, the damage increases by 1d8 for each that amount. If the target is willing, the spell occurs without spell slot above the 2nd. issue. If the target is unwilling, they must succeed on a Constitution saving throw to avoid the effects of this spell. Chill Metal When calculating the number of HP a creature has, include 2nd-Level Transmutation any Temp HP. If the number of HP you or the creature would Casting Time: 1 action gain from this spell exceeds their Max HP, any excess HP is Range: 60' gained as Temp HP. Components: V, S, M (a piece of iron and a small jar of fresh snow) Binding Winds Duration: Concentration, up to one minute 2nd-Level Conjuration As the Heat Metal spell, but metal freezes, dealing Cold Casting Time: 1 action Damage. When taking Heat Metal, you can also cast Chill Range: 60' Metal as an alternative. Components: S, M (bird feathers and blades of grass) Duration: Concentration, up to 1 minute Chromatic Vortex A target creature you can see must succeed on a Strength 2nd-Level Evocation saving throw or be held in place by powerful winds. The Casting Time: 1 action creature cannot move and any attacks are made with Range: Self (10' radius sphere) Disadvantage. The roar of the winds is so loud that it drowns Components: V, S, M (a diamond worth at least 50 GP) out their voice and makes hearing impossible, nullifying any Duration: Concentration, up to 1 minute spells or abilities that require Verbal components and rendering them Deaf. If cast on a flying creature, they are You create a swirling sphere of energy all around you. You held midair. The creature can repeat its save at the start of choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the each of its turns. On success, the effects of the spell end type of sphere you create. Every creature within range of the immediately. Another creature can also attempt to make a spell when it is immediately cast and every turn after in Strength saving throw to pull the creature from the winds. If which they start their turn in the area of effect must succeed the creature escapes or ends the effect, you can choose to on a Dexterity saving throw or take 4d8 damage of the type maintain your Concentration regardless, keeping the winds you chose. On you turn, as an Action, you can increase the in place. Any creature that enters the area of effect must range of the spell by 5', triggering a saving throw for any make a Strength saving throw or be caught in the winds. creature caught within this new range. You can move on your At Higher Levels When you cast this spell using a spell turn and the vortex will follow you, but any creature within slot of 3rd or higher, you can increase the space the winds the area of effect when you move is not affected, nor is any occupy by one hex per spell slot above the 2nd creature when you stop until the start of their next turn. Blood Oath Conviction 2nd-Level Necromancy (Ritual) 2nd-Level Enchantment Casting Time: 1 action Casting Time: 1 action Range: Touch Range: Touch Components: V, M, S (your own blood) Components: S, V Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute You make a sacrifice of your own blood to bolster an ally. A creature you touch is filled with zealous determination. You slice open your hand and place it on a target creature. While under the effects of this spell, the creature has Until the spell ends, you can use your Reaction to add your Advantage on all Wisdom and Charisma saving throws. They Spellcasting modifier to the creature's Attack bonus or AC. can also use a Bonus Action to add your Spellcasting Each time you do so though, you also take 1d6 damage. This modifier to their Attack or Damage bonus. damage can from a pool of Temp HP, if available. Corpus Furia Freeze Land or Water 2nd-level Necromancy 2nd Level Transmutation (Ritual) Casting Time: 1 action Casting Time: 1 action Range: 30' Range: 120' Components: V, S Components: V, S, M (an ice cube) Duration: Instantaneous Duration: 10 minutes or until dispelled A target corpse that you can see within range detonates in Thick ice forms on the ground or water in a 20' square a virulent explosion. Any creature within 5' of the target from a point within range. For the duration, land is turned corpse must succeed on a Dexterity saving throw or take 3d8 into difficult terrain and water is frozen solid enough to walk Necrotic damage, or 1/2 on a successful save. on, able to support up to 500 lbs per 5' square. If cast on land, At Higher Levels When you cast this spell using a spell in addition to the terrain being difficult terrain, any creature slot of 3rd or higher, you can target one additional corpse for that starts its turn on or tries to walk on the ice must succeed each slot above 2nd. on a Dexterity saving throw or fall Prone. The ice can be destroyed. It has an AC of 10 and 15 HP. It is Vulnerable to Dark Gift Fire, Resistant to non-magical bludgeoning, piercing, and 2nd Level Necromancy (Ritual) slashing damage, and Immune to Cold, Necrotic, Poison, and Casting Time: 1 action Radiant damage. Range: 60' Components: S, V Ghoul Touch Duration: Concentration, up to 1 hour 2nd-Level Necromancy A willing creature you can see within range is imbued with Casting Time: 1 action dark magic. Until the spell ends, the creature deals bonus Range: Touch Necrotic damage equal to your Spellcasting modifier. Components: S, M (the finger of a Ghoul) Duration: Instantaneous Enrage Beast You summon foul energy into your finger and make a 2nd-Level Enchantment Melee Touch Attack against a target creature that you can Casting Time: 1 action see. On hit, the target takes 1d8 Necrotic Damage and if the Range: 120' target is not an Elf, Undead, or Construct, they must also Components: S, V make a Constitution Saving Throw or be Paralyzed. At the Duration: up to 1 minute start of each of the creature's turns, it can repeat the Saving Throw to end the Paralysis. You target a Beast within range that you see. The Beast At Higher Levels When you cast this spell using a spell gains +4 Strength and +4 Constitution, immunity to Charm slot of 3rd or higher, the damage increased by 1d8 for every and Fear, but also suffers -2 AC for the duration of the spell, slot above the 2nd. as well as making their first attack on each of their turns at Disadvantage. If a creature chooses to do so, it can attempt a Infernal Weapon Wisdom saving throw to end the spell early. Otherwise, the 2nd-Level Abjuration spell lasts for 1 minute. This spell can be used on Druids Casting Time: 1 action using Wild Shape. Range: Touch Footholds Components: S, M (blood from an enemy) 2nd-level Conjuration Duration: Concentration, up to 1 minute Casting Time: 1 action You touch a weapon and fill it with dark magic. The Range: 60' weapon deals bonus 2d6 Force Damage and the creature is Components: V, S unable to heal by any means, even magical, until the end of Duration: 10 minutes their next turn. At Higher Levels When you cast this spell using a spell You target a natural object or formation or object, such as a slot of 3rd or higher, the weapon deals an additional 1d6 tree or steep cliff. You create a 20' long section of ridges that Force Damage per spell slot used above the 2nd. allow for creatures to climb it without requiring an Athletics check. The footholds count as Difficult Terrain. Last Breath Mantle of Protection 2nd-level Necromancy 2nd-Level Abjuration Casting Time: 1 Reaction, or 1 Bonus Action Casting Time: 1 action Range: 10' Range: Touch Components: S, M (a vile filled with your breath) Components: M (a cloak clasp) Duration: Instantaneous Duration: 1 hour You can draw the dying breaths of a target creature that When you cast this spell, you choose one type of creature has fallen to 0 HP. You regain 2d8+your spellcasting modifier type (Aberrations, Beasts, Celestials, Dragons, Elementals, in HP immediately, and if the creature is capable of Death Fey, Fiends, Giants, Humanoids, Monstrosities, Plants, or Saving Throws, they automatically fail all three when this Undead) to ward against. You place the clasp on a target spell is cast. This spell cannot be used on Undead or creature and a magical mantle appears on their shoulders. Constructs. For the duration of the spell, the creature wearing the mantle At Higher Levels When you cast this spell using a spell is protected against that type of creature, gaining the slot of 3rd or higher, you regain an additional 1d8 HP per following benefits: All attacks are made at Disadvantage and spell slot used above the 2nd. Saving Throws against their spells and abilities are made at Disadvantage, and in order to approach you, the creature Life Stream must first succeed on a Wisdom Saving Throw. 2nd-Level Enchantment Casting Time: 1 action Mind Meld Range: 30' 2nd-Level Psionic (Ritual) Components: V, S Casting Time: 10 minutes Duration: Concentration, up to 1 minute Range: Touch You link the life forces of two creatures you can see. For Components: S the duration of the spell, any time one of the creature heals Duration: Instantaneous HP, the other creature heals 50% as much as well. Likewise, You touch a target creature on the head and focus your if one creature takes damage, the linked creature can make a psionic energy into them. You can briefly see into their Reaction to take 1/2 of the damage themselves. memories to draw out specific knowledge. When you finish At Higher Levels You can target another friendly creature casting this spell, you can make a knowledge (Intelligence) when you reach 6th level, 12th level, and 18th level. check using the target creature's skill bonus in one of the following areas: Alchemy, Animal Handling, Arcana, Armorer, Luminous Gaze Craft, History, Medicine, Religion, or Survival. If the target is 2nd-Level Enchantment willing, no check is needed. If the target is unwilling, they can Casting Time: 1 action make a Wisdom saving throw to resist it. If the target Range: Touch creature has any special knowledge about the information Components: S, V, M (two pieces of crystal) you are looking for, you can not only add their skill bonus to Duration: Concentration, until dispelled your check, but you can make the check with Advantage. The eyes of a target creature you can see light up and emit Moment of Clarity a brilliant light from them in a 30' cone. The light acts the 2nd-Level Enchantment same as a Bullseye Lantern as long as you retain Casting Time: 1 action Concentration on the spell and whenever the target creature's Range: 30' eyes are open. Also, any creature trying to make an attack Components: V, S against the affected creature does so at Disadvantage if they Duration: Instantaneous are making their attack within the area of effect of the light. When you cast this spell and touch a creature that is under Mana Burn the influence of a mind-affecting spell or ability, that creature 2nd-level Transmutation immediately receives another saving throw against the Casting Time: 1 action effect’s original DC to break free of the effect. If the spell or Range: 30' ability did not originally permit a saving throw, this spell has Components: S, V no effect. Duration: Instantaneous A target creature capable of casting spells using spell slots must succeed on a Constitution saving throw. On failure, they lose a spell slot equal to or less than the spell slot you used to cast it. If they have no available spell slots equal to the one you cast, they lose the highest available spell slot that they have. They also take xd8 Force damage, where x is equal to the level of the spell slot they lost. Night Blindness Warp Wood or Metal 2nd-level Transmutation 2nd-level Transmutation (Ritual) Casting Time: 1 action Casting Time: 1 action Range: 30' Range: 30' Components: S, V, M (a nightshade petal) Components: S, M (a fungus) Duration: 8 hours Duration: Instantaneous A target creature you see must succeed on a Constitution A target creature that you can see must succeed on a saving throw or lose their Darkvision for the duration of the Dexterity saving throw or have their weapon rotted and spell. warped by corroding magic. All weapon attacks from that weapon deal 1/2 damage. When selecting a target, you must Shadow Blade choose a specific weapon they are wielding, and that weapon 2nd-Level Conjuration is permanently affected by this spell once cast, though it can Casting Time: 1 action be repaired as normal. Magic weapons cannot be targeted by Range: Touch this spell. If cast on a creature made of wood or metal (such Components: S as a Treant or Golem) they take 4d8 Necrotic damage if they Duration: Concentration, until dispelled fail their save. You can also cast this spell on objects that are made of these materials, giving Advantage on ability checks You touch a melee weapon and create a shadowy duplicate to break them. of it. Each time that the weapon is used for a Melee Weapon Attack, the creature makes a second attack, using your Whirling Blade Spellcasting Modifier for the Attack Roll. If this second attack 2nd-Level Enchantment hits, it deals the weapon's normal but as Force Damage + Casting Time: 1 action your spellcasting modifier. Range: 30' Summon Stalagmite Components: V, S 2nd-Level Conjuration Duration: up to 1 minute Casting Time: 1 action You target a melee weapon currently being carried by an Range: 60' ally. Until the spell ends, the ally can make a special weapon Components: S attack. The weapon is thrown in up to a 15' arc and makes an Duration: permanent attack at every enemy creature in range. The ally makes their Attack Roll as normal and used the same roll for everything If you are in a natural stone environment, such a cave or creature within the path of the weapon. Once the weapon mountainous area, you can summon a stalagmite from the completes its arc, it immediately returns to the hands of the earth. A sharp, 10' tall cone erupts from the ground in a individual who made the attack and the spell ends. straight line up. Any creature standing on the spot it is summoned must succeed on a Dexterity Saving Throw or take 3d8 Piercing Damage and be shoved 5' in a random direction. Any creature flying or floating above the ground has Advantage on the Saving Throw and any creature flying 10' above the ground is unaffected. The stalagmite is stopped if it hits a ceiling and is now a permanent fixture of the environment. 3rd Level Spells Burning Blood 3rd-level Transmutation Casting Time: 1 action Arcane Harmony Range: Touch 3rd-level Abjuration Components: V, S, M (a drop of blood) Casting Time: 1 action Duration: up to 1 minute Range: 60' You touch a target creature that you can see. The very Components: V, S blood in their veins starts to burn and sear them from the Duration: Concentration, up to 1 minute inside. At the start of each of their turns, the creature must You focus your magic to support any allied Spellcasters succeed on a Constitution saving throw or take 2d8 Acid within range. As long as the spell is active, you can use your damage and 1d8 Fire damage. Furthermore, on a failed save, Reaction to lend some of your magic to your ally, granting they are stricken with such pain that they lose any them Advantage on Attack Rolls with Spell Attacks, as long Multiattack abilities and can only move up to 1/2 their speed. as they use a Spell Slot of 3rd or lower. Likewise, you can help them keep their focus by using your Reaction to Chain Missile maintain Concentraion if they are damaged, granting them 3rd-level Evocation Advantage on the Concentration check. Casting Time: 1 Bonus Action At Higher Levels If cast at higher levels, you can bolster Range: 120' Spell Attacks equal to or lower than the Spell Slot you used Components: V, S to cast Arcane Harmony.. Duration: Instantaneous Aura of False Life After casting Magic Missile and each of the darts strike 3rd-level Necromancy their target, you can treat each magic dart as a Ranged Spell Attack, redirecting each missile at another target within Casting Time: 1 action range. For each missile that hits, you can attack one more Range: Self (15' radius) creature within range, at which point the magic darts lose Components: V, S, M (a bottle of spirits) their power, hit or miss. Duration: Concentration, up to 1 minute You radiate dark magic, granting a fascimile of life to Clarity of Mind yourself and all of your allies. Each of your allies that are 3rd-Level Abjuration (Ritual) within 30' of you, including yourself, gain 1d4+4 Temp HP at Casting Time: 1 action the start of each of their turns. If you lose your Concentration, Range: Touch all of the Temp HP immediately go away. If an ally moves out Components: V, S of range of the spell, they also lose the Temp HP. Duration: Up to 1 hour At Higher Levels When you cast this spell using a spell slot of 4th or higher, you and your allies gain 5 additional A creature you touch has vastly increased focus and mental Temp HP for each spell slot above the 3rd. capacity. The creature has Advantage on all Wisdom saving throws as well as Arcana, History, Insight, Investigation, and Blood Sight Perception checks until the spell ends. 3rd-Level Necromancy (Ritual) Condemn Violence Casting Time: 1 action 3rd-level Enchantment Range: Self Components: S, M (a bloody blindfold) Casting Time: 1 action Duration: Concentration, up to 1 hour Range: 120' Components: V, M (a dove's feathers) You slice open your hand and smear your blood on a band Duration: Concentration, up to 1 minute of cloth. You cover your eyes and can see the lifeforce of nearby creatures. Up to a distance of 120', you can track the For the duration of the spell, all creatures become heartbeat of any living creature, not only seeing their Resistant to all form of Damage, including damage location, but their vitality. This sight can go through stone Vulnerabilities. Damage Immunities function normally. Also walls up to 5' thick or metal up to 1'. Any living creature during this time, all weapon damage is treated automatically glows deep crimson with your sight, the color getting darker as non-lethal. Any creature that targets you must succeed on when creatures are below 3/4, 1/2, and 1/4 of their HP max. a Wisdom saving throw first. On failure, they automatically Anything without blood, creatures on the Ethereal Plane, and have Disadvantage on all attacks against you until the start of Undead cannot be detected by this sight. their next turn. Curse of Vulnerability Deanimate 3rd-Level Enchantment 3rd-level Enchantment Casting Time: 1 action Casting Time: 1 action Range: 30 Range: Touch Components: S, M (a broken sword) Components: S Duration: Concentration, up to 1 minute Duration: Instantaneous A target creature you can see is cursed. While the spell is in You touch either an animated Undead (zombie or skeleton) effect, the creature suffers an AC penalty equal to your or animated construct (Animated Sword, Animated Armor, Spellcasting modifier for the duration of the spell. Rug of Smothering, etc) and force it to make a Constitution Saving Throw. On failure, the creature immediately returns Dark Fire to its previous state, losing any animated qualities 3rd-Level Conjuration permanently (though it can be the target of another spell or Casting Time: 1 action ability that would reanimate it). On a successful save, they Range: Self take 1/2 their Max HP in damage, have their Speed reduced Components: S, V by 1/2, and they make the remainder of their Attacks at Duration: Up to 1 minute Disadvantage for 1 minute. If the damage done to the creature in this way is enough to reduce its HP to 0, it dies You are surrounded by a black flame that snuffs out light. immediately. Everywhere you walk, an aura of darkness follows you to a Golem cannot be targeted by this spell, as they are distance of 30'. This darkness spreads around corners and Constructs inhabited by the spirit of an Elemental. Undead negates Darkvision and snuffs out non-magical light. While such as Wights, Vampires, and Ghouls cannot be targeted, as this spell is active, you can form a ball of black flame in your they are not animated corpses, Death Knights are vulnerable hand an hurl it at a creature as a Ranged Spell Attack. Doing to this spell. so reduces the radius of the darkness by 5'. If the ball of fire hits, it deals 2d8 Fire damage. If any of this spell's area Delusions of Grandure overlaps with an area of light created by a spell of 3rd or 3rd-Level Enchantment lower, the spell that created the light is dispelled. Casting Time: 1 action At Higher Levels When you cast this spell using a spell Range: 30' slot of 4th or higher, the damage caused by the black flame Components: V, M (a rooster feather) fireball increases by 1d8 and dispells any light spell equal to Duration: Concentration, up to 1 minute or less than the level it is cast at. You instill a creature with a false sense of power and pride. Dazzling Display The creature begins to behave recklessly and with a careless 3rd-Level Conjuration attitude, convinced of their own invincibility. The target will Casting Time: 1 action forgo any other opponent to directly attack the last creature Range: Self (30' radius sphere) that damaged it, regardless of the danger. Any attack against Components: V, S, M (two sparklers and a kazoo) them is also made at Advantage, as they lower their guard in Duration: Concentration, up to 1 minute the false belief that they are untouchable. However, the power of this spell also gives their words and actions greater You put on a vibrant show of color and noise. Up to three conviction, giving them Advantage on all Charisma checks. creatures of your choice within range of the spell must succeed on a Wisdom saving throw at the start of each of their turns. On a failure, they are distracted by your show, making any Attacks or Ability Checks at Disadvantage. Any Attacks directed at you automatically fail if they fail their Wisdom check. Creatures that are either Deaf or Blind have Advantage on their saving throw, and creatures that are Deaf and Blind cannot be targeted. Dream Walker Shadow Blast 3rd-Level Transmutation 3rd-Level Evocation Casting Time: 1 action Casting Time: 1 action Range: Self Range: 60' Components: M, S (a pinch of sleeping powder and fairy Components: S dust) Duration: Instantaneous Duration: 10 minutes You launch a mass of dark energy at a target location you You fall into a deep sleep while your spirit leaves your body. can see. All creatures within 10' of the target location must Your spirit is incorporeal in form, giving you Advantage on make a Constitution Saving Throw. On failure, they take Stealth checks and the ability to Hide in Lightly Obscured 2d10 Force Damage and become temporarily lost in the terrain. Your spirit moves twice as fast as normal, and can see waves of shadows all around them, Blinding them until the and hear anything you could if you were in the same location. start of their next turn. On a successful save, a creature takes The spirit can be blocked by any spell that wards incorporeal 1/2 damage and is not blinded. creatures, and it can be detected and attacked in the same The blast also drowns out any source of magical light and way as incorporeal creatures can. Your spirit can do nothing snuffs out any open flames in the area. but move and observe—it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit Thornskin instantaneously returns to your body and you wake up. If your 3rd-Level Transmutation body is disturbed or attacked while your spirit is wandering, Casting Time: 1 Bonus Action the spell ends immediately. If your spirit form reaches 0 HP, Range: 60 feet the spell immediately ends and you wake up. Components: S, V Duration: up to 1 hour Enrage Animal 3rd-Level Enchantment When you cast Barkskin, the target creature's skin is also Casting Time: 1 action covered with sharp thorns. Any creature that Grapples them Range: 30' or hits them with a Melee Weapon or Spell Touch Attack Components: S, V, M (a spiked collar) takes 2d8 Piercing damage. This spell lasts for as long as the Duration: up to 1 minute Barkskin spell is active. If the creature with Thornskin is Grappled or Grappling another creature, that creature suffers A target Beast you can see and can either see or hear you the Piercing damage at the start of each of its turns until the is filled with animalistic fury. It gains your Spellcasting Grapple is ended. modifier in bonuses to their Attack and Damage, but it acts recklessly while doing so. Attacks against it have Advantage Vision of Glory and when choosing to Attack a creature, it will instictively 3rd-Level Divination attack the nearest creature to it, whether friend or foe. If the Casting Time: 1 action Beast wants to target a different creature, it must first Range: 60' succeed on a Wisdom saving throw, otherwise it gives into its Components: V, M (a piece of crystal) instincts and goes after the nearest prey instead. Duration: Concentration, up to one minute Flicker Each ally within 60' of you gains one instance of 3rd-Level Transmutation Inspiration until the spell ends. If they don't use it before the Casting Time: 1 action spell ends, it is lost. Range: Self Winds of Fury Components: V, S 3rd Level Evocation Duration: Concentration, up to 1 minute You begin to fade in and out of existance, your body on the Casting Time: 1 action edge of the Material and Ethereal Planes. While this spell is Range: 60' active, you can use a Reaction to make a Dexterity check Components: V, S, M (bottled breath) when you are attacked. If you succeed, you can instantly Duration: Concentration, up to 1 minute teleport to any unoccupied space within 30' of you, taking no A small squall covering a 20' sphere forms at a target damage. Also, while this spell is active, a creature's first location within range that you can see. Any creature that attack against you each round is made at Disadvantage. starts its turn within the area takes 3d8 Bludgeoning damage and must succeed on a Strength saving throw. On a failed save, the creature is throw 15' in a random direction. At Higher Levels When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for each spell slot used above the 3rd. Wraithstrike 3rd-Level Necromancy Casting Time: 1 action Range: 60' Components: S, V Duration: up to 1 minute The weapon of a target creature you can see becomes spectral. The next attack made with that weapon bypasses armor, including shields, and bypasses any physical resistance or immunity to mundane weapons. Once an attack is made with the weapon after it is cast, the spell immediately ends. At Higher Levels When you cast this spell using a spell slot of 4th or higher, the weapon remains spectral for one extra attack for each spell slot used above the 3rd, unless the time limit for the spell is reached.