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Tier 3 Spells

Tier 3 spells are world-shaking power. These are the spells that change everything in an instant β€” raining fire across entire battlefields, raising the dead back to life, summoning guardian spirits, and bending the elements to your will on a scale that makes even the strongest creatures pause. When a Tier 3 spell is cast, the whole table should feel it. The ground shakes. The sky changes. Allies stare in awe and enemies remember why they should have stayed home. These spells are rare, costly, and unforgettable β€” saved for the moments that matter most. A hero who casts Phoenix Rebirth is not just a spellcaster; they are a force of nature with a name.


Inferno Storm

Fire β€” Tier 3

Effect: Call down a roaring storm of fire across a 20 ft radius. Every enemy in the area takes 4d8 fire damage. The storm does not damage allies. Range: 60 ft Duration: Instant Available to: Glowcaster, Stonecaller

"The sky catches fire. Your enemies are in the sky. This was planned."


Mass Heal

Healing β€” Tier 3

Effect: Channel a wave of powerful restorative light outward from the caster. All allies within 20 ft regain 3d8 HP simultaneously. Range: 20 ft radius (centered on caster) Duration: Instant Available to: Luminarch, Leafling

"Everyone, at once, feels better. That is the whole spell. It is an excellent spell."


Glacial Prison

Cold β€” Tier 3

Effect: Encase one target in a prison of magical ice. The target takes 3d8 cold damage and must Brace (DC 15 Might). On a failure, they are completely immobilized (Stuck) for 2 turns. On a success, they take the damage but shake free. Range: 40 ft Duration: 2 turns (immobilize effect) Available to: Glowcaster, Stonecaller

"The ice is not ice you can melt with a match. The ice has opinions."


Earthquake

Earth β€” Tier 3

Effect: Shake the ground violently in a 30 ft radius. All creatures in the area take 3d8 bludgeoning damage and are knocked prone. Structures in the area may crack or partially collapse (narrator discretion). Range: 30 ft radius (centered on any point within 60 ft) Duration: Instant Available to: Leafling, Stonecaller

"You asked the earth to be dramatic. The earth overdelivered."


Tempest Gale

Air β€” Tier 3

Effect: Summon hurricane-force winds in a 40 ft cone. All creatures in the cone take 2d8 bludgeoning damage and are pushed 15 ft away from the caster. Flying creatures must Brace (DC 14 Might) or be knocked out of the sky. Range: 40 ft cone Duration: Instant Available to: Glowcaster, Stonecaller

"The wind does not negotiate. It simply pushes. Everything. Everywhere."


Solar Flare

Light β€” Tier 3

Effect: Release a blinding burst of radiant solar energy in a 40 ft radius. All enemies in the area take 4d6 radiant damage and are Blinded for 1 turn. Simultaneously, all allies in the area are healed for 2d6 HP. Range: 40 ft radius (centered on caster) Duration: 1 turn (Blind effect); Instant (damage and healing) Available to: Luminarch

"It heals your friends and hurts your enemies at the exact same time. The light does not have favorites β€” except it does."


Nightmare Veil

Dark β€” Tier 3

Effect: Blanket a 30 ft area in suffocating shadow magic that preys on fears. All enemies in the area must Sense (DC 14 Keen). On a failure, they are frightened β€” they use their Move to flee from the caster and have Disadvantage on attack rolls for 3 turns. Range: 30 ft radius Duration: 3 turns Available to: Keeper, Sneaklet

"The shadows don't just block the light. They show your enemies exactly what they're afraid of."


Thunder Wrath

Lightning β€” Tier 3

Effect: Call down a pillar of divine lightning upon one target, dealing 4d8 lightning damage. The strike is so powerful it cannot be Dodged or deflected by normal means β€” only a magical shield or barrier can absorb it. Range: 60 ft Duration: Instant Available to: Glowcaster, Stonecaller, Inventor

"There was a boom. Then there was a crater. The two events were related."


Tsunami Wave

Water β€” Tier 3

Effect: Summon a massive wave that crashes through a 30 ft line. All creatures in the path take 3d8 water damage and are knocked prone. The wave leaves difficult terrain (deep water, debris) in its wake for 2 turns. Range: 30 ft line (starting from a point within 60 ft) Duration: Instant (terrain persists 2 turns) Available to: Leafling, Stonecaller

"You asked where the ocean came from. It came from the caster. That's where the ocean came from."


Divine Shield

Protection β€” Tier 3

Effect: Raise a shimmering dome of divine energy that completely blocks all incoming damage for all allies inside the 10 ft radius for 1 full turn. The shield cannot be dispelled during its duration. Range: 10 ft radius (centered on caster) Duration: 1 turn Available to: Luminarch

"One turn of absolute safety. One turn where nothing can reach you. Use it well."


Mirror Army

Illusion β€” Tier 3

Effect: Conjure three perfect illusory copies of the caster that move independently and realistically. Enemies cannot distinguish which is real. Copies can take attacks (each copy dissipates after absorbing one hit). Lasts 2 turns. Range: Self Duration: 2 turns Available to: Keeper, Songweaver, Sneaklet

"One of you is real. The others are very confident illusions. Good luck figuring out which is which."


Nature's Guardian

Nature β€” Tier 3

Effect: Summon a towering nature spirit in the form of a giant tree or living earth elemental to fight alongside the party. The Guardian has Dodge 15, Mettle 2, and HP 20, acts on the caster's initiative, and fights using great slam attacks (2d6 bludgeoning). It persists for 3 turns before returning to the natural world. Range: 30 ft Duration: 3 turns Available to: Leafling, Wildscout

"The tree had been watching this fight for a while. It decided it was time to get involved."


Hero's Anthem

Charm β€” Tier 3

Effect: Belt out a rousing magical anthem that fills every ally within 30 ft with legendary courage. All affected allies gain +2 to attack rolls and +2 to damage rolls for 3 turns. Range: 30 ft radius (centered on caster) Duration: 3 turns Available to: Songweaver, Luminarch

"It's just a song. Except now everyone is hitting harder and feeling invincible. Same thing, really."


Stone Fortress

Earth β€” Tier 3

Effect: Raise thick stone walls from the ground to create cover and fortifications. Allies behind the walls gain +4 Dodge against ranged attacks and +2 Mettle against all attacks while behind them. The fortress lasts 3 turns. Range: 20 ft (the fortress appears within this range) Duration: 3 turns Available to: Leafling, Stonecaller

"Walls: excellent. Magical walls made of stone raised by sheer will: even more excellent."


Thunder Chorus

Sound β€” Tier 3

Effect: Unleash a devastating chorus of overlapping thunderblasts in a 25 ft radius. All creatures in the area take 3d8 thunder damage. Creatures that fail an Endure (DC 14 Brave) are Stunned (skips next turn) in addition to taking full damage. Range: 25 ft radius (centered on caster) Duration: Instant (Stun lasts 1 turn) Available to: Songweaver, Glowcaster, Stonecaller

"The sound is so loud it becomes pain. Then the pain becomes silence. That's the stun."


Astral Hand

Utility β€” Tier 3

Effect: Create a massive glowing spectral hand that can lift or throw objects weighing up to 200 lbs, catch incoming projectiles, or grab and restrain a creature (Brace DC 14 Might to resist). The hand persists for 3 turns. Range: 40 ft Duration: 3 turns Available to: Glowcaster, Inventor, Keeper

"The hand picked up the boulder. The hand threw the boulder. The hand waved goodbye. It was a lot."


Heaven's Grace

Holy β€” Tier 3

Effect: Call down sacred blessing upon all allies within 30 ft. For 2 turns, all affected allies gain +2 Dodge and +2 Mettle against all damage. Range: 30 ft radius (centered on caster) Duration: 2 turns Available to: Luminarch

"For two turns, your friends are very hard to hurt. Heaven has opinions about that."


Elemental Fusion

Arcane β€” Tier 3

Effect: Combine the raw power of two elements simultaneously (any two from: fire, water, air, earth) into a single devastating blast. Deal 5d8 mixed damage of both element types to all creatures in a 15 ft area. Range: 30 ft Duration: Instant Available to: Glowcaster, Stonecaller

"Fire and water. Earth and air. Two things that don't belong together, making something that definitely shouldn't exist. Perfect."


Phoenix Rebirth

Fire β€” Tier 3

Effect: Channel phoenix fire into a fallen ally, pulling them back from unconsciousness. The ally awakens with 1d8 HP. The caster takes 5 damage as the fire passes through them. Cannot resurrect the truly dead β€” only stabilize and revive the fallen. Range: Touch Duration: Instant Available to: Luminarch, Glowcaster, Leafling

"The fire hurts you. The fire saves them. You knew what you were doing. You did it anyway."


Meteor Strike

Arcane β€” Tier 3

Effect: Call down a blazing meteor from above that crashes into a 20 ft area, dealing 5d8 fire and bludgeoning damage to all creatures within. The impact leaves a crater of scorched earth and difficult terrain. Range: 60 ft Duration: Instant (terrain persists) Available to: Glowcaster, Stonecaller

"You called something down from space. It arrived. Everyone agrees this was a significant moment in the battle."


Tags

magic spells tier-3 fire healing cold earth air light dark lightning water protection illusion nature charm sound utility holy arcane

magicspellstier-3firehealingcoldearthairlightdarklightningwaterprotectionillusionnaturecharmsoundutilityholyarcane