TEXT: animated spells
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  LEVEL 3 VOL 1 
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  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Animate Dead
  LEVEL 3
  NECROMANCY
  INSTANT
  V, S, M
  1 MIN
  10'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: NATALIA SOLIS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Beacon of Hope
  LEVEL 3
  ABJURATION
  C. 1 MIN
  V, S
  1 ACTION
  30'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: GABRIEL LAVOYER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Bestow Curse
  LEVEL 3 
  NECROMANCY
  C. 1 MIN
  V, S
  1 ACTION
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: HUGO BLENDL 
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Blink
  LEVEL 3 
  TRANSMUTATION
  1 MIN
  V, S
  1 ACTION
  SELF
  
  This spell creates an undead servant. Choose a pile of bones or a corpse of a 
  Medium or Small humanoid within range. Your spell imbues the target with 
  a foul mimicry of life, raising it as an undead creature. The target becomes a 
  skeleton if you chose bones or a zombie if you chose a corpse (the GM has 
  the creature’s game statistics). 
  On each of your turns, you can use a bonus action to mentally command  
  any creature you made with this spell if the creature is within 60 feet of you 
  (if you control multiple creatures, you can command any or all of them at  
  the same time, issuing the same command to each one). You decide what 
  action the creature will take and where it will move during its next turn, or 
  you can issue a general command, such as to guard a particular chamber or 
  corridor. If you issue no commands, the creature only defends itself against 
  hostile creatures. Once given an order, the creature continues to follow it 
  until its task is complete. 
  The creature is under your control for 24 hours, after which it stops obeying 
  any command you’ve given it. To maintain control of the creature for another 
  24 hours, you must cast this spell on the creature again before the current  
  24-hour period ends. This use of the spell reasserts your control over up to 
  four creatures you have animated with this spell, rather than animating a 
  new one.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or 
  higher, you animate or reassert control over two additional undead creatures 
  for each slot level above 3rd. Each of the creatures must come from a different 
  corpse or pile of bones.
  Animate Dead
  3RD LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  10 Feet
  Instantaneous
  1 Minute
  V, S, M
  CLERIC | WIZARD
  A drop of blood, a piece of flesh, and a pinch of bone dust.
  MATERIAL COMPONENTS
  This spell bestows hope and vitality. Choose 
  any number of creatures within range. For 
  the duration, each target has advantage on 
  Wisdom saving throws and death saving 
  throws, and regains the maximum number  
  of hit points possible from any healing.
  Beacon of Hope
  3RD LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
   up to 1 minute
  1 Action
  V, S
  CLERIC
  You touch a creature, and that creature must succeed on a Wisdom 
  saving throw or become cursed for the duration of the spell. When  
  you cast this spell, choose the nature of the curse from the  
  following options:
  • Choose one ability score. While cursed, the target has disadvantage 
  on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls  
  against you.
  • While cursed, the target must make a Wisdom saving throw at  
  the start of each of its turns. If it fails, it wastes its action that  
  turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra  
  1d8 necrotic damage to the target.
  A remove curse spell ends this effect. At the GM’s option, you  
  may choose an alternative curse effect, but it should be no more 
  powerful than those described above. The GM has final say on such  
  a curse’s effect.
  At Higher Levels. If you cast this spell using a spell slot of 4th level or 
  higher, the duration is concentration, up to 10 minutes. If you use a 
  spell slot of 5th level or higher, the duration is 8 hours. If you use a spell 
  slot of 7th level or higher, the duration is 24 hours. If you use a 9th level 
  spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level 
  or higher grants a duration that doesn’t require concentration.
  Bestow Curse
  3RD LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Concentration, 
  up to 1 minute
  1 Action
  V, S
  BARD | CLERIC | WIZARD
  Roll a d20 at the end of each of your turns for the 
  duration of the spell. On a roll of 11 or higher, you  
  vanish from your current plane of existence and appear  
  in the Ethereal Plane (the spell fails and the casting is 
  wasted if you were already on that plane). At the start  
  of your next turn, and when the spell ends if you are  
  on the Ethereal Plane, you return to an unoccupied  
  space of your choice that you can see within 10 feet  
  of the space you vanished from. If no unoccupied  
  space is available within that range, you appear in the 
  nearest unoccupied space (chosen at random if more  
  than one space is equally near). You can dismiss this  
  spell as an action. 
  While on the Ethereal Plane, you can see and hear the 
  plane you originated from, which is cast in shades of gray, 
  and you can’t see anything there more than 60 feet away. 
  You can only affect and be affected by other creatures 
  on the Ethereal Plane. Creatures that aren’t there can’t 
  perceive you or interact with you, unless they have the 
  ability to do so.
  Blink
  3RD LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Minute
  1 Action
  V, S
  SORCERER | WIZARD
  
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  ANIMATION: JASON ENGLE
  ART: MATEI MONORANU
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  Call Lightning
  LEVEL 3
  CONJURATION
  C.10 MINS
  V, S
  1 ACTION
  120'
  ART: SAM ALLEN 
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Counterspell
  LEVEL 3
  ABJURATION
  INSTANT
  S
  1 REACT
  60'
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  ANIMATION: JASON ENGLE
  ART: PEGBARIANS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Clairvoyance
  LEVEL 3 
  DIVINATION
  C.10 MINS
  V, S, M
  10 MINS
  1 MILE
  ANIMATION: JASON ENGLE
  ART: FER LOZADA
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Conjure Animals
  LEVEL 3 
  CONJURATION
  C. 1 HR
  V, S
  1 ACTION
  60'
  
  A storm cloud appears in the shape of a cylinder that is 10 feet  
  tall with a 60-foot radius, centered on a point you can see 100  
  feet directly above you. The spell fails if you can’t see a point in 
  the air where the storm cloud could appear (for example, if you 
  are in a room that can’t accommodate the cloud). 
  When you cast the spell, choose a point you can see within range. 
  A bolt of lightning flashes down from the cloud to that point. 
  Each creature within 5 feet of that point must make a Dexterity 
  saving throw. A creature takes 3d10 lightning damage on a failed 
  save, or half as much damage on a successful one. On each of  
  your turns until the spell ends, you can use your action to call 
  down lightning in this way again, targeting the same point or  
  a different one. 
  If you are outdoors in stormy conditions when you cast this 
  spell, the spell gives you control over the existing storm instead 
  of creating a new one. Under such conditions, the spell’s damage 
  increases by 1d10.
  At Higher Levels. When you cast this spell using a spell slot of  
  4th or higher level, the damage increases by 1d10 for each slot  
  level above 3rd.
  Call Lightning
  3RD LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet 
  (60-Foot Cylinder)
  Concentration, 
  up to 10 minutes
  1 Action
  V, S
  DRUID
  You create an invisible sensor within range in a location 
  familiar to you (a place you have visited or seen before) 
  or in an obvious location that is unfamiliar to you (such 
  as behind a door, around a corner, or in a grove of trees). 
  The sensor remains in place for the duration, and it can’t 
  be attacked or otherwise interacted with. 
  When you cast the spell, you choose seeing or hearing. 
  You can use the chosen sense through the sensor as if you 
  were in its space. As your action, you can switch between 
  seeing and hearing. 
  A creature that can see the sensor (such as a creature 
  benefiting from see invisibility or truesight) sees a 
  luminous, intangible orb about the size of your fist.
  Clairvoyance
  3RD LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  1 Mile
  Concentration,  
  up to 10 minutes
  10 Minutes 
  V, S, M
  BARD | CLERIC | SORCERER | WIZARD
  A focus worth at least 100 gp, either a jeweled horn for 
  hearing or a glass eye for seeing.
  MATERIAL COMPONENTS
  You summon fey spirits that take the form of beasts and appear in 
  unoccupied spaces that you can see within range. Choose one of 
  the following options for what appears:
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
  Each beast is also considered fey, and it disappears when it drops 
  to 0 hit points or when the spell ends. 
  The summoned creatures are friendly to you and your companions. 
  Roll initiative for the summoned creatures as a group, which has its 
  own turns. They obey any verbal commands that you issue to them 
  (no action required by you). If you don’t issue any commands to 
  them, they defend themselves from hostile creatures, but otherwise 
  take no actions. 
  The GM has the creatures’ statistics.
  At Higher Levels. When you cast this spell using certain higher-
  level spell slots, you choose one of the summoning options above, 
  and more creatures appear: twice as many with a 5th level slot, 
  three times as many with a 7th level slot, and four times as many 
  with a 9th level slot.
  Conjure Animals
  3RD LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 hour
  1 Action
  V, S
  DRUID | RANGER
  You attempt to interrupt a creature in the process of 
  casting a spell. If the creature is casting a spell of 3rd  
  level or lower, its spell fails and has no effect. If it is  
  casting a spell of 4th level or higher, make an ability  
  check using your spellcasting ability. The DC equals  
  10+ the spell’s level. On a success, the creature’s spell  
  fails and has no effect.
  At Higher Levels. When you cast this spell using a spell 
  slot of 4th level or higher, the interrupted spell has no effect 
  if its level is less than or equal to the level of the spell slot 
  you used.
  Counterspell
  3RD LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Instantaneous
  1 Reaction
  S
  SORCERER | WARLOCK | WIZARD
  1 reaction, which you take when you see a creature within 
  60 feet of you casting a spell. 
  CASTING TIME
  
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  ANIMATION: JASON ENGLE
  ART: GABRIEL LAVOYER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Create Food & Water
  LEVEL 3 
  CONJURATION
  INSTANT
  V, S
  1 ACTION
  30'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: NATALIA SOLIS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Daylight
  LEVEL 3 
  EVOCATION
  1 HR
  V, S
  1 ACTION
  60'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: LIAM BERTELSEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Dispel Magic
  LEVEL 3 
  ABJURATION
  INSTANT
  V, S
  1 ACTION
  120'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: VINCENT ROCHETTE
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Fear
  LEVEL 3 
  ILLUSION
  C. 1 MIN
  V, S, M
  1 ACTION
  SELF
  
  You create 45 pounds of food and 30 gallons 
  of water on the ground or in containers 
  within range, enough to sustain up to fifteen 
  humanoids or five steeds for 24 hours. The 
  food is bland but nourishing, and spoils if 
  uneaten after 24 hours. The water is clean 
  and doesn’t go bad.
  Create Food & Water
  3RD LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Instantaneous
  1 Action
  V, S
  CLERIC | PALADIN
  A 60-foot-radius sphere of light spreads out from 
  a point you choose within range. The sphere is 
  bright light and sheds dim light for an additional 
  60 feet. 
  If you chose a point on an object you are holding  
  or one that isn’t being worn or carried, the light  
  shines from the object and moves with it. 
  Completely covering the affected object with  
  an opaque object, such as a bowl or a helm,  
  blocks the light. 
  If any of this spell’s area overlaps with an area of 
  darkness created by a spell of 3rd level or lower,  
  the spell that created the darkness is dispelled.
  Daylight
  3RD LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet 
  (60-Foot-Radius Sphere)
  1 Hour
  1 Action
  V, S
  CLERIC | DRUID | PALADIN | RANGER | SORCERER
  Choose one creature, object, or magical effect 
  within range. Any spell of 3rd level or lower on  
  the target ends. For each spell of 4th level or higher 
  on the target, make an ability check using your 
  spellcasting ability. The DC equals 10 + the spell’s 
  level. On a successful check, the spell ends.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, you automatically 
  end the effects of a spell on the target if the spell’s 
  level is equal to or less than the level of the spell 
  slot you used.
  Dispel Magic
  3RD LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Instantaneous
  1 Action
  V, S
  BARD | CLERIC | DRUID | PALADIN | SORCERER | WARLOCK | WIZARD
  You project a phantasmal image of a creature’s worst fears. 
  Each creature in a 30-foot cone must succeed on a Wisdom 
  saving throw or drop whatever it is holding and become 
  frightened for the duration. 
  While frightened by this spell, a creature must take 
  the Dash action and move away from you by the safest 
  available route on each of its turns, unless there is nowhere 
  to move. If the creature ends its turn in a location where  
  it doesn’t have line of sight to you, the creature can make  
  a Wisdom saving throw. On a successful save, the spell 
  ends for that creature.
  Fear
  3RD LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self (30-Foot Cone)
  Concentration,  
  up to 1 minute
  1 Action
  V, S, M
  BARD | SORCERER | WARLOCK | WIZARD
  A white feather or the heart of a hen.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: ÉTIENNE GAGNON
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Fireball
  LEVEL 3 
  EVOCATION
  INSTANT
  V, S, M
  1 ACTION
  150'
  Glyph of Warding (continued)
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  LEVEL 3
  ABJURATION
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: ARIANE PETITCLERC
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Fly
  LEVEL 3 
  TRANSMUTATION
  C. 10 MINS
  V, S, M
  1 ACTION
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Glyph of Warding
  LEVEL 3 
  ABJURATION
  V, S, M
  1 HR
  TOUCH
  DISPELLED/
  TRIGGERED
  
  Glyph of Warding
  3RD LEVEL ABJURATION
  BARD | CLERIC | WIZARD
  Incense and powdered diamond worth at least 200 gp, which  
  the spell consumes.
  MATERIAL COMPONENTS
  When you inscribe the glyph, choose explosive runes or a  
  spell glyph. 
  Explosive Runes. When triggered, the glyph erupts with magical 
  energy in a 20-foot-radius sphere centered on the glyph. The  
  sphere spreads around corners. Each creature in the area must  
  make a Dexterity saving throw. A creature takes 5d8 acid, cold,  
  fire, lightning, or thunder damage on a failed saving throw (your 
  choice when you create the glyph), or half as much damage on  
  a successful one. 
  Spell Glyph. You can store a prepared spell of 3rd level or lower  
  in the glyph by casting it as part of creating the glyph. The spell 
  must target a single creature or an area. The spell being stored  
  has no immediate effect when cast in this way. When the glyph  
  is triggered, the stored spell is cast. If the spell has a target, it 
  targets the creature that triggered the glyph. If the spell affects  
  an area, the area is centered on that creature. If the spell summons  
  hostile creatures or creates harmful objects or traps, they appear  
  as close as possible to the intruder and attack it. If the spell 
  requires concentration, it lasts until the end of its full duration.
  At Higher Levels. When you cast this spell using a spell slot  
  of 4th level or higher, the damage of an explosive runes glyph 
  increases by 1d8 for each slot level above 3rd. If you create a  
  spell glyph, you can store any spell of up to the same level as  
  the slot you use for the glyph of warding.
  A bright streak flashes from your pointing finger to a 
  point you choose within range and then blossoms with 
  a low roar into an explosion of flame. Each creature in a 
  20-foot-radius sphere centered on that point must make a 
  Dexterity saving throw. A target takes 8d6 fire damage on 
  a failed save, or half as much damage on a successful one. 
  The fire spreads around corners. It ignites flammable 
  objects in the area that aren’t being worn or carried.
  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.
  Fireball
  3RD LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  150 Feet 
  (20-Foot-Radius Sphere)
  Instantaneous
  1 Action
  V, S, M
  SORCERER | WIZARD
  A tiny ball of bat guano and sulfur.
  MATERIAL COMPONENTS
  You touch a willing creature. The target gains a 
  flying speed of 60 feet for the duration. When the 
  spell ends, the target falls if it is still aloft, unless it 
  can stop the fall.
  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.
  Fly
  3RD LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Concentration,  
  up to 10 minutes
  1 Action
  V, S, M
  SORCERER | WARLOCK | WIZARD
  A wing feather from any bird.
  MATERIAL COMPONENTS
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Until Dispelled  
  or Triggered
  1 Hour
  V, S, M
  When you cast this spell, you inscribe a glyph that harms other 
  creatures, either upon a surface (such as a table or a section of 
  floor or wall) or within an object that can be closed (such as a 
  book, a scroll, or a treasure chest) to conceal the glyph. If you 
  choose a surface, the glyph can cover an area of the surface no 
  larger than 10 feet in diameter. If you choose an object, that 
  object must remain in its place; if the object is moved more  
  than 10 feet from where you cast this spell, the glyph is broken, 
  and the spell ends without being triggered. 
  The glyph is nearly invisible and requires a successful Intelligence 
  (Investigation) check against your spell save DC to be found. 
  You decide what triggers the glyph when you cast the spell. For 
  glyphs inscribed on a surface, the most typical triggers include 
  touching or standing on the glyph, removing another object 
  covering the glyph, approaching within a certain distance of the 
  glyph, or manipulating the object on which the glyph is inscribed. 
  For glyphs inscribed within an object, the most common triggers 
  include opening that object, approaching within a certain distance 
  of the object, or seeing or reading the glyph. Once a glyph is 
  triggered, this spell ends. 
  You can further refine the trigger so the spell activates only under 
  certain circumstances or according to physical characteristics (such 
  as height or weight), creature kind (for example, the ward could 
  be set to affect aberrations or drow), or alignment. You can also set 
  conditions for creatures that don’t trigger the glyph, such as those 
  who say a certain password. 
  Glyph of Warding
  3RD LEVEL ABJURATION
  
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  ART: BEN RAVID
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  Gaseous Form
  LEVEL 3
  TRANSMUTATION
  C. 1 HR
  V, S, M
  1 ACTION
  TOUCH
  ANIMATION: JASON ENGLE
  ART: JENNA WOLDENGA
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Lightning Bolt
  LEVEL 3
  EVOCATION
  INSTANT
   V, S, M
   1 ACTION
  SELF
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  ANIMATION: JASON ENGLE
  ART: VINCENT ROCHETTE
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Haste
  LEVEL 3 
  TRANSMUTATION
  C. 1 MIN
  V, S, M
  1 ACTION
  30'
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  ANIMATION: JASON ENGLE
  ART: ARIANE PETITCLERC
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Hypnotic Pattern
  LEVEL 3 
  ILLUSION
  C. 1 MIN
  S, M
  1 ACTION
  120'
  
  A bit of fur and a rod of amber, crystal, or glass.
  MATERIAL COMPONENTS
  A stroke of lightning forming a line 100 feet long 
  and 5 feet wide blasts out from you in a direction 
  you choose. Each creature in the line must make 
  a Dexterity saving throw. A creature takes 8d6 
  lightning damage on a failed save, or half as much 
  damage on a successful one. 
  The lightning ignites flammable objects in the area 
  that aren’t being worn or carried.
  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.
  Lightning Bolt
  3RD LEVEL EVOCATION
  SORCERER | WIZARD
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self (100-Foot Line)
  Instantaneous
  1 Action
  V, S, M 
  You transform a willing creature you touch, along with 
  everything it’s wearing and carrying, into a misty cloud  
  for the duration. The spell ends if the creature drops to  
  0 hit points. An incorporeal creature isn’t affected. 
  While in this form, the target’s only method of movement 
  is a flying speed of 10 feet. The target can enter and occupy 
  the space of another creature. The target has resistance 
  to nonmagical damage, and it has advantage on Strength, 
  Dexterity, and Constitution saving throws. The target can 
  pass through small holes, narrow openings, and even mere 
  cracks, though it treats liquids as though they were solid 
  surfaces. The target can’t fall and remains hovering in the  
  air even when stunned or otherwise incapacitated. 
  While in the form of a misty cloud, the target can’t talk  
  or manipulate objects, and any objects it was carrying or 
  holding can’t be dropped, used, or otherwise interacted  
  with. The target can’t attack or cast spells.
  Gaseous Form
  3RD LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch 
  Concentration,  
  up to 1 hour
  1 Action
  V, S, M 
  SORCERER | WARLOCK | WIZARD
  A bit of gauze and a wisp of smoke.
  MATERIAL COMPONENTS
  Choose a willing creature that you can see  
  within range. Until the spell ends, the target’s  
  speed is doubled, it gains a +2 bonus to AC, it  
  has advantage on Dexterity saving throws, and it  
  gains an additional action on each of its turns.  
  That action can be used only to take the Attack  
  (one weapon attack only), Dash, Disengage, Hide, 
  or Use an Object action. 
  When the spell ends, the target can’t move or take 
  actions until after its next turn, as a wave of lethargy 
  sweeps over it.
  Haste
  3RD LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  SORCERER | WIZARD
  A shaving of licorice root.
  MATERIAL COMPONENTS
  You create a twisting pattern of colors that weaves through 
  the air inside a 30-foot cube within range. The pattern 
  appears for a moment and vanishes. Each creature in the 
  area who sees the pattern must make a Wisdom saving 
  throw. On a failed save, the creature becomes charmed for 
  the duration. While charmed by this spell, the creature is 
  incapacitated and has a speed of 0. 
  The spell ends for an affected creature if it takes any 
  damage or if someone else uses an action to shake the 
  creature out of its stupor.
  Hypnotic Pattern
  3RD LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  (30-Foot Cube)
  Concentration, 
  up to 1 minute
  1 Action
  S, M
  BARD | SORCERER | WARLOCK | WIZARD
  A glowing stick of incense or a crystal vial filled with 
  phosphorescent material.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Magic Circle
  LEVEL 3 
  ABJURATION
  1 HR
  V, S, M
  1 MIN
  10'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: NATALIA SOLIS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Major Image
  LEVEL 3 
  ILLUSION
  C.10 MINS
  V, S, M
  1 ACTION
  120'
  
  You create a 10-foot-radius, 20-foot-tall cylinder of magical energy 
  centered on a point on the ground that you can see within range. 
  Glowing runes appear wherever the cylinder intersects with the  
  floor or other surface. 
  Choose one or more of the following types of creatures: celestials, 
  elementals, fey, fiends, or undead. The circle affects a creature of  
  the chosen type in the following ways:
  • The creature can’t willingly enter the cylinder by nonmagical 
  means. If the creature tries to use teleportation or interplanar 
  travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets  
  within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or 
  possessed by the creature.
  When you cast this spell, you can elect to cause its magic to operate in 
  the reverse direction, preventing a creature of the specified type from 
  leaving the cylinder and protecting targets outside it.
  At Higher Levels. When you cast this spell using a spell slot of 4th level 
  or higher, the duration increases by 1 hour for each slot level above 3rd.
  Magic Circle
  3RD LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  10 Feet
  (10-Foot Cylinder)
  1 Hour
  1 Minute 
  V, S, M
  CLERIC | PALADIN | WARLOCK | WIZARD
  Holy water or powdered silver and iron worth at least 100 gp, which 
  the spell consumes.
  MATERIAL COMPONENTS
  You create the image of an object, a creature, or some other visible 
  phenomenon that is no larger than a 20-foot cube. The image appears  
  at a spot that you can see within range and lasts for the duration. It seems 
  completely real, including sounds, smells, and temperature appropriate to  
  the thing depicted. You can’t create sufficient heat or cold to cause damage,  
  a sound loud enough to deal thunder damage or deafen a creature, or a  
  smell that might sicken a creature (like a troglodyte’s stench). 
  As long as you are within range of the illusion, you can use your action 
  to cause the image to move to any other spot within range. As the image 
  changes location, you can alter its appearance so that its movements appear 
  natural for the image. For example, if you create an image of a creature and 
  move it, you can alter the image so that it appears to be walking. Similarly, 
  you can cause the illusion to make different sounds at different times, even 
  making it carry on a conversation, for example. 
  Physical interaction with the image reveals it to be an illusion, because things 
  can pass through it. A creature that uses its action to examine the image can 
  determine that it is an illusion with a successful Intelligence (Investigation) 
  check against your spell save DC. If a creature discerns the illusion for what 
  it is, the creature can see through the image, and its other sensory qualities 
  become faint to the creature.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or 
  higher, the spell lasts until dispelled, without requiring your concentration.
  Major Image
  3RD LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet 
  (20-Foot Cube)
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  BARD | SORCERER | WARLOCK | WIZARD
  A bit of fleece.
  MATERIAL COMPONENTS
  
  LICENCE
  The terms of the Open Gaming License Version 1.0a 
  are as follows: 
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE Open Game License v 1.0a 
  Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jere-
  my Crawford, Chris Perkins, Rodney Thompson, Peter 
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  END OF LICENSE
  PRODUCT IDENTITY
  The  following  items  are  designated  Product  Identi-
  ty, as  defined  in  Section  1(e)  of  the  Open  Gaming  
  License Version  1.0a  and  are  subject  to  the  condi-
  tions  set  forth in  Section  7  of  the  Open  Gaming  
  Licence,  and  are  not Open  Content:
   
  All  artwork,  including  but  not  limited  to,  works  
  created  by  Hugo Blendl, Mimi Chiu, Sam Allen, 
  Meng Her, Gabriel Lavoyer, James Frio, Matei Monora-
  nu, Pegbarians, Debbie Trader, Natalia Solis, Liam 
  Bertelsen, Vincent Rochette, Étienne Gagnon, Ariane 
  Petitclerc,Ben Ravid,
  Jenna Woldenga
   
  Hit Point Press Inc.  branding,  including  but  not  lim-
  ited  to, logos,  trademarks,  graphic  design,  layouts  
  and  identifying  marks,
   
  The  Deck  of  Many  branding,  including  but  not  
  limited  to  logos,  trademarks,  graphic  design,  lay-
  outs  and identifying  marks,
   
  The Deck of Many Animated Spells  branding,  includ-
  ing  but  not  limited  to, logos,  trademarks,  graphic  
  design,  layouts  and  identifying  marks,
   
  Graphic  design  elements  of  the  Deck  of  Many,  
  including  but  not  limited  to,  layouts,  box  design,  
  graphics, and  iconography,
   
  All  text  created  by  Hit Point Press Inc.  not  found  
  in  the Open  Gaming  License  Version  1.0a,  System  
  Reference Document  5.1  found  at  the  internet  link  
  http://media.wizards.com/2016/downloads/DND/SRD-
  OGL_V5.1.pdf, 
   
  Promotional  materials  for  the  Deck  of  Many,  in-
  cluding but  not  limited  to,  video,  animation,  and  
  social  media  content, 
   
  All  merchandise  associated  with  the  Deck  of  
  Many, including  but  not  limited  to,  enamel  pins, 
  deck boxes, books, figurines, card  names,  statistics,  
  abilities,  spells,  and  all information  found  on  all  
  cards.
   
  OPEN GAMING CONTENT
  All content from the System Reference Document 5.1 
  is Open Game Content as described in Section 1(d) of 
  the License.  No portion of this work other than the 
  material designated as Open Game Content may be 
  reproduced in any form without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Deck of Many - Animated Spells Master V.02 [Mar 2019]/AnimatedSpellsLevel3/tdomAnimatedSpells-level3vol1-PNP.pdf