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Abominable Allurements

1st Level Magica of the Old Ones

Abjuration

PHB

Armor of Agathys

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a cup of water
Duration: 1 hour
Damage/Effect: Cold
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Available for: Warlock

Deep Magic Volume 1

Feather Field

1-level Abjuration

Casting Time: 1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: fletching from an arrow
Duration: 1 round
Damage/Effect: Buff
A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.
At higher levels: When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.
Available for: Druid, Ranger, Warlock, Wizard

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

Deep Magic Volume 1

Tidal Barrier

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of driftwood
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Control
A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space.The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.
Available for: Sorcerer, Warlock, Wizard

Conjuration

PHB

Arms of Hadar

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Necrotic
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Warlock

Deep Magic Volume 2 (p.161)

Dance of the Fey

1-level Conjuration

Casting Time: 1 reaction, which you take when a medium or smaller creature you can see moves into a space within your reach
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You conjure fey energies around the creature that moved close to you. The creature must make a Charisma saving throw. On a failed save, you and the creature are teleported to unoccupied spaces you can see within 10 feet of where you each started, and the creature has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the creature has disadvantage on the next attack roll it makes before the start of your next turn, but neither of you are teleported.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the range of the teleportation increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 4th level or higher, you can affect a Large or smaller creature. When you cast this spell using a spell slot of 6th level or higher, you can affect a Huge or smaller creature. When you cast this spell using a spell slot of 8th level or higher, you can affect a Gargantuan or smaller creature.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Duplicate

1-level Conjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Somatic, Material
Materials: copper powder and wax
Duration: 1 hour
Damage/Effect: Creation
You create an exact replica of an object you can see within range that weighs no more than 25 pounds. At first glance, the two objects are indistinguishable from each other and the duplicate functions as if it were the original, except for any magical properties the original object may have. The duplicate disappears when the spell ends.   If a creature uses its action to examine the duplicate, the creature can determine that it is a replica with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration of the spell increases to 8 hours. When you use a spell slot of 4th level or higher, the duration of the spell increases to 24 hours.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.176)

El'Tharyn's Evanishing Exchange

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
A brief flash of sparkling, red light surrounds one object you are holding that weighs no more than 5 pounds. The object vanishes and instantly appears in the free hand of one willing creature you can see within range. If the object can be used, such as a potion, the creature can then take the Use an Object action as a reaction on the object you sent to it. This spell fails if the target doesn’t have at least one free hand to receive the object.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.180)

Flamestep

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Smoke briefly surrounds you, and you teleport up to 10 feet to an unoccupied space you can see. Fire or smoke (your choice) bursts out from the space you left.   If fire bursts from the space, each creature within 5 feet of that space must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one.   If smoke bursts from that space, a 5-foot-radius sphere of smoke appears centered on that space. The smoke’s area is heavily obscured and lasts until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 2nd level or higher, the spell’s range and the radius of the smoke each increase by 5 feet for every two slot levels above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Pratfall

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects:
  • A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable to use bonus actions on its next turn as it regains its footing.
  • Tiny particles blow in your target’s face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn.
  • Strobing lights flash briefly before your target’s eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw, or its passive Perception is halved until the end of its next turn.
  • The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration.
  • An invisible force sharply tugs on the target’s trousers, causing their clothing to slip. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its AC until the end of its next turn as it uses one hand to gather itself.
    • Only one of these effects can be used on a single creature at a time.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.226)

Spray

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure a powerful torrent of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. On a failed save, the creature suffers 3d6 bludgeoning damage, is pushed up to 15 feet away from you in a direction following the line, and knocked prone. On a successful save, the creature takes half the damage and isn’t pushed or knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a bit of string and of wood
Duration: 1 hour
Damage/Effect: Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Available for: Bard, Warlock, Wizard

Divination

Deep Magic Volume 1

Avoid Grievous Injury

1-level Divination

Casting Time: 1 reaction, which you take when you are struck by a critical hit
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Candle's Insight

1-level Divination

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a blessed candle
Duration: 10 minutes
Damage/Effect: Utility
Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell.    The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true. Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.
Available for: Bard, Warlock, Wizard

SRD

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of soot and salt
Duration: 1 hour
Damage/Effect: Social
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Insightful Maneuver

1-level Divination

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 1

Blinding Pain

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: an ice pick
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded.    A Cure Wounds or Healing Word spell cast on the target ends this spell, in addition to its regular effects.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock

Deep Magic Volume 1

Charm of Long Standing

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 day
Attack/Save: WIS Save
Damage/Effect: Control
As charm person but with a longer duration. The target of the spell remains charmed for one day per level you’ve attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you’re charmed this way, you won’t tolerate any harm, abuse, or mistreatment being directed toward the spell’s target.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.176)

Emotional Gamut

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a child's blanket
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You force a creature you can see within range to experience a rush of emotions and powerful memories from its life. The target must succeed on a Wisdom saving throw or become overwhelmed with emotions as it recalls emotionally charged events from its life for the duration. While overwhelmed with emotions, the target’s speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on its turn. A target automatically succeeds on this saving throw if it can’t be charmed.    At the end of each of its turns, the target can make another Wisdom saving throw. On a failure, the target takes 1d4 psychic damage. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.182)

Frightful Shout

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a tuft of fur from a celestial canine
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When casting this spell, you let out a terrible yell toward a creature you can see within range. If the target has an alignment opposed to yours (good/evil, lawful/chaotic) and it can hear you, it must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you until the end of its next turn. On a successful save, the target takes half the damage and isn’t frightened.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the duration of the frightened condition increases by 1 round for each slot level above 1st. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Cleric, Sorcerer, Warlock, Wizard

PHB

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: the petrified eye of a newt
Duration: Concentration, 1 hour
Damage/Effect: Necrotic
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Warlock

Deep Magic Volume 1

Hunter's Endurance

1-level Enchantment

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a fingernail, lock of hair, but of fur, or drop of blood from the target, if unfamiliar
Duration: 24 hours
Damage/Effect: Utility
You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a Geas  In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.
Available for: Ranger, Warlock

Deep Magic Volume 1

Liar's Gift

1-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Liar’s gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you’re saying. On a failed check, the creature knows that you tried to manipulate it with magic.    If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.
Available for: Bard, Cleric, Warlock

Deep Magic Volume 2 (p.204)

Nothing to See Here

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Utility
Creatures relying on eyesight and with a Wisdom score of 11 or less ignore the target as if it were not there—unless directly attacked or addressed by the target. Creatures relying on eyesight and with a Wisdom score of 12 or higher can make a Wisdom saving throw to pierce the illusion and see the target of the spell. Blindsight and tremorsense work normally.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Pacify Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a gull's feather
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to pacify a humanoid you can see within range.   The target must make a Wisdom saving throw. If it fails the save, it is pacified by you until the spell ends. A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1 (p.106)

Slippery Fingers

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Trick Question

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Twist the Skein

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check
Range/Area: 30ft.
Components: Somatic
Duration: Instant
Damage/Effect: Control
You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Unluck on That

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check
Range/Area: 25ft.
Components: Verbal
Duration: Instant
Damage/Effect: Control
By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 2 (p.140)

Ashen Lashes

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Summon
You create two tendrils of magical ash to appear in unoccupied spaces within range. The tendrils can’t be targeted with attacks and are immune to damage. When you cast this spell and as a bonus action on your subsequent turns, you can command one or more of the tendrils to attack a creature within 10 feet of it. Make a melee spell attack for each tendril using your spellcasting ability modifier. On a hit, a tendril deals 1d4 fire damage to the target.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional tendril for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.160)

Curse of Sustentation

1-level Evocation

Casting Time: 1 reaction, which you take when you lose concentration on a spell due to taking damage
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You utter a curse and gesture at the creature that distracted you and caused you to lose concentration on your spell, drawing flames of ire into your lungs. You take 1d10 fire damage, and the target must succeed on a Constitution saving throw or take the same amount of fire damage. You then make another Constitution saving throw to maintain concentration on the spell that triggered this reaction, adding the damage result to the roll and using the original DC from the damage the target originally dealt to you. If the saving throw succeeds, you don’t lose concentration on that spell. If the damage from this spell reduces you to 0 hit points, you fall unconscious but are stable.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage to you and the target increases by 1d10 for every two slot levels above 1st
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.179)

Fist From Hell

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Force
You create an arcane speck of light above a creature you can see within range. The speck turns into a portal from which a massive fiendish fist strikes down on the target. The target must make a Strength saving throw. On a failed save, it takes 2d10 force damage and is knocked prone. On a successful save, it takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

Obojima: Tales from the Tall Grass

Gift

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature you can see within range. You take 1d20 necrotic damage, and the target regains hit points equal to the amount of damage you took.
Available for: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Gloaming

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (50 ft. sphere)
Components: Verbal, Material
Materials: a piece of smoked glass
Duration: Concentration, 1 minute
Magical gloom spreads from a point you choose within range to fill a 50-foot-radius sphere for the duration. The fading twilight spreads around corners. A creature with darkvision can see through this darkness, and any normal light can illuminate it. Ranged attacks made through the gloaming have disadvantage. If the point you choose is an object being worn or carried, the effect emanates from the object and moves with it. Completely covering the source of the gloaming with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or higher, the effect is dispelled.
Available for: Sorcerer, Warlock, Wizard

Basic Rules

Hellish Rebuke

1-level Evocation

Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

Deep Magic Volume 2 (p.197)

Lunarbolt Waxing

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: small spherical stone painted white
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Cold, Radiant
You hurl a bolt of concentrated moonlight at a creature you can see within range. The bolt expands in size and grows in strength as it travels. Make a ranged spell attack against the target. On a hit, a target takes 1d10 cold damage and suffers additional damage based on the distance between you and the target, as detailed below:
  • If the target is between 35 and 60 feet away from you, it takes an additional 1d4 radiant damage.
  • If the target is between 65 and 90 feet away from you, it takes an additional 2d4 radiant damage.
  • If the target is between 95 and 120 feet away from you, it takes an additional 3d4 radiant damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d10 for every two slot levels above 1st. When you cast this spell using a spell slot of 3rd level or higher, the d4s of the additional radiant damage become d6s.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Sand Structure

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of seaglass
Duration: 1 minute
Damage/Effect: Utility
A wall of sand that is 5 feet tall, 5 feet wide, and 1 foot thick materializes from the ground up in an unoccupied space that you can see within range. The sand functions as solid stone while in its wall form. The wall has AC 13 and 10 hit points. Reducing the wall to 0 hit points destroys it and might cause connected walls to collapse at the GM’s discretion. You can end the spell early by using an action to dismiss it. When the spell ends, the wall crumbles back into sand.   If you cast the spell as a ritual, the wall lasts until it is destroyed or dismissed.
Available for: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Wind Tunnel

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a paper straw
Duration: Concentration, 1 minute
Damage/Effect: Control
You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created.   A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.   The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.
Available for: Sorcerer, Warlock, Wizard

PHB

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a twig from a tree that has been struck by lightning
Duration: Concentration, 1 minute
Attack/Save: Ranged
Damage/Effect: Lightning
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

Illusion

Acquisitions Incorporated

Distort Value

1-level Illusion

Casting Time: 1 minute
Range/Area: Touch (1 ft. cube)
Components: Verbal
Duration: 8 hours
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.   You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Illusory Script

1-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Somatic, Material
Materials: a lead-based ink worth at least 10 gp, which the spell consumes
Duration: 10 days
Damage/Effect: Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.198)

Malaise

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a scrap of handkerchief from a fever victim
Duration: 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You craft an illusion around a creature that isn’t a Construct or Undead, creating phantom symptoms of a disease. The target must succeed on a Wisdom saving throw or suffer one or more of the following symptoms of your choice for the duration:
  • An illusory fever where the target feels feverish and hot to the touch.
  • The target has a persistent, scratchy throat, prompting occasional coughs.
  • The target sees minor spots or has blurry vision at their periphery.
  • The target’s skin manifests illusory, itchy spots, boils, or rashes, prompting occasional scratching.
Until this spell ends, the target has disadvantage on ability checks. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a successful save, the spell ends. After failing three of these saving throws, the spell’s effects last for the duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 7th level or higher, the duration is 24 hours.
Available for: Bard, Cleric, Warlock, Wizard

Necromancy

Book of Ebon Tides

Blade of Blood and Bone

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dagger or short sword, which is not consumed in the casting
Duration: 24 hours
Attack/Save: Melee
Damage/Effect: Slashing
When you cast this spell, you cut your body with the material component, your hit point maximum decreases by 3 and the material component disappears. For the duration, you can use a bonus action to draw a blade made of your own bone, blood, and sinew from your body. The blade is a magical weapon, uses your spell attack bonus when you attack with it, and deals 1d6 slashing damage on a hit. You are considered proficient with the blade. As a bonus action, you can slide the blade back into your body to conceal it. When the duration ends, the incision in your body disappears, your hit point maximum is restored, and the material component reappears.
At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the blade increases by 1d6 for every two slot levels above 2nd, and your hit point maximum decreases by an additional amount equal to the level of the slot used.
Available for: Paladin, Ranger, Warlock

Deep Magic Volume 1

Bleed

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of blood
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).    Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.
Available for: Ranger, Warlock

Deep Magic Volume 1

Bolster Undead

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sprinkle of unholy water
Duration: 1 hour
Damage/Effect: Buff
You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard

XGtE

Cause Fear

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Warlock, Wizard

Deep Magic Volume 1

Disquieting Gaze

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Hobble Mount

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Bludgeoning
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.
Available for: Cleric, Druid, Ranger, Warlock, Wizard

Deep Magic Volume 1

Mosquito Bane

1-level Necromancy

Casting Time: 1 action
Range/Area: 50ft.
Components: Verbal, Somatic
Duration: Instant
This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.233)

Unnerving Yowl

1-level Necromancy

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Material
Materials: a whisker or pinch of fur from an undead Beast
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You unleash an unholy scream. Each hostile creature within 15 feet of you must succeed on a Wisdom saving throw or become frightened until the end of its next turn. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on its turn unless there is nowhere to move.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Withered Sight

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dried lizard's eye
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric, Druid, Ranger, Warlock, Wizard

Transmutation

Deep Magic Volume 1

Adjust Position

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Control
You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
Available for: Bard, Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.138)

Anneal

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of iron filings
Duration: 1 hour
You touch a nonmagical melee weapon, temporarily making it stronger, sharper, and more destructive. Until the spell ends, the weapon deals an extra 1d6 damage of its type on a hit. This spell doesn’t make the weapon magical.
At higher levels: When you cast this spell using a slot of 3rd level or higher, you can target one additional weapon within your reach for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock

SRD

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Movement
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 1

Fire Under the Tongue

1-level Transmutation

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Utility
You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet.    Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.
Available for: Druid, Ranger, Warlock

Deep Magic Volume 2 (p.214)

Reassemble Bones

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bone from an undead creature
Duration: Concentration, 1 minute
Your body and bones become malleable. For the duration, you can use a bonus action on each of your turns to take on a compressed form, allowing you to fit into a space as narrow as 1 foot wide without squeezing. While in this compressed form, you can’t make melee weapon attacks. You can use a bonus action again to return to your normal form.
Available for: Sorcerer, Warlock

Deep Magic Volume 1

Strength of an Ox

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a 1-pound weight
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Thin the Ice

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of sunstone
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Cold
You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice.    If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.230)

Tongue Pick

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small wire
Duration: 1 hour
Damage/Effect: Utility
The tongue of a creature you touch changes into a long and slender—but still fleshy—skeleton key. For the duration, the target can use its transformed tongue to pick locks and disarm traps as if its tongue was a set of thieves’ tools. The target is proficient in using its tongue in this way.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the target doubles its proficiency bonus when using its tongue to pick locks and disarm traps. When you cast this spell using a spell slot of 7th level or higher, the target has advantage on its checks to pick locks and disarm traps with its tongue.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Writhing Arms

1-level Transmutation

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range.The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.    Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.. 
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.240)

Zip

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You move up to three times your speed in a straight line. This movement ends early if you reach an occupied space or if you are hit by an attack.
Available for: Bard, Paladin, Ranger, Warlock

Specialized

Blood Magic

Deep Magic Volume 1

Blood Scarab

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a drop of the caster's blood, and the exoskeleton of a scarab beetle
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.
Available for: Cleric, Warlock with Blood Specialization

Deep Magic Volume 1

Bloody Hands

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration. Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.
Available for: Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Stanch

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
The target ’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.
Available for: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Blood Specialization

Dark Magic

Deep Magic Volume 1

Brimstone

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage. The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Dexterity saving throw or take 1d8 fire damage.   The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, its fire damage increases by 1d8 for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Proselytize

1-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a holy symbol or religious tome, text, or pamphlet
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.
Available for: Bard, Cleric, Warlock with Dark Specialization

Deep Magic Volume 1

Grim Siphon

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the skull of a tiny mammal or bird
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st.
Available for: Cleric, Druid, Sorcerer, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Kobold's Fury

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a kobold scale
Duration: 1 round
Damage/Effect: Buff
Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Extract Essence

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a wooden bowl
Duration: Permanent
You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food. The original food appears unchanged, and though it’s still filling, it has no nutritional value.    Group Spellcasting. When other spellcasters aid you in casting this spell, an additional three days’ worth of food can be extracted for each spellcaster other than yourself, up to a maximum of 27 days’ worth of food extracted by the spell.    Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.
Available for: Bard, Druid, Warlock, Wizard with Elven Ritual Specialization

Fiendish Magic

Deep Magic Volume 1

Mammon's Avarice

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Utility
By casting this spell, you tap into the power of greed that is Mammon’s sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.
Available for: Cleric, Warlock, Wizard with Fiendish Specialization

Labyrinth Magic

Deep Magic Volume 1

Broken Charge

1-level Enchantment

Casting Time: 1 reaction, which you take when an enemy approaches to within 5 feet of you
Range/Area: 10ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.
Available for: Bard, Warlock, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Thunderous Charge

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.
Available for: Ranger, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Ring Magic

Deep Magic Volume 1

Ring Strike

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: two metal rings
Duration: 1 hour
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.
Available for: Sorcerer, Warlock with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Shadow Armor

1-level Abjuration

Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Black Ribbons

1-level Conjuration

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: a piece of ribbon
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Necrotic
A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened until the end of its next turn; a successful Wisdom saving throw halves the damage and negates the frightened condition.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.
Available for: Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Weakness

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Foretell Distraction

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Buff
Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization
< Chthonic Grimoire
Sections

Eldritch Magika

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Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Fiendish Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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