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Alluring Scenes

4th Level Compositions

Abjuration

Deep Magic Volume 1

Cursed Gift

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an object worth at least 75 gp.
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Debuff
Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove Curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard

SRD

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a leather strap, bound around the arm or a similar appendage
Duration: 1 horu
Damage/Effect: Buff
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Available for: Bard, Cleric, Druid, Ranger, Artificer

Deep Magic Volume 2 (p.199)

Mass Disarm

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Control
You magically disarm creatures, giving you and your allies an upper edge in battle. Choose up to five creatures you can see within range. Each target must succeed on a Dexterity saving throw or drop any weapons and shield it is holding.    Instead of choosing multiple targets, you can choose to focus this spell’s energy on only one creature you can see within range. If you do so, the target must succeed on a Dexterity saving throw or any weapons and shield it is holding teleport to the ground in a space within 5 feet of you.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.222)

Shield of Ephemera

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
Dream-like, indistinct patterns and shapes surround you. Until the start of your next turn, you become invisible, and you are immune to nonmagical bludgeoning, piercing, and slashing damage. At the start of your next turn, any creature that saw you in the past minute but that can’t see you now forgets it saw you for the next 24 hours, its mind filling gaps in details or dismissing any memory of you as a dream. This effect ends early if the creature sees you within that time frame.
Available for: Bard, Sorcerer, Warlock, Wizard

Conjuration

SRD

Dimension Door

4-level Conjuration

Casting Time: 1 action
Range/Area: 500ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Polychromatic Bubble

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a chip of soap and a drop of oil
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You create a shimmering, multicolored bubble around a Large or smaller creature or an object within range. The bubble is a 5-foot-radius sphere that has 10 hit points and an AC equal to your spell save DC. The bubble rises 10 feet into the air along with its contents, up to 30 feet, at the beginning of each of your turns. A creature trapped inside the bubble at the beginning of its turn cannot see or hear anything outside the bubble and must make a Wisdom saving throw or be charmed by you and the bubble until the start of its next turn. A creature outside the bubble that targets it with an attack must make a Wisdom saving throw or be charmed by you and the bubble until the beginning of its next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can create one additional bubble for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Reposition

4-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.215)

Rift

4-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
You conjure a small rift to another plane on a point you can see within range. When you cast this spell, choose one of the following natures. The rift exhibits the chosen nature for the duration.   Chaos. The rift’s presence warps the area around it, disorienting nearby creatures. A creature that starts its turn within 20 feet of the rift has disadvantage on the first attack roll it makes before the start of its next turn, and when it moves on its turn, it moves in a random direction. Delights. Soothing lights and sounds float out from the rift. Each creature that starts its turn within 5 feet of the rift regains hit points equal to your spellcasting ability modifier and can’t be frightened until the start of its next turn.   Horrors. Tentacles erupt from the rift and fly toward up to three creatures you can see within 20 feet of the rift. Each creature must succeed on a Strength saving throw or be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained. If no creatures are restrained by the rift’s tentacles at the end of your turn, the next creature, other than you, to move within 20 feet of the rift must succeed on a Strength saving throw or be restrained by the tentacles for the duration.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shared Nightmare

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered onyx
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You cause the minds of up to three creatures you can see within range to share a nightmarish vision. Each target must make a Wisdom saving throw. On a failed save, a target takes 3d6 psychic damage and is haunted by the nightmare for the duration. On a successful save, a target takes half the damage and isn’t haunted.    Until the spell ends, a creature haunted by the nightmare takes 1d6 psychic damage at the start of each of its turns for each other creature haunted by this spell’s nightmare. A haunted creature can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock

Deep Magic Volume 1

Sudden Stampede

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a horseshoe
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.
Available for: Bard, Druid, Ranger

Divination

Deep Magic Volume 2 (p.164)

Detect Secrets

4-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 magnetic needle floating in a bowl of oil
Duration: Concentration, 10 minutes
For the duration, you sense the presence of secret doors, concealed traps, and areas hidden by magical or mundane covers within 30 feet of you. If you sense a secret in this way, you see a faint aura around the secret, such as an aura outlining a secret door, a glow highlighting a trapped flagstone, or a shimmering across the illusory wall that hides a passage beyond it.    A secret door or hidden area, for the purpose of this spell, includes anything purposefully hidden or concealed in some way by its creator. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, a mechanical pit trap, a leaf-covered pit, a door behind a hanging tapestry, or a door flush with a stone wall that is opened by a pressing a specific stone. The spell would not reveal a natural weakness in the floor, an unstable ceiling, an evil tome “hidden” in plain sight alongside other books, or a crystalline phylactery “hidden” in a display case with other crystals.    This spell merely reveals a secret’s presence and its location. You don’t learn the methods of opening, disarming, or otherwise bypassing or revealing the secret, but you do learn the general nature of the secret and, if it is a trap, the danger it poses.    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Energy Foreknowledge

4-level Divination

Casting Time: 1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage.
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Locate Creature

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bloodhound
Duration: Concentration, 1 hour
Damage/Effect: Detection
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.   This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Deep Magic Volume 2 (p.210)

Power Word Reveal

4-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: 1 round
Damage/Effect: Buff
You utter a word of power and every creature within range perceives things as they actually are. Each creature within 120 feet of you has truesight in the spell’s area until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 round for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Enchantment

XGtE

Charm Monster

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it 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 is friendly to you. 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 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Basic Rules

Compulsion

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.   Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.   A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Available for: Bard

SRD

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft. (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: three nut shells
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Harry

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a bit of fur from a game animal
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.
Available for: Bard, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Inspiring Speech

4-level Enchantment

Casting Time: 10 minutes
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Buff
The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.
Available for: Bard, Paladin

Deep Magic Volume 1

Lovesick

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a handful of red rose petals
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10Actions
1-3The creature spends its turn moping like a lovelorn teenager; it doesn't move or take actions.
4-5The creature bursts into tears, takes the Dash action, and uses all of its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
6The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature.
10The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Pacify Monster

4-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 creature 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 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Fizban's Treasury of Dragons

Raulothim's Psychic Lance

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.   The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.227)

Steal Memories

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to steal another creature’s memories. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. If the target succeeds on the saving throw by 5 or more, it knows that you tried to access its memories, and it can’t be affected by this spell again for 24 hours.    On a failed save, you steal one of the target’s memories for 24 hours. You must specify the type of memory you are trying to steal, and it must be a single event lasting no more than 1 minute, such as “the assassination of the arch duke” or “the password of the day for entrance to the thieves’ guild hideout.” If the memory doesn’t exist in the mind of the target, the spell fails. If the memory exists, you gain the full memory as if you experienced it yourself, including any sensations the target experienced.    Until the spell ends, the target can’t recall the memory. When the spell ends, the memory returns to the target, and you can no longer recall it.
Available for: Bard, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Distressing Resonance

4-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell. The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell’s area.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.210)

Power Word Rend

4-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Force
You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a Constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as Constructs, Oozes, and Undead.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.236)

Verbal Assault

4-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You utter words of power laced with deadly psychic energy. Each creature in a 30-foot cone must make an Intelligence saving throw. On a failed save, a creature takes 8d6 psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half the damage and isn’t stunned.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Bard

Illusion

Deep Magic Volume 1

Abhorrent Apparition

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Material
Materials: a gourd with a face carved on it
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.172)

Dream Shear

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Psychic
Your dark whispering strips your enemies of their hopes and dreams, as you pull their doubts to the forefront of their minds. When you cast this spell, choose up to three creatures you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 4d10 psychic damage and has disadvantage on attack rolls and saving throws until the end of its next turn, as the target’s own doubts about its abilities whisper through its mind. On a successful save, a target takes half the damage and doesn’t have disadvantage on attack rolls and saving throws.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Available for: Bard, Cleric, Sorcerer, Wizard

Book of Ebon Tides

Fire Dance

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a burning mass of rags, a pair of torches, or similar fire in both hands
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed, Incapacitated
You dance and twirl two sources of fire in a rapid pattern that leaves glowing trails. Creatures of your choice in the area that see your fire dance must make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, a target 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. The spell ends if you are incapacitated.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fog of War

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies. If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it—friend or foe—the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Invisible
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Available for: Bard, Sorcerer, Wizard

SRD

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300ft. (150 ft. cube)
Components: Verbal, Somatic, Material
Materials: a stone, a twig, and a bit of green plant
Duration: 24 hours
Damage/Effect: Control
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.   The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Available for: Bard, Druid, Warlock, Wizard

Necromancy

Deep Magic Volume 1

Binding Oath

4-level Necromancy

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Dispel
Damage/Effect: Control
You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the Bestow Curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details. The curse effect of binding oath can’t be dismissed by Dispel Magic, but it can be removed with Dispel Evil and Good, Remove Curse, or Wish. Remove Curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.
Available for: Bard, Cleric, Paladin

Deep Magic Volume 2 (p.162)

Dead Man Walking

4-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a shroud, blanket, or clothing item from the corpse
Duration: 7 days
Damage/Effect: Healing
You return a dead creature you touch to life, provided it died from a disease or poison and has been dead no longer than 10 days. The creature’s soul must be willing (without knowledge of what spell is resurrecting it) and able to rejoin its body. The creature returns to life with 1 hit point and can’t be healed further.    All diseases or poisons that afflicted the creature at the time of its death remain, but it suffers no further damage or penalties from them. The creature can’t be cured of these diseases and poisons, and it is immune to any future diseases or poisons that would afflict it. If the creature is infected with a contagious or transmissible disease or poison, it can continue infecting others.    When the spell ends, the creature dies again and can be restored to life only by means of a True Resurrection or Wish spell.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.162)

Death Toll

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You conjure a shadowy bell in front of you that rings with an ominous, ethereal tone for the duration. When you cast this spell, each creature within 30 feet of you that isn’t an Undead or Construct must succeed on a Wisdom saving throw or become frightened for the duration.    While frightened by this spell, a creature views you as a specter of death and impending pestilence, and it 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, it can make a Wisdom saving throw, ending the frightened condition on itself on a success.    Until this spell ends, each creature that starts its turn within 30 feet of you has disadvantage on death saving throws and on Constitution saving throws against disease and necrotic damage.
Available for: Bard, Cleric, Sorcerer, Warlock

Book of Ebon Tides

Drayfn's Curse of Incompetence

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a teardrop
Duration: Concentration, 1 minute
Attack/Save: INT Save
Your target momentarily forgets its technical abilities. Select a creature within range that has an Intelligence of 3 or higher. Your target must make an Intelligence saving throw or be unable to add its proficiency bonus to any ability checks, attack rolls, or saving throws it makes. An affected creature can make a new saving throw at the end of each of its turns, regaining its proficiency bonus on a success.
At higher levels: If you cast this spell using a 5th‑level slot, the duration increases to concentration, up to 10 minutes. If you cast it using a 6th-level slot, the duration increases to concentration up to 1 hour. If you cast it using a 7th-level slot, the duration is 1 hour.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Keening Wail

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a ringed lock of hair from an undead creature
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Bard, Cleric, Warlock

Deep Magic Volume 1

Raise Hero

4-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: 24 hours
Damage/Effect: Summoning
This spell is identical to Raise Dead in every way except duration; the creature is restored to life for only 24 hours. The spell can be recast on the same creature, but on the second and subsequent castings, the caster must roll a d20. If the roll equals or is less than the number of prior castings on the same creature, the spell fails and cannot affect that creature again. Each new casting resets the clock to 24 hours; it doesn’t stack another 24 hours onto a previous casting.
Available for: Bard, Cleric, Paladin

Deep Magic Volume 1

Raise Shade

4-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Summoning
This spell is identical to Raise Ghost in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it’s not sufficient to wield one in combat, or to draw a bow.
Available for: Bard, Cleric, Paladin, Warlock

Deep Magic Volume 2 (p.215)

Reshape Skeleton

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered giant bone
Duration: Concentration, 1 minute
Attack/Save: CON Save
You cause one creature you can see to suffer a bonecracking rearrangement of its skeleton. Choose one creature you can see within range that has a bony or cartilaginous skeletal structure. That creature must make a Constitution saving throw or its bone structure becomes mutable for the duration.    Until the spell ends, you can use a bonus action on each of your subsequent turns to adjust the target’s bone structure, limiting its ability to act. The target must succeed on a Constitution saving throw or take 3d10 bludgeoning damage and suffer one of the following effects of your choice until the end of its next turn: halved speed or disadvantage on attack rolls.    At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for every two slot levels above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Sacrificial Healing

4-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a silver knife
Duration: Instant
Damage/Effect: Healing
You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).
Available for: Bard, Sorcerer, Wizard

Transmutation

Deep Magic Volume 1

Giant's Jest

4-level Transmutation

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Control
This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Polymorph

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control, Shapechanging
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Bard, Druid, Sorcerer, Wizard

Specialized

Chaos Magic

Deep Magic Volume 1

Wild Shield

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Protection
You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While wild shield is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.    Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels wild shield can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect.The chance of a chaos magic surge exists regardless of whether the spell is repelled.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.
Available for: Bard, Wizard with Chaos Specialization

Deep Magic Volume 1

Fluctuating Alignment

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.
d20Alignment
1-2Chaotic Good
3-4Chaotic Neutral
5-7Chaotic Evil
8-9Neutral Evil
10-11Lawful Evil
12-14Lawful Good
15-16Lawful Neutral
17-18Neutral Good
19-20Neutral
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Chaotic Form

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Buff
You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by chaotic form.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Dragon Magic

Deep Magic Volume 1

Raid the Lair

4-level Abjuration

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of the dragon whose lair you are raiding
Duration: Concentration, 1 hour
Damage/Effect: Protection
You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.
  • Attack rolls resulting directly from lair actions are made with disadvantage.
  • Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.
  • Lair actions occur on an initiative count 10 lower than normal.
The caster has advantage on Constitution saving throws to maintain concentration on this spell.
Available for: Bard, Ranger, Wizard with Dragon Specialization

Deep Magic Volume 1

Draconic Senses

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff
You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.
Available for: Bard, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Scale Rot

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of rotten meat
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)    One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Dragon Specialization

Labyrinth Magic

Deep Magic Volume 1

Labyrinth Mastery

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of blank parchment
Duration: Concentration, 1 hour
Damage/Effect: Buff
Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.    You gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment. Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.
Available for: Bard, Ranger, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Scry Ambush

4-level Divination

Casting Time: 1 reaction, which you take when an enemy tries to make a surprise attack against you
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat. If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Reset

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Available for: Bard, Cleric, Druid, Paladin, Wizard with Temporal Specialization
< Opera of Poise
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Spellbinding Compositions

Etudes A-Z

By School

Abjuration
Conjuration
Divination
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Evocation
Illusion
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Specialized

Chaos Magic
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Labyrinth Magic
Temporal Magic

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