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Anointed Fugues

7th Order Oratorios

Abjuration

SRD

Symbol

7-level Abjuration

Casting Time: 1 minute
Range/Area: Touch (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: mercury, phosphorus, and powdered diamond and opal with a total value of at least 1000 gp, which the spell consumes
Duration: Until Dispelled or Triggered
Damage/Effect: Necrotic
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.   You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.   Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.   Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.   Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.   Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.   Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.   Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.   Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.   Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Available for: Bard, Cleric, Wizard

Conjuration

SRD

Conjure Celestial

7-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.   The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.   The GM has the celestial's statistics. (Sample: Pegasus)
At higher levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Available for: Cleric

Deep Magic Volume 1

Conjure Greater Spectral Dead

7-level Conjuration

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a handful of bone dust, a crystal prism worth at least 100 gp, and a platinum coin
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears: Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions.   The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.
At higher levels: When you cast this spell using a 9th-level spell slot, you summon a Deathwisp or two Ghosts instead.
Available for: Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.179)

Flame's Chronicle Unleashed

7-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of scorched platinum worth at least 100 gp, which the spell consumes
Duration: Instant
Attack/Save: CON or STR
Damage/Effect: Necrotic or Bludgeoning and Fire
You draw on the power of a historic fire, drought, or heat wave that happened within the past 100 years within 1 mile of you. You then release the condensed memory of that event in a blast that erupts in a 30-foot radius from you. When you cast this spell, you can designate a number of creatures equal to your spellcasting ability modifier to be unaffected by it. The blast causes one of the following effects of your choice:   Desiccate. Nearby water rapidly evaporates, including the water within creatures. A body or container of water in the spell’s area that fills a 10-foot cube or less evaporates instantly, including water in containers that are being worn or carried by creatures in the area. Each creature in the spell’s area must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures made mostly of water, such as water elementals, have disadvantage on the saving throw.   Swelter. The temperature of the air around you rises dramatically. Each creature in the spell’s area must make a constitution saving throw, suffering 2 levels of exhaustion on a failed save, or only 1 level of exhaustion on a successful one.   Wind. Hot wind explodes out from you. Each Tiny creature with a challenge rating of 1/4 or lower in the area that doesn’t have total cover from you immediately dies. Each Small or larger creature in the spell’s area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and 4d8 fire damage and is pushed away from you up to the edge of the spell’s area and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Ice Soldiers

7-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: vial of water
Duration: 1 minute
Damage/Effect: Summoning
You pour water from the vial and cause two Ice Soldiers to appear within range. The Ice Soldiers cannot form if there is no space available for them. The Ice Soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an Ice Soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an Ice Soldier moves farther than 30 feet from you, it immediately melts.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.206)

Phantasmal Phalanx

7-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a tiny statue of a warrior made from gold and precious stones, worth at least 250 gp
Duration: Concentration, 1 minute
Damage/Effect: Creation
You summon six golden, Phantasmal Soldier in unoccupied spaces you can see within range. Each soldier is considered Celestial, and it disappears when it drops to 0 hit points or when the spell ends.    The soldiers are friendly to you and your companions. Roll initiative for the soldiers as a group, which has its own turns. You can communicate telepathically with the soldiers as long as you are on the same plane of existence, and the soldiers obey any commands that you issue to them (no action required by you). If you don’t issue any commands to the soldiers, they defend themselves from hostile creatures or position themselves protectively next to you and your allies, each soldier moving to within 5 feet of at least one of you. While positioned protectively, a soldier can use its reaction to impose disadvantage on a melee attack roll against the target it is protecting, provided the target remains within 5 feet of the soldier.   The GM has the soldiers’ statistics, using a veteran that has a shield and is immune to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Cleric, Sorcerer, Wizard

SRD

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Banishment, Teleportation
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.   Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.   You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

XGtE

Temple of the Gods

7-level Conjuration

Casting Time: 1 hour
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a holy symbol worth at least 5 gp
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Creation, Warding
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.   You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.   The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.   The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.   In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.   Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).   The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by Dispel Magic, and Antimagic Field has no effect on it. A Disintegrate spell destroys the temple instantly.   Casting this spell on the same spot every day for a year makes this effect permanent.
Available for: Cleric

Evocation

Obojima: Tales from the Tall Grass

Divine Arrow

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a pearl worth 100 gp
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You fire an angelic arrow from a bow made of light that materializes in your hands. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d10 force damage, and until the spell ends, it becomes vulnerable to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, radiant, or thunder.   If a creature has immunity to the selected damage type, it instead has resistance to that type for the duration; if a creature has resistance to the selected damage type, it loses that resistance for the duration.
Available for: Bard, Cleric, Warlock

SRD

Divine Word

7-level Evocation

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control, Debuff, Banishment
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Available for: Cleric

Book of Ebon Tides

Ebon Tide

7-level Evocation

Casting Time: 1 action
Range/Area: 500ft. (100 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a bottle of shadows
Duration: Concentration, 1 minute
Attack/Save: CON Save
You generate a wave of shadow matter at a point on the ground that you can see within range. For the duration, black winds and currents of shadow matter whip in a 100-foot-radius circle centered on that point, modifying terrain and sometimes drowning creatures in the area. The area becomes difficult terrain. Each creature touching the ground must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
The ebon tide deals 30 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it sinks into the earth, consumed by the Shadow Realm. Any creature within a structure when it sinks must make a Constitution saving throw. On a failed save, the creature takes 2d12 necrotic damage, is knocked prone, and is blinded for 1 round. On a successful save, the creature takes half as much damage and doesn’t fall prone or become blinded.
This spell can have additional effects depending on the terrain in the area, as determined by the GM. No more than two of the following effects can be the result of one casting of ebon tide.
  Hills and Hollows. Ground rises or sinks throughout the spell’s area at the start of your next turn after you cast the spell. These changes take the form of a hill, a slip fault (a new cliff), or a hollow. A total of 1d4 such hills, slip faults, or hollows open in locations chosen by the GM. A hollow or slip fault that opens beneath a structure causes it to automatically collapse (see above). A hollow or hill can alter the flow of local water, such as a moat, stream, or lake.   Rivers, Shores, and Waters. Water in the area can adopt an old course (such as an oxbow) or be swept into a new one, starting at the start of your next turn after you cast this spell. Only one such water element can be altered by the casting of this spell. (You cannot alter both a lake and a stream feeding it, for instance.)   Shadow Mire. All ground in the area of the spell becomes shadow mire for the duration.
Available for: Cleric, Druid, Wizard

SRD

Fire Storm

7-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.   The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Available for: Cleric, Druid, Sorcerer

Deep Magic Volume 2 (p.187)

Heaven's Spear

7-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a tiny replica spear fashioned out of solid gold worth at least 250 gp
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing, Radiant
You hurl a spear of radiant light toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 piercing damage. When the spear reaches the target, regardless if it hits, it explodes in a wave of holy light. Each creature within 30 feet of the target, including the target, must make a Dexterity saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. Undead and creatures with the Sunlight Sensitivity trait have disadvantage on the saving throw.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the radiant damage increases by 1d6 for each slot level above 7th.
Available for: Cleric

Deep Magic Volume 2 (p.199)

Mass Contagious Healing

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Healing
A wave of magical disease washes out from a point of your choice within range. Choose up to three creatures in a 30-foot-radius sphere centered on that point. Each target is infected by a magical disease and regains hit points equal to 3d8 + your spellcasting ability modifier.    The next time an infected target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 2d8 + your spellcasting ability modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it. The disease continues moving from target to target in this way, reducing the amount of healing by 1d8 each time the disease moves to a new target. The final target regains hit points equal to 1d8 + your spellcasting ability modifier and that instance of the disease ends.    This spell ends early if all instances of the disease end. A creature can be healed multiple times by this spell but can have only one instance of the disease on it at a time. If a creature already has an instance of this disease and would gain another, the previous instance of the disease immediately moves to another valid target as if the creature had taken damage. This spell has no effect on Undead or Constructs.
At higher levels: When you cast this spell using a spell slot of 8th-level or higher, the healing increases by 1d8 for each slot level above 7th.
Available for: Bard, Cleric, Druid

Necromancy

Deep Magic Volume 1

Curse of Dust

7-level Necromancy

Casting Time: 10 minutes
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a piece of spoiled food
Duration: 5 days
Attack/Save: CON Save
Damage/Effect: Control
You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.
Available for: Cleric, Druid, Warlock

Deep Magic Volume 1

Curse of the Grave

7-level Necromancy

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a pinch of dirt from a freshly dug grave
Duration: Dispel
Damage/Effect: Debuff
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul. Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A Remove Curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
  • The target fails death saving throws on any roll but a 20.
  • If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
  • The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
Available for: Cleric, Sorcerer

Deep Magic Volume 1

Death God's Touch

7-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Defile Healing

7-level Necromancy

Casting Time: 1 reaction, which you take when you see a creature cast a healing spell
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.
At higher levels: When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.
Available for: Cleric, Warlock

SRD

Resurrection

7-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.   This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.   This spell closes all mortal wounds and restores any missing body parts.   Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.   Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Available for: Bard, Cleric

Transmutation

Book of Ebon Tides

Doom of Summer Years

7-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of sand from an hourglass
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Exhaustion
You rapidly reduce the age of your target. Choose a living creature within range. At the time the spell is cast and again at the start of each of your turns, your target must make a Constitution saving throw, decreasing 1d4 + 1 years in age on a successful save or 1 year on a failed one. A target ceases the de-aging process once it is reduced to infancy. A creature that is reduced in age retains all of its memories, ability scores, and features, but it gains 1 level of exhaustion for each 5 years it is reduced in age. A Medium creature reduced to childhood cannot use weapons with the heavy property. A Medium creature reduced to infancy cannot wield weapons or use tools. If the spell ends before 1 minute has passed, the target reverts to its true age. Otherwise, the targets is permanently reduced to its new age. Remove Curse and Greater Restoration can be used to return a creature to its true age.   If you ever unintentionally lose concentration on the spell, you gain levels in exhaustion equal to what the target gained from this spell.
Available for: Cleric, Sorcerer, Wizard

SRD

Etherealness

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff, Teleportation
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.   While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.   You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.   When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.   This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Regenerate

7-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a prayer wheel and holy water
Duration: 1 hour
Damage/Effect: Healing
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).   The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Available for: Bard, Cleric, Druid

Specialized

Angelic Magic

Deep Magic Volume 1

Seal of Sanctuary

7-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and special inks 250 gp, which the spell consumes
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier.    If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.    The seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.
Available for: Cleric, Wizard with Angelic Specialization

Dark Magic

Deep Magic Volume 1

Transmogrification

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of flesh from a fiend, or a feather from a celestial, each item worth at least 50 gp
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt.
  • Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered.
  • Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.
  • Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.
  • Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.
  • Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.
  • Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone.
  • Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Illumination Magic

Deep Magic Volume 1

Soothing Incandescence

7-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
A soft, white radiance spreads out from a point just above your head, creating bright light in a 30-foot radius around your present location. If you move from your present location, the area of light remains fixed. A creature in the area other than a fiend or an undead regains 1 hit point at the start of each of its turns while within the bright light. Each fiend or undead in the area takes 2d4 radiant damage at the start of each of its turns.
Available for: Cleric, Wizard with Illumination Specialization

Temporal Magic

Deep Magic Volume 1

Alter Time Flow

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an hourglass
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You control the currents of time, affecting all creatures within 30 feet of yourself. You can choose to deliver either a Haste or Slow effect (as the spell) to each creature in the area. An unwilling creature makes a Constitution saving throw, avoiding the effect on a success. Each unwilling creature must make a new saving throw if it remains in the affected area at the end of its turn. Any affected creature returns to normal if it exits the area, but if a creature reenters the area while the spell is still active, it is subject to the effect of the spell (and receives another saving throw, if unwilling).
Available for: Bard, Cleric with Temporal Specialization

Deep Magic Volume 1

Ravages of Time

7-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wilted flower
Duration: 24 hours
Damage/Effect: Debuff
You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A Greater Restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.
Available for: Cleric, Sorcerer, Wizard with Temporal Specialization

Deep Magic Volume 1

Time Jaunt

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Special
Damage/Effect: Control
Whenyou cast this spell, you step outside the normal time stream, seeming to vanish as 1 round of time passes. You can make minor alterations to the scene being played out, becoming visible for an instant each time you make an adjustment that aids an ally or hinders foes. To everyone else, you disappear when the spell is cast, then flicker into and out of view during the next round, before reappearing for good in the space you vanished from 1 round later, whereupon the spell ends. You cannot be attacked by any means while under the effect of this spell. As the round progresses, you can choose to bestow a single effect on each creature involved in the combat, choosing from the list below. You can bestow different effects which cause a specific creature to be affected multiple times, but only as a single effect per creature. You cannot take any other actions during the round.
  • Give a creature advantage or disadvantage on a saving throw it is about to make.
  • Give a creature advantage or disadvantage on an attack roll it is about to make.
  • Alter the location of a mobile object to provide or remove cover for a creature.
  • Shift objects into the path of a creature; the first 10 feet of terrain it must travel becomes difficult terrain.
  • After an attack roll is determined to be successful, adjust the angle of the strike or the positioning of the target, either causing the strike to deal half as much damage or providing a bonus to damage equal to half your level.
Available for: Bard, Cleric with Temporal Specialization
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