Anointed Fugues
7th Order Oratorios
Abjuration
SRD
Symbol
7-level Abjuration
Conjuration
SRD
Conjure Celestial
7-level Conjuration
Deep Magic Volume 1
Conjure Greater Spectral Dead
7-level Conjuration
-
One Wraith
- One Spectral Guardian
- One Swarm of Wolf Spirits
Deep Magic Volume 2 (p.179)
Flame's Chronicle Unleashed
7-level Conjuration
Deep Magic Volume 1
Ice Soldiers
7-level Conjuration
Deep Magic Volume 2 (p.206)
Phantasmal Phalanx
7-level Conjuration
SRD
Plane Shift
7-level Conjuration
XGtE
Temple of the Gods
7-level Conjuration
Evocation
Obojima: Tales from the Tall Grass
Divine Arrow
7-level Evocation
SRD
Divine Word
7-level Evocation
- 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
Book of Ebon Tides
Ebon Tide
7-level Evocation
SRD
Fire Storm
7-level Evocation
Deep Magic Volume 2 (p.187)
Heaven's Spear
7-level Evocation
Deep Magic Volume 2 (p.199)
Mass Contagious Healing
7-level Evocation
Necromancy
Deep Magic Volume 1
Curse of Dust
7-level Necromancy
Deep Magic Volume 1
Curse of the Grave
7-level Necromancy
- 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.
Deep Magic Volume 1
Death God's Touch
7-level Necromancy
Deep Magic Volume 1
Defile Healing
7-level Necromancy
SRD
Resurrection
7-level Necromancy
Transmutation
Book of Ebon Tides
Doom of Summer Years
7-level Transmutation
SRD
Etherealness
7-level Transmutation
SRD
Regenerate
7-level Transmutation
Specialized
Angelic Magic
Deep Magic Volume 1
Seal of Sanctuary
7-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerDark Magic
Deep Magic Volume 1
Transmogrification
7-level Transmutation
- 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.
Illumination Magic
Deep Magic Volume 1
Soothing Incandescence
7-level Evocation
Temporal Magic
Deep Magic Volume 1
Alter Time Flow
7-level Transmutation
Deep Magic Volume 1
Ravages of Time
7-level Transmutation
Deep Magic Volume 1
Time Jaunt
7-level Transmutation
- 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.
Divine Oratorios
Revelatory Paean
Odes A-Z- Conjure Celestial
- Conjure Greater Spectral Dead
- Curse of Dust
- Curse of the Grave
- Death God's Touch
- Defile Healing
- Divine Arrow
- Divine Word
- Doom of Summer Years
- Ebon Tide
- Etherealness
- Fire Storm
- Flame's Chronicle Unleashed
- Heaven's Spear
- Ice Soldiers
- Mass Contagious Healing
- Phantasmal Phalanx
- Plane Shift
- Regenerate
- Resurrection
- Symbol
- Temple of the Gods
By School
AbjurationConjuration
Evocation
Necromancy
Transmutation
Specialized
Angelic MagicDark Magic
Illumination Magic
Temporal Magic
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