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Apocalyptic Beast's Legerdemain

3rd Level Magica of the Old Ones

Abjuration

Basic Rules

Counterspell

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Damage/Effect: Negation
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 2 (p.180)

Flames United

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sphere of gold or silver worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a magical flaming orb that floats over your head. The orb sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The orb has three charges. When a creature you can see within range takes damage, you can use your reaction to expend one of the charges and hurl a magical flame from the orb toward that target. Flames envelop the target, reducing the damage it takes by 1d4 + your spellcasting ability modifier. The creature that dealt the damage to the target must succeed on a Dexterity saving throw or take fire damage equal to 1d4 + your spellcasting ability modifier. The radius of light emitted by the orb then decreases by 10 feet. When you expend the last charge, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the orb has one additional charge for every two slot levels above 3rd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Intellect Fortress

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Buff
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

SRD

Magic Circle

3-level Abjuration

Casting Time: 1 minute
Range/Area: 10ft. (10 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Control, Debuff
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:   The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

Conjuration

Deep Magic Volume 2 (p.149)

Busy Bee

3-level Conjuration

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: tiny carving of a bee worth 50 gp
Duration: 1 hour
You summon a spirit that animates the bee carving for up to 8 hours, which attaches to your clothing, sits on your equipment, or otherwise remains within 1 foot of you. If the bee is ever more than 1 foot away from you, this spell ends.    When you lose concentration on a spell of 3rd level or lower, the spirit animating the bee takes over and maintains concentration on that spell until that spell ends or this spell ends, whichever has a shorter duration. While the spirit is maintaining concentration on a spell, you can’t cast a spell that requires concentration.    The spirit can’t be attacked or destroyed, and its concentration can’t be interrupted. You can dismiss this spell at any time (no action required), and a dispel magic spell cast on the bee, if successful, ends this spell.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spirit can concentrate on spells with a spell level up to the spell slot you used, and the duration increases by 1 hour for each slot level above 3rd.
Available for: Bard, Druid, Warlock

Obojima: Tales from the Tall Grass

Butterfly Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: insect legs
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Control
You create a chaotic cloud of butterflies in a 20-foot-radius sphere centered on a point you choose within range. The area is heavily obscured, and resting smoke or fog in the area is dispersed.   Creatures of your choice in the area when you cast this spell ignore the following effects. For the duration, the affected area is difficult terrain. When a creature attempts to leave the spell’s area, it must make a Strength saving throw. On a failed save, it is pulled back to an unoccupied space closest to the center of the sphere.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Cloak of Vermin

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a handful of dead flies
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.
Available for: Druid, Warlock

Obojima: Tales from the Tall Grass

Dara Blocks

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (1 ft. cube)
Components: Verbal, Somatic, Material
Materials: a pinch of sand and a piece of pottery
Duration: 1 minute
Damage/Effect: Utility
You create five 1-foot cubes of magical force known as dara blocks. Each dara block appears in a different unoccupied space of your choice within range and becomes magically fixed in place. The blocks are invisible to all creatures except you and any creature you designate when you cast the spell. A creature that can see the dara blocks (including one benefiting from See Invisibility or truesight) sees a luminous cube made of a transparent, dark green light.   A block fixed in the air can hold up to 5,000 pounds of weight. More weight causes the block to fall. A creature can use an action to make a Strength check against your spell save DC, moving the fixed block up to 10 feet on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can create two additional dara blocks for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Gloomwrought Barrier

3-level Conjuration

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a piece of obsidian
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.
Available for: Cleric, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Grim Shadows

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (15 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing
Sharp, spear-like shadows fill a 15-foot square of ground that you can see within range. For the duration, these shadows obscure creatures within the area, giving them half cover.   When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d8 piercing damage and be blinded until the spell ends. A creature that starts its turn in the area and is already blinded takes 1d8 piercing damage.   A creature blinded by grim shadows can use its action to make a Dexterity or Wisdom saving throw (its choice) against your spell save DC. On a success, its sight returns.
Available for: Warlock, Wizard

PHB

Hunger of Hadar

3-level Conjuration

Casting Time: 1 action
Range/Area: 150ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pickled octopus tentacle
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Cold, Acid
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.   The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
Available for: Warlock

Deep Magic Volume 1

Impending Ally

3-level Conjuration

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: a broken chain link
Duration: Concentration, 2 rounds
Damage/Effect: Summoning
You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.209)

Power Word Fling

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: STR Save
You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone  After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone. As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Riptide

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: STR Save
Damage/Effect: Control
With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder. At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:
  • Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.
  • Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.
Available for: Sorcerer, Warlock, Wizard

Book of Ebon Tides

Shadow Portal

3-level Conjuration

Casting Time: 1 action
Range/Area: 200ft.
Components: Verbal, Material
Materials: a silver door latch worth 50 gp, which the spell consumes
Duration: 1 minute
Damage/Effect: Liminal
You create a door in the nearest wall, cliff, tree, or similar structure. It is immediately bound to a similar door up to 200 feet away. The near door must be a place within 10 feet that you can see while the distant door can be one that you can visualize or that you can describe by stating distance and direction, such as 100 feet straight down or 50 feet to the northwest and upward at a 45-degree angle.   Once the door is conjured, you can take actions normally to open and pass through the near portal, which immediately teleports you to the distant portal. Other creatures may do the same while the spell remains. The spell ends after the duration or when someone closes the distant portal’s door as a bonus action.
At higher levels: If cast at 5th level, this spell can open the door to a shadow road. This may require additional somatic or material components specific to that road, and lacking those, the spell fails and is wasted.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Spider Song

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal, Material
Materials: a leg from a song spider or a tiny lute strung with spider silk
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Incapacitated
You sing a piping tune and conjure shadows into enormous, ever-growing webs. The area within a 20-foot cube within range is filled with shadows, and the area is lightly obscured and provides half cover to any creature within. You may create a new cube of shadows in range every other round so long as you retain concentration, in which case the previous cube disappears 1 round later. Cubes can overlap but there is no cumulative effect from it.   Each creature that enters the area or starts its turn in the area must make a Dexterity saving throw. On a failed save, the creature is incapacitated for as long as it remains in the shadows or until it breaks free. A creature incapacitated by the shadows can make a Strength check each round against your spell save DC. If it succeeds, it is no longer incapacitated.   The shadows can be removed from a single 20-foot cube with a Daylight spell.
Available for: Bard, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Summon Fey

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded flower worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Fey Spirit CR: PB

Small fey, summoner's alignment
Armor Class: 12 + level of the spell (natural armor)
Hit Points: 30 +10 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Senses: Darkvision 60ft., Passive Perception 10
Languages: Sylvan, Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).   Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:

  • Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
  • Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
  • Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Druid, Ranger, Warlock, Wizard

XGtE

Summon Lesser Demon

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of blood from a humanoid killed within the past 24 hours
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.
d6Demons Summoned
1-2 Two demons of challenge rating 1 or lower
3-4 Four demons of challenge rating 1/2 or lower
5-6 Eight demons of challenge rating 1/4 or lower
The DM chooses the demons, such as Manes or Dretch, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.   The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.   As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At higher levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.
Available for: Warlock, Wizard

Tasha's Cauldron of Everything

Summon Shadowspawn

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: tears inside a gem worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Shadow Spirit CR: PB

Medium monstrosity, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 35 + 15 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Necrotic
Condition Immunities: Frightened
Senses: Darkvision 120ft., Passive Perception 10
Languages: Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.   Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level cold damage.   Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.

At higher levels: When youc ast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Warlock, Wizard

Deep Magic Volume 1

Terrifying Lash

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
A faintly luminous whip of energy coalesces in your hand. The whip has reach, and you can take an action to make a melee attack roll against a target on your turn, using your spellcasting ability modifier as a bonus on the attack roll. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a failed save, the target is frightened for 1d4 rounds. If you attack a target with this spell that is already frightened, you gain advantage on the attack roll, and the target has disadvantage on its Wisdom saving throw.
Available for: Warlock

XGtE

Thunder Step

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.   You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport 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, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Divination

Deep Magic Volume 1

Life Sense

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clear piece of quartz
Duration: Concentration, 10 minutes
Attack/Save: CHA Save
Damage/Effect: Utility
For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Mortal Insight

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.
Available for: Cleric, Druid, Ranger, Warlock

Deep Magic Volume 1

Opportunistic Foresight

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Sidestep Arrow

3-level Divination

Casting Time: 1 reaction, which you take when an enemy targets you with a ranged attack
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved.    At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks.   After you move, the ranged attack is resolved with the intervening foe as the target instead of you.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a small clay model of a ziggurat
Duration: 1 hour
Damage/Effect: Communication, Social
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 1

Alone

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Chilling Words

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a strip of paper with writing on it
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Psychic
You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell.    At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective. When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward.    You can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Cynophobia

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dog's tooth
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.
At higher levels: When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

XGtE

Enemies About

3-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control, Debuff
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.   Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.181)

Flight of Ideas

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a moonstone worth 500 gp
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You tap into the realm of the fey and fill the mind of one Humanoid you can see within range with eerie ideas, thoughts, and songs of the fey. The target must succeed on a Charisma saving throw or be bewildered for the duration. The bewildered target must spend each of its turns moving up to half its speed in a random direction and chattering eccentrically, expressing the ideas infiltrating its mind. This movement doesn’t provoke opportunity attacks.    At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional Humanoid for each slot level above 3rd. The Humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Acquisitions Incorporated

Incite Greed

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a gem worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.   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.
Available for: Cleric, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Booster Shot

3-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell. [1] 2d10 acid damage to all creatures within 10 feet of the target [2] 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target [3] 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn [4] 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon [5] 2d10 force damage to the target, and the target is pushed 20 feet [6] 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.
Available for: Ranger, Sorcerer, Warlock

Deep Magic Volume 2 (p.177)

Everan's Scorching Serpents

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of ash wrapped in snakeskin
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Fire
You summon a serpent made of flames to burn and constrict one creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 4d6 fire damage and is grappled by the fiery serpent. On a successful save, the target takes half the damage and isn’t grappled. At the end of each of the grappled target’s turns, it takes 2d6 fire damage. A creature grappled by the fiery serpent can use its action to make a Strength or Dexterity check (the target’s choice) against your spell save DC. If it succeeds, it is no longer grappled, and the spell ends on it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The targets must be within 30 feet of each other when you target them.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Frozen Razors

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: water from a melted icicle
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Slashing, Cold
Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Light Snare

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Restrained
A shimmering band of light streaks toward a target within range and envelops it in a spectacular burst of light. Make a ranged spell attack against the target. On a hit, the target is restrained, and it is magically fixed in place until the end of its next turn.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Nightfall

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range.The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.
Available for: Cleric, Druid, Warlock

Deep Magic Volume 1

Phase Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Somatic, Material
Materials: a bit of colored glass
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Sudden Dawn

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.
Available for: Cleric, Druid, Warlock, Wizard

Deep Magic Volume 2 (p.236)

Vortex of Steam

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire, Control
A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another Dexterity saving throw. On a failed save, it takes 3d6 fire damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex.    Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the Dexterity saving throw with the DC equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd.
Available for: Druid, Sorcerer, Warlock, Wizard

Illusion

Deep Magic Volume 1

Closing In

3-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it.    The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats 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 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Bard, Warlock, Wizard

SRD

Fear

3-level Illusion

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic, Material
Materials: a white feather or the heart of a hen
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Frightened
You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.   While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Going in Circles

3-level Illusion

Casting Time: 10 minutes
Range/Area: Sight
Components: Verbal, Somatic, Material
Materials: a piece of the target terrain
Duration: 24 hours
Damage/Effect: Control
You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically.   The terrain itself isn’t changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell.   A creature that casts Find the Path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Hypnotic Pattern

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft. (30 ft. cube)
Components: Somatic, Material
Materials: a glowing stick of incense or a crystal vial filled with phosphorescent material
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Major Image

3-level Illusion

Casting Time: 1 action
Range/Area: 120ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of fleece
Duration: Concentration, 10 minutes
Damage/Effect: Control
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).   As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Outflanking Boon

3-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff
This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats 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 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Necromancy

Deep Magic Volume 1

Blood Offering

3-level Necromancy

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Dark Heraldry

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened. 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. The creature makes this saving throw with disadvantage if you can see it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Druid, Warlock

Deep Magic Volume 2 (p.190)

Immolating Geist

3-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a length of charred linen ribbon
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Fire
A Medium spectral humanoid engulfed in ghostly flames appears in an unoccupied space you can see within range. As a bonus action on your turn, you can move the flaming spirit up to 20 feet. The spirit can enter the space of another creature and can pass through objects, such as walls, provided you can see the destination space. A creature that starts its turn in the spirit’s space must make a Wisdom saving throw, taking 3d6 fire damage and 3d6 necrotic damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 fire damage for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Mass Hobble Mount

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.
Available for: Cleric, Druid, Paladin, Ranger, Warlock, Wizard

Deep Magic Volume 2 (p.204)

Obviating Shadow

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a piece of coal carved into a humanoid shape
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Necrotic
You give your shadow a semblance of life, allowing it to move differently from how nearby light might direct your shadow to move. Until the spell ends, when you take damage, you can use your reaction to prevent the damage to yourself, moving it into the shadow. When the shadow has absorbed 30 damage, it ruptures. You and each creature within 5 feet of you must make a Dexterity saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell then ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, your shadow can absorb 10 more damage for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for every two slot levels above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.208)

Plague Walk

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of pus
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You conjure a trail of sickly, yellowish-green miasma that follows in your footsteps and lingers on your trail. This miasma is visible as a mist hovering in each space you leave. The mist remains in each of those spaces, forming a trail behind you, for 10 minutes before fading. The mist forms only along the ground and doesn’t form in spaces you left by flying, swimming, or similarly not in contact with the ground.    A creature that enters the miasma for the first time on a turn or starts its turn there must succeed a Constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success. Nonmagical plants that aren’t creatures, such as trees and shrubs, wither and die in the miasma in your wake.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the miasma lasts for an additional 10 minutes for each slot level above 3rd.
Available for: Cleric, Sorcerer, Warlock

Deep Magic Volume 2 (p.212)

Purge

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control, Damage
A gout of caustic bile streams from your mouth. You can choose to create a toxic circle around yourself or send a stream of bile at one creature.   Circle. You turn in a quick circle as you cast this spell, covering the ground in a 15-foot radius centered on you in slippery, acidic bile for 1 minute. The area becomes difficult terrain, and each creature, other than you, that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or become poisoned while it remains within the spell’s area.   Targeted. You spray a jet of caustic bile at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage and is poisoned until it, or another creature within reach of it, uses an action to wipe off the bile.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the circle’s radius increases by 5 feet for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Raise Ghost

3-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
You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via magic spells, items, or potions.    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.    Coming back from the dead is an ordeal. The target has a −4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by Raise Dead or comparable magic. Raise ghost has no effect if cast on an undead creature.
Available for: Bard, Cleric, Paladin, Warlock

Deep Magic Volume 1

Seeping Death

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 3 days
Attack/Save: CON Save
Damage/Effect: Debuff
Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.    Seeping Death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.
Available for: Cleric, Druid, Warlock

Tasha's Cauldron of Everything

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Cold
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Deep Magic Volume 1

Spiteful Weapon

3-level Necromancy

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a melee weapon that has been used to injure the target
Duration: Concentration, 5 rounds
Attack/Save: CHA Save
Damage/Effect: Damage
You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one.    The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
At higher levels: The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Summon Undead

3-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded skull worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Undead Spirit CR: PB

Medium undead, summoner's alignments
Armor Class: 11 + spell level (natural armor)
Hit Points: 30 (ghostly and putrid only) or 20 (skeletal only) +10 for each spell level above 3rd
Speed: 30 ft , fly: 40 (ghostly only) ft , can hover

STR

12 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

9 -1

Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60ft., Passive Peception 10
Languages: Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.   Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.   Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage.   Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

Deep Magic Volume 1

Touch of the Unliving

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Sorcerer, Warlock, Wizard

SRD

Vampiric Touch

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Necrotic
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Warlock, Wizard

Transmutation

Deep Magic Volume 1

Ears of the Bat

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of bat fur
Duration: Concentration, 1 hour
Damage/Effect: Buff
You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet. You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.
Available for: Druid, Warlock

PHB

Elemental Weapon

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Damage
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Available for: Paladin, Artificer

Deep Magic Volume 2 (p.181)

Flittering Eyes

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You force the eyes of a creature you can see within range to fly out of its head. The target must succeed on a Constitution saving throw or be blinded for the duration, as its eyes sprout wings and flitter out from its head. At the start of each of the creature’s turns, each eye flies 30 feet in a random direction without provoking opportunity attacks. Each eye has an Armor Class equal to your spell save DC, or a creature within 5 feet of an eye can catch it with a successful Dexterity check against your spell save DC. If an eye is hit or caught, it disappears in a poof of smoke. If at least half the target’s eyes are hit or caught, the spell ends on the target, ending the blinded condition and returning the target’s eyes to it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock

SRD

Fly

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a wing feather from any bird
Duration: Concentration, 10 minutes
Damage/Effect: Movement
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard, Artificer

SRD

Gaseous Form

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of gauze and a wisp of smoke
Duration: Concentration, 1 hour
Damage/Effect: Buff, Movement
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.   While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.   While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Ire of the Mountain

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of coal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target.    A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless.    This spell cannot affect magic items.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Mire

3-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a vial of sand mixed with water
Duration: 1 hour
Attack/Save: STR Save
Damage/Effect: Control
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.
Available for: Cleric, Druid, Warlock, Wizard

Obojima: Tales from the Tall Grass

Plummet

3-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure an enormous glowing force, which wraps around a flying creature within range, and attempt to pull it out of the air. The target must make a Dexterity saving throw. On a failed save, it is pulled to the ground and takes falling damage as normal (1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6). On a successful save, the creature drops halfway to the ground and takes no damage.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Potency of the Pack

3-level Transmutation

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a few hairs from a wolf
Duration: 1 minute
Damage/Effect: Buff
You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:
  • Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
  • Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
Available for: Druid, Ranger, Warlock

Deep Magic Volume 1

Sir Mittinz's Move Curse

3-level Transmutation

Casting Time: 1 hour
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a finely crafter hollow glass sphere and incense worth 50 gp, which the spell consumes
Duration: Instant
Damage/Effect: Control
When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.
Available for: Bard, Druid, Paladin, Warlock, Wizard

Deep Magic Volume 1

The Throes of Ecstasy

3-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a hazel or oak wand
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd.The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Specialized

Blood Magic

Deep Magic Volume 1

Blood Armor

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Materials: you must have just struck a foe with a melee weapon
Duration: 1 hour
Damage/Effect: Protection
When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect.The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.
Available for: Sorcerer, Warlock, Wizard with Blood Specialization

Clockwork Magic

Deep Magic Volume 1

Thousand Darts

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a set of mithral darts worth 25 gp
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You launch thousands of needlelike darts in a 5-foot-wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Foreceful Repurposing

3-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within range casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Damage/Effect: Control
You attempt to hijack a spell being cast and redirect it to serve your purpose. Make an ability check using your spellcasting ability against a DC of 13 + the spell’s level. On a successful check, you choose the target or targets for the spell. Your targets must be valid targets for the spell based on the caster’s ability and the range of the spell, but using your distinctions for friendly and hostile creatures.
Available for: Sorcerer, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Glimpse the End

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a pinch of grave dust or a piece from a tombstone
Duration: Instant
Damage/Effect: Utility
You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Hellfire Blitz

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn’t provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You leave a 5-foot-wide line of hellfire burning behind you in your path.    This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Paladin, Sorcerer, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Catch the Breath

3-level Transmutation

Casting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Protection, Force
You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
Available for: Bard, Cleric, Warlock, Wizard with Dragon Specialization

Fiendish Magic

Deep Magic Volume 1

Chains of Perdition

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a few links of iron chain
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Psychic
Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The chains remain until the spell ends.    If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard with Fiendish Specialization

Deep Magic Volume 1

Demon Within

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a vial of blood from a humanoid killed within the previous 24 hours
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Force
One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time. If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.   Example Demons:
Shadow Demon
Quasit
Dretch
Available for: Warlock, Wizard with Fiendish Specialization

Labyrinth Magic

Deep Magic Volume 1

Dimensional Shove

3-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can’t reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.
Available for: Bard, Warlock, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Lesser Maze

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control
This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.
Available for: Sorcerer, Warlock, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Confound Senses

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a broken compass
Duration: Concentration, 10 minutes
Attack/Save: INT Save
Damage/Effect: Control
This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.
Available for: Cleric, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Ring Magic

Deep Magic Volume 1

Innocuous Aspect

3-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a paper ring
Duration: Concentration, 10 minutes
Damage/Effect: Control
An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse. A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Call Shadow Mastiff

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a dog's tooth
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You conjure a Shadow Mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds. The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part. The mastiff disappears when it drops to 0 hit points or when the spell ends.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Legion

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a toy soldier
Duration: Concentration, 1 minute
Damage/Effect: Summoning, Necrotic
You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic

Shadow Tendrils

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Cold
Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained.   A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself.   On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you.   The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Arcana

3-level Divination

Casting Time: 1 reaction, which you take when an enemy you can see casts a spell
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard with Temporal Specialization
< Chthonic Grimoire
Sections

Eldritch Magika

Manifestations A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Clockwork Magic
Dark Magic
Dragon Magic
Fiendish Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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