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Ardent Cantatas

4th Order Oratorios

Abjuration

SRD

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an item distasteful to the target
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Banishment, Control
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.   If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard

SRD

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff
You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.   If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Available for: Cleric, Paladin

SRD

Freedom of Movement

4-level Abjuration

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

Deep Magic Volume 2 (p.199)

Mass Disarm

4-level Abjuration

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

Deep Magic Volume 1

True Light of Revelation

4-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of phosphorous
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
A golden radiance spreads out from you, providing bright light up to 30 feet away, and dim light for an additional 30 feet. Any creatures or objects in the area of bright light that are invisible become visible while they are within 30 feet of you. Likewise, any magical disguises or illusions within 30 feet of you become feeble and transparent, their illusory nature obvious. These magical effects return to full potency if they move more than 30 feet away from you, or vice versa.   When a creature that has taken a different form—through spells such as Polymorph or Shapechange, or from inborn abilities, such as a druid’s wildshape feature—enters the bright light, it must succeed on a Constitution saving throw or be forced to return to its original form. Likewise, a creature attempting to change shape within the bright light must succeed on a Constitution saving throw in order to do so.
Available for: Cleric, Paladin

Conjuration

Basic Rules

Guardian of Faith

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: 8 hours
Attack/Save: DEX Save
Damage/Effect: Control, Summoning
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.   Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Available for: Cleric

Book of Ebon Tides

Moonlight Sending

4-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an offering of gemstones, incense, and oils worth at least 400 gp, which the spell consumes, set afire in an alabaster bowl
Duration: Instant
You exhort a fiend to attack a distant foe. After the offering is made, make a spell attack roll to determine which fiend is summoned:
d20ResultCR
1-4 Sending fails -
5-8 Wind Demon, or Quasit 1-2
9-12 Rattok Demon, or Bearded Devil 3-4
13-16 Lesser Lunar Devil, or Vrock 4-6
17-20 Lunar Devil, or Hezrou 8
21+ Alnaar, or Horned Devil 9-11
Once summoned, you must compel the fiend to seek out a particular creature you choose that is on the same plane of existence as you by making a DC 10 Charisma (Persuasion) check. On a success, the fiend slinks off to its target, usually but not always by night. On a failure, the fiend refuses, and the offering and the bowl are consumed in the casting.   The conjured fiend may find that the target is warded or inaccessible or simply difficult to find (whether because of invisibility or some other reason). In this case, you must make a DC 15 Charisma (Persuasion) check. On a success, the fiend returns and demands no further offering, reports its failure, and vanishes. On a failure, the fiend returns and demands another offering. If this is not immediately forthcoming, it attacks you.
Available for: Cleric, Druid, Sorcerer, Wizard

Book of Ebon Tides

Portho's Portal

4-level Conjuration

Casting Time: 1 hour
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a silver latch or key worth 100 gp, which the spell consumes
Duration: 24 hours
Damage/Effect: Liminal
You conjure a portal or doorway that links an unoccupied space you can see within range to a precise location in the mortal or fey realms—such as Midgard, the Shadow Realm, or the Summer Lands—that you have stood. The portal is a semicircular opening, which you can make 5 to 20 feet in diameter—it is often cast under a bridge, archway, or even under roots or branches of a large tree. You can orient the portal in any direction you choose. It has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. The portal lasts for the duration.   Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
At higher levels: If cast using a 5th-level or higher spell slot, you may make the portal last for 1 week after you create it. If cast using a 6th-level or higher spell slot, the shadow doorway is permanent until dispelled with a Radiant Beacon or Wish spell.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.215)

Rift

4-level Conjuration

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

Deep Magic Volume 1

Spectral Herd

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be Large or smaller. If it gets a failure on a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained.   It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing. The target also takes 3d6 bludgeoning damage from being dragged across the ground. While the target is restrained in this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can’t change it, but the ponies do swerve around impassable obstacles. They ignore difficult terrain and are immune to damage. The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can’t be severed.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.
Available for: Cleric, Paladin

Book of Ebon Tides

Storm Door

4-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a fulgurite
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Lightning
Crackling with lightning, you teleport up to 120 feet to an unoccupied space that you can see. Each creature within 5 feet of both the space you left and your new space must make a Dexterity saving throw. A creature takes 1d12 lightning damage on a failed save or half as much damage on a successful one.   On each of your turns for the duration, you can use your bonus action to call up the lightning and open such a storm door again, targeting a different space with the door each time. If you are outdoors when you cast this spell, a storm develops within 1 minute and follows you. Under such conditions, the spell’s damage increases to 2d12, and you can teleport up to 240 feet.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, a creature of your choice within 5 feet of you can teleport through the storm door with you. Accompanying creatures do not suffer the lightning damage.
Available for: Cleric, Druid, Wizard

Divination

Deep Magic Volume 1

By the Light of the Watchful Moon

4-level Divination

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow. The glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Consult the Storm

4-level Divination

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury. As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Cleric, Druid

SRD

Divination

4-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes
Duration: Instant
Damage/Effect: Foreknowledge
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.   The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.   If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.
Available for: Cleric

Deep Magic Volume 1

Energy Foreknowledge

4-level Divination

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

SRD

Locate Creature

4-level Divination

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

Enchantment

Deep Magic Volume 1

Deep Magic Power Word Pain

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a quill jabbed into your own body
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Force
When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Lovesick

4-level Enchantment

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

Obojima: Tales from the Tall Grass

Pacify Monster

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a gull's feather
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to pacify a creature you can see within range.   The target must make a Wisdom saving throw. If it fails the save, it is pacified by you until the spell ends. A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Cherub's Burning Blade

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Fire, Radiant
A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action. You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire; until someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.
Available for: Cleric, Paladin

Deep Magic Volume 1

Dessicating Breath

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clump of dried clay
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Doom of the Earthen Maw

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Control
The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained. Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.206)

Phalanx of Light

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a tiny statue of a soldier
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing, Radiant
You conjure a spectral battalion of soldiers wielding spears and shields made of light. The soldiers fill a 20-foot cube centered on a point you can see within range. The cube is filled with bright light, and you and friendly creatures within the cube have half cover. The cube is difficult terrain for hostile creatures. As a bonus action on your turn, you can move the cube up to 20 feet. A hostile creature that enters the cube for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking 2d8 piercing damage and 2d8 radiant damage on a failed save, or half as much damage on a successful one.
Available for: Cleric, Paladin

Deep Magic Volume 1

Shocking Shroud

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: 1 bit of fur and a bead of amber, crystal, or glass
Duration: 10 minutes
Damage/Effect: Protection
Arcs of electricity dance over your body for the duration, granting you resistance to lightning damage. You can end the spell early by using an action to dismiss it. In addition, whenever a creature within 5 feet of you hits you with a melee attack, arcs of electricity strike your attacker, who takes 2d8 lightning damage.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Staff of Violet Fire

4-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: mummy dust
Duration: Concentration
Damage/Effect: Creation
You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell. This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of these effects:
  • By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage.
  • By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each.
The staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.
Available for: Cleric, Wizard

Illusion

Deep Magic Volume 2 (p.172)

Dream Shear

4-level Illusion

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

Necromancy

Deep Magic Volume 2 (p.140)

Aura of Filth

4-level Necromancy

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Control, Debuff
Putrefying energy radiates in a 30-foot radius around you. Each creature in the aura, including you, has disadvantage on saving throws against poison and disease and on death saving throws. In addition, each creature in the aura can’t be cured of a disease or poison, except by means of a Heal or Wish spell.   Dying or decaying material within the aura, such as corpses, picked flowers, or food, rapidly putrefy, decaying an additional day for each round it is in the aura. This effect increases the amount of time a corpse has been dead, counting against the time limit of spells such as Raise Dead.
Available for: Cleric, Warlock

Deep Magic Volume 1

Binding Oath

4-level Necromancy

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

Deep Magic Volume 2 (p.159)

Create Plague Zombie

4-level Necromancy

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a drop of rat blood and a piece of flesh from a plague victim
Duration: Instant
Damage/Effect: Summon
This spell creates an undead servant infected with disease. Choose up to two corpses of Medium or Small Humanoids within range. Your spell imbues each target with a foul mimicry of life, raising it as a Plague Zombie. The Plague Zombie uses the game statistics of a zombie, except each time the Plague Zombie hits with a Slam attack, the target must succeed on a Constitution saving throw against your spell save DC or take poison damage equal to your spellcasting ability modifier and contract the cackle fever or sewer plague disease (your choice).    As a bonus action on each of your turns, you can mentally command any plague zombie you animated with this spell if the creature is within 60 feet of you (if you control multiple Plague Zombie, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the Plague Zombiewww will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.    The plague zombie is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to four plague zombies you have animated with this spell, rather than animating new ones.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over two additional plague zombies for each slot level above 5th. Each of the plague zombies must come from a different corpse. When you cast this spell using a spell slot of 7th level or higher, the disease the plague zombie inflicts with its Slam attack can now be cackle fever, sewer plague, or one of the diseases detailed in the contagion spell.
Available for: Cleric, Warlock

Deep Magic Volume 2 (p.162)

Dead Man Walking

4-level Necromancy

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

Deep Magic Volume 2 (p.162)

Death Toll

4-level Necromancy

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

Deep Magic Volume 1

Doom of Serpent Coils

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of poison
Duration: Instant
Damage/Effect: Poison
You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours.   On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours. Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by Protection from Poison or comparable magic.
Available for: Cleric, Druid, Sorcerer, Wizard

Book of Ebon Tides

Drayfn's Curse of Incompetence

4-level Necromancy

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

Deep Magic Volume 2 (p.178)

Festering Fever

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a stone soaked in vinegar
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
You infect a creature you can see within range with a magical, transmissible disease. The target must succeed on a Constitution saving throw or take 4d8 necrotic damage and be infected with the disease. At the start of the target’s next turn, the disease ends on the target and moves to a creature hostile to you within 10 feet of the target. The new target must succeed on a Constitution saving throw or take 3d8 necrotic damage and be infected with the disease. The disease continues moving from target to target in this way, reducing the amount of necrotic damage by 1d8 each time the disease moves to a new target. On a failed save, the final target takes 1d8 necrotic damage and this spell ends. If a target succeeds on a Constitution saving throw, it takes half the damage, and the disease doesn’t jump to a new target, ending the spell. A creature can take damage from this spell only once per casting of this spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.185)

Halo of Blood and Tears

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A halo of glowing, bloody tears appears over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion. Until this spell ends, you can transfer damage you take into healing or spell energy. Whenever you take damage, you can use your reaction to store half that damage as magical energy. This effect doesn’t reduce the damage you take, and you can’t use this reaction if you already have energy stored from a previous instance of damage you took. The energy remains stored until expended or until this spell ends. You can expend the energy as a bonus action to cause one of the following effects:
  • Healing Burst. The next spell you cast that restores hit points to a creature restores an additional amount equal to the stored energy.
  • Spell Rejuvenation. You regain one expended spell slot of a level determined by the amount of stored energy. You regain an expended 1st-level spell slot if the stored energy is at least 10 damage, a 2nd-level spell slot if the stored energy is at least 20 damage, and so on. You can’t regain multiple spell slots at once with this effect.
Available for: Cleric

Deep Magic Volume 1

Keening Wail

4-level Necromancy

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

Book of Ebon Tides

Knife of Fate

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a silver knife
Duration: Special
Attack/Save: WIS Save
You speak a word of binding fate and point your dagger. A creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the target’s fate is bound to one random ally of the target. Any damage or condition the target suffers is instead inflicted on the individual to whom they are bound, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level or are targeted by a Heal spell or partake of a Heroe's Feast spell, lifting the binding.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Not Dead Yet

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 mintue
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a cloth doll filled with herbs and diamond dust worth 100 gp.
Duration: Concentration, 1 hour
Damage/Effect: Control
You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control.    While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes .   The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage. You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Raise Hero

4-level Necromancy

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

Deep Magic Volume 1

Raise Shade

4-level Necromancy

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

Deep Magic Volume 1

Shroud of Death

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of ice
Duration: Concentration, 10 rounds
Damage/Effect: Protection
You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points.    The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.
Available for: Cleric, Wizard

Transmutation

Deep Magic Volume 1

Blade of My Brother

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: melee weapon owned by a dead ally of the target
Duration: Concentration, 4 rounds
Damage/Effect: Summoning
You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends. The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.
Available for: Cleric, Paladin

SRD

Control Water

4-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a drop of water and a pinch of dust
Duration: Concentration, 10 minutes
Attack/Save: STR Save
Damage/Effect: Bludgeoning
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.   Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.   Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.   Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Available for: Cleric, Druid, Wizard

SRD

Stone Shape

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: soft clay, which must be worked into roughly the desired shape of the stone object
Duration: Instant
Damage/Effect: Control
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Available for: Cleric, Druid, Wizard, Artificer

Specialized

Angelic Magic

Deep Magic Volume 1

Deva's Wings

4-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: Buff
You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Blood and Steel

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.    While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.    Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.
At higher levels: When you cast this spell using a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Available for: Cleric, Wizard with Blood Specialization

Deep Magic Volume 1

Blood Puppet

4-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Material
Materials: a drop of blood from the target
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

Dark Magic

Deep Magic Volume 1

Caustic Waste

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a vial of poison, acid, or other caustic substance
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid
You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell’s area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid 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 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Available for: Cleric, Druid, Sorcerer, Wizard with Dark Specialization

Deep Magic Volume 1

Servant of Doom

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration.

Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits:
  • You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground.
  • You gain truesight out to a range of 60 feet.
  • Creatures have disadvantage on Wisdom saving throws against your spells and abilities.
  • You have advantage on Intelligence- or Wisdom-based attack rolls.
Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits:
  • You ignore difficult terrain for movement purposes.
  • You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier’s thickness in feet.
  • You have advantage on Strength- or Dexterity-based attack rolls.
  • Your melee weapon attacks deal an extra 1d6 slashing damage on a hit.
Available for: Cleric, Druid, Sorcerer, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Scale Rot

4-level Necromancy

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

Elven Ritual Magic

Deep Magic Volume 1

Shadowy Retribution

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small silver cup filled with the caster's blood
Duration: 12 hour
Damage/Effect: Utility
You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your oath is invoked; a Shadow materializes within 5 feet of you. The Shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the Shadow dissipates into nothing.   Group Spellcasting. When other spellcasters aid you in casting this spell, an additional Shadow is conjured for each spellcaster other than yourself, up to a maximum of 6 shadows when you are reduced to 0 hit points.   Ritual Focus. If you expend your ritual focus, the spell summons a Banshee instead of a Shadow. If you use group spellcasting, the additional undead are still Shadow.
Available for: Cleric, Sorcerer, Warlock, Wizard with Elven Ritual Specialization

Labyrinth Magic

Deep Magic Volume 1

Moon Trap

4-level Abjuration

Casting Time: 1 hour
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: powdered silver worth 250 gp
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness. Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises. The glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.
Available for: Cleric, Druid, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Scry Ambush

4-level Divination

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

Deep Magic Volume 1

Reset

4-level Transmutation

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