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Celebration of the Dream

(8) Legendary Declarations of Allegiance

Conjuration

PHB

Tsunami

8-level Conjuration

Casting Time: 1 minute
Range/Area: Sight
Components: Verbal, Somatic
Duration: Concentration, 6 rounds
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.   At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.   A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Available for: Druid

Enchantment

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time: 1 hour
Range/Area: 60ft. (200 ft. cube)
Components: Verbal, Somatic, Material
Materials: either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
Duration: 10 days
Attack/Save: WIS Save
Damage/Effect: Frightened
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.   Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.   Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.   If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.   Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.   A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Available for: Druid, Wizard

SRD

Feeblemind

8-level Enchantment

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a handful of clay, glass, or mineral spheres
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.   On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.   At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.   The spell can also be ended by greater restoration, heal, or wish.
Available for: Bard, Druid, Warlock, Wizard

Deep Magic Volume 1

Harsh Light of Summer's Glare

8-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: CON Save
Damage/Effect: Control
You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.
Available for: Druid, Sorcerer, Wizard

Evocation

Deep Magic Volume 1

Disruptive Aura

8-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect
At higher levels: When you cast this spell using a 9th-level spell slot, the cube is 20 feet on a side.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Earthquake

8-level Evocation

Casting Time: 1 action
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a pinch of dirt, a piece of rock, and a lump of clay
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.   The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.   When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.   This spell can have additional effects depending on the terrain in the area, as determined by the GM.   Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.   A fissure that opens beneath a structure causes it to automatically collapse (see below).   Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Available for: Cleric, Druid, Sorcerer

SRD

Sunburst

8-level Evocation

Casting Time: 1 action
Range/Area: 150ft. (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: fire and a piece of sunstone
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.   A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   This spell dispels any darkness in its area that was created by a spell.
Available for: Druid, Sorcerer, Wizard

Transmutation

SRD

Animal Shapes

7-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 24 hours
Damage/Effect: Shapechanging
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.   The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.   The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Available for: Druid

Deep Magic Volume 1

Awaken Object

8-level Transmutation

Casting Time: 8 hours
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a ruby worth at least 1000 gp which the spell consumes
Duration: Permanent
Damage/Effect: Summoning
After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location.    The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation. An awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses.    Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom. An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.
SizeHPACAttackSTRDEXCONINTWISCHA
Tiny2018+8 to hit, 1d4+4 damage418102d62d62d6
Small2516+6 to hit, 1d8+2 damage614103d62d62d6
Medium4013+5 to hit, 2d6+1 damage1012103d63d62d6
Large5010+6 to hit, 2d10+2 damage1410103d63d62d6+2
Huge7010+8 to hit, 2d12+4 damage1810103d63d63d6
Available for: Druid

SRD

Control Weather

8-level Transmutation

Casting Time: 10 minutes
Range/Area: Self (5 miles sphere)
Components: Verbal, Somatic, Material
Materials: burning incense and bits of earth and wood mixed in water
Duration: Concentration, 8 hours
Damage/Effect: Control, Environment
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.   When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.   When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation

StageCondition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard

Temperature

StageCondition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Wind

StageCondition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
Available for: Cleric, Druid, Wizard

Specialized

Dark Magic

Deep Magic Volume 1

Frailform

8-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a mummified heart encased in amber, worth at least 1500 gp
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes 4d6 necrotic damage and must make a successful Constitution saving throw; on a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can’t hold weapons weighing more than 3 pounds, its speed is halved, and it can’t take reactions. The creature’s Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally.
Available for: Bard, Druid, Warlock, Wizard with Dark Specialization

Elven Ritual Magic

Deep Magic Volume 1

Bloom

8-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a silver acorn worth 500 gp, which is consumed in the casting
Duration: 1 year
Damage/Effect: Utility
You plant a silver acorn in solid ground and spend an hour chanting praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Choose one of the following effects, which appears and grows immediately:
  • A field planted with vegetables, ready for harvest.
  • A thick forest of stout trees and ample undergrowth.
  • A grassland with wildflowers and fodder for grazing.
  • An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.
Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. Bloom counters the effects of a Desolation spell.   Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
Available for: Cleric, Druid, Wizard with Elven Ritual Specialization

Deep Magic Volume 1

Desolation

8-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: an obsidian acorn worth 500 gp, which is consumed in the casting
Duration: 1 year
Damage/Effect: Utility
You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by desolation. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. Desolation counters the effects of a bloom spell.    Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
Available for: Cleric, Druid, Wizard with Elven Ritual Specialization

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