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Celebration of the Moon

(4) Rare Declarations of Allegiance

Abjuration

Deep Magic Volume 2 (p.141)

Bark Bulwark

4-level Abjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a piece of bark
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A nonmagical wall of bark erupts from the ground to protect you and your allies. Choose a space in front of or behind you. The wall forms in that space, extending 15 feet out from that space along the ground in opposite directions for a total length of 30 feet. The wall is 5 feet high, 6 inches thick, opaque, and provides three-quarters cover to creatures behind it.    If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The wall can’t otherwise occupy the same space as a creature or object. The wall must be vertical and must rest on a firm foundation, such as the ground, the floor of a building, the deck of a ship, or similar.    The wall is an object made of bark that can be damaged and thus breached. Each 10-foot section of the wall has AC 15, 100 hit points, and vulnerability to fire damage. Reducing a section to 0 hit points destroys it.    If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.151)

Chamber of Restoring Amber

4-level Abjuration

Casting Time: 1 minute
Range/Area: Self (15 ft. hemisphere)
Components: Verbal, Somatic, Material
Materials: a piece of amber worth at least 50 gp
Duration: 10 minutes
A 15-foot-radius immobile dome of amber springs into existence around and above you and remains stationary for the duration. The spell ends if you leave the area.    The amber can fit up to twelve Medium or smaller creatures inside of it. The spell fails if its area includes a larger creature or more than twelve creatures. Only creatures you designate can enter the dome through an entrance in one of the dome’s walls. All other creatures are barred from entering the amber dome. Spells and other magical effects can’t extend through the amber or be cast through it. The atmosphere inside the amber is comfortable and dry, regardless of the weather outside. The interior is dimly lit in a soft, amber glow. The amber is opaque from the outside, but it is transparent from the inside.    A creature that remains in the amber for its full duration gains the benefits of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Available for: Druid, Wizard

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

SRD

Stoneskin

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamond dust worth 100 gp, which the spell consumes
Duration: Concentration, 1 hour
Damage/Effect: Buff
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

Conjuration

SRD

Conjure Minor Elementals

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The GM has the creatures' statistics.
CR
Sample Elementals
1/4
1/2
2
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available for: Druid, Wizard

SRD

Conjure Woodland Beings

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: one holly berry per creature summoned
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The GM has the creatures' statistics. You can see some sample creatures below.
CR
Sample Woodland Creatures
1/4
1/2
1
2
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available for: Druid, Ranger

PHB

Grasping Vine

4-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.   Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Available for: Druid, Ranger

Deep Magic Volume 1

Hunting Stand

4-level Conjuration

Casting Time: 1 minute
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a crude model of the stand
Duration: 8 hours
Damage/Effect: Utility
You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.
Available for: Druid, Ranger

Book of Ebon Tides

Lunar Transfer

4-level Conjuration

Casting Time: 1 minute
Range/Area: 200ft.
Components: Verbal, Somatic, Material
Materials: an opal worth 500gp, which the spell consumes
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Fey
This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target an unwilling creature, it gains a Wisdom saving throw. On a successful save, the spell fails, and the caster appears in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the creature or object arrives there successfully.   The GM rolls d20 and consults the Lunar Transfer table below. The following destination definitions will help:
  • Grove or Magic Circle means a hallowed druid grove or a permanent teleportation circle whose sigil sequence you know.
  • Memento means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
  • Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
  • Seen Casually is someplace you have seen more than once but with which you aren’t very familiar. Viewed Once is a place you have seen once, possibly using magic.
  • Description is a place whose location and appearance you know through someone else’s description, perhaps from a map.
  • False Destination is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or perhaps you are attempting to teleport to a familiar location that no longer exists.
Also consider the following arrival definitions as well:
  • On Target. The target creature or object appears where you want it to.
  • Off Target. The target creature or object appears a random distance away from the destination in a random direction. Distance off target is 5 miles times a 1d20 roll, though never more than half the distance traveled. For example, if you sent someone 250 miles and they landed off target, and you rolled an 8 on the d20, then they would arrive off target by 40 miles. If you had sent them only 20 miles, they could not be more than 10 miles off target. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting someone to a coastal city and they wound up 20 miles out at sea, they could be in trouble.
  • Similar. Your target creature or object winds up in a different area that’s visually or thematically similar to the target area. If you are sending someone to your home laboratory, for example, they might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, the creature or object appears in the closest similar place, but since the spell has no range limit, they could conceivably wind up anywhere on the plane.
  • Mishap. The spell’s unpredictable magic results in a difficult journey. The teleporting creature or object takes 2d12 force damage, and the GM rerolls on the table to see where you wind up. (Multiple mishaps can occur, dealing damage each time.)
d20Grove or CircleMementoVery FamiliarSeen CasuallyViewed OnceDescriptionFalse Destination
1 Similar Mishap Mishap Mishap Mishap Mishap Mishap
2-5 Off target Similar Similar Similar Mishap Mishap Mishap
6-9 On target Off target Off target Similar Similar Similar Mishap
10-13 On target On target Off target Off target Off target Similar Similar
14-17 On target On target On target On target On target Off target Similar
18-19 On target On target On target On target On target On target Similar
20 On target On target On target On target On target On target Similar
Available for: Druid, Sorcerer, Wizard

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

Deep Magic Volume 2 (p.202)

Moonsphere Meteor

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small stone sphere polished smooth
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Radiant
You create a 5-foot-diameter sphere of moonrock that slams down on a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 2d8 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone  Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the moonrock to appear and slam down on a point you can see within range again.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or radiant damage (your choice) increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.203)

Mudslide

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning, Control
You create and cause a cascade of mud to flow from a point on the ground you can see within range. The mud flows in a direction of your choice in a 30-foot line that is 10 feet wide. Each object in the line that isn’t being worn or carried is buried under 5 feet of mud. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is pushed up to half the length of the line in a direction following the line, knocked prone, and buried under the mud. On a successful save, a creature takes half the damage and isn’t pushed, knocked prone, or buried. A buried creature is restrained and unable to breathe or stand up. A buried creature, or a creature within reach of a buried creature, can use its action to make a Strength check against your spell save DC. If it succeeds, the buried creature is no longer buried.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the line’s length increases by 5 feet and the damage increases by 1d10 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

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

Deep Magic Volume 1

Storm of Wings

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of honey
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm. As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.
  • Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.
  • Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks.
  • Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.
Available for: Druid, Ranger

Deep Magic Volume 1

Sudden Stampede

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a horseshoe
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.
Available for: Bard, Druid, Ranger

Tasha's Cauldron of Everything

Summon Elemental

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, 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

Elemental Spirit CR: PB

Medium elemental, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 50 +10 for each spell level above 4th
Speed: 40 ft , fly: 40 (air only) ft , burrow: 40 (earth only) ft , swim: 40 (water only) ft , can hover

STR

18 +4

DEX

15 +2

CON

17 +3

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Acid (water only Lightning and Thunder (air only Piercing and Slashing (earth only)
Damage Immunities: Poison (fire only)
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Primordial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

At higher levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Ranger, Wizard

XGtE

Watery Sphere

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft. (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a droplet of water
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Restrained
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.   Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.   The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.   As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.   When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Available for: Druid, Sorcerer, 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

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

XGtE

Charm Monster

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
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, Druid, Sorcerer, Warlock, Wizard

SRD

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft. (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: three nut shells
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. 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.
d10Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
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.
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, Druid, Sorcerer, Wizard

SRD

Dominate Beast

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the beast 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 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.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell with 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: Druid, Sorcerer

Deep Magic Volume 1

Harry

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a bit of fur from a game animal
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.
Available for: Bard, Druid, Ranger, Sorcerer, 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

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.175)

Electric Eels

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an eel's eye
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
You create two lightning bolts shaped like eels in unoccupied spaces you can see within range that last for the duration or until you cast this spell again. When you cast the spell, you can force each lightning eel to emit a single bolt of lightning at a creature within 5 feet of it. Make one melee spell attack for each eel. On a hit, the target takes lightning damage equal to 2d6 + your spellcasting ability modifier. As a bonus action on your turn, you can move each lightning eel up to 30 feet and repeat the attack against a creature within 5 feet of it. If one lightning eel is within 5 feet of you, you have resistance to lightning damage. If both eels are within 5 feet of you, you have immunity to lightning damage.
Available for: Druid, Sorcerer, Wizard

SRD

Ice Storm

4-level Evocation

Casting Time: 1 action
Range/Area: 300ft. (20 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a pinch of dust and a few drops of water
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Cold
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.217)

Seismic Shift

4-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. line)
Components: Verbal, Somatic, Material
Materials: a small piece of sandstone
Duration: Instant
Attack/Save: DEX Save, STR Save
Damage/Effect: Control
You disrupt the ground in a line 60 feet long and 10 feet wide extending from you in a direction you choose. You cause one of the following effects:   Collapse. The ground crumbles in the line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature is restrained as it sinks a few feet into the ground. On a successful save, a creature’s speed is reduced by 10 feet until the end of its next turn as its feet and legs are covered in thick layers of earth. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   Rupture. The ground bursts away from you along the line. Each creature in the line must make a Strength saving throw. On a failure, a creature is pushed up to 60 feet away from you in a direction following the line and knocked prone. On a successful save, a creature is pushed half the distance and isn’t knocked prone.
Available for: Druid, Sorcerer, Wizard

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

Obojima: Tales from the Tall Grass

Storm Stallion

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. line)
Components: Verbal, Somatic, Material
Materials: the stem of a windbloom
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
Choose a 5-foot-cube space that you can see within range. A Medium elemental stallion appears in that space out of a twisting gust of wind and charges in a direction you choose in a straight line up to 60 feet long. If the stallion appears in a space occupied by a creature that is Medium or smaller, that creature must succeed on a Dexterity saving throw or be carried along with the stallion as it moves. A creature can choose to fail this saving throw.   Each creature in the stallion’s path (excluding the creature it’s carrying, if any) must make a Dexterity saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The stallion then vanishes.
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: Druid, Paladin, Ranger, Sorcerer, Warlock

SRD

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small piece of phosphorus
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
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: Druid, Sorcerer, Wizard

Illusion

SRD

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300ft. (150 ft. cube)
Components: Verbal, Somatic, Material
Materials: a stone, a twig, and a bit of green plant
Duration: 24 hours
Damage/Effect: Control
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.   The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Available for: Bard, Druid, Warlock, Wizard

Necromancy

SRD

Blight

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.   If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.   If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
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: Druid, Sorcerer, Warlock, Wizard

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

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

Ray of Life Suppression

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Necrotic
You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic. This spell has no effect on constructs or undead.
Available for: Druid, Sorcerer, Warlock, Wizard

Transmutation

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

Deep Magic Volume 2 (p.170)

Doom of the Black River

4-level Transmutation

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: marsh water
Duration: Instant
Attack/Save: DEX
You speak a word of unmaking that devours all wood and leather in the area, destroying leather armor, shield straps, spear shafts, arrows, bows, staves, clubs, and so forth, including your own items. Objects made of other materials, such as linen, wool, glass, and metals, are unaffected. Items that are worn or held gain a collective Dexterity saving throw by the wearer. On a successful save, none of that wearer’s items are affected. Magical items are never affected by this spell.
Available for: Druid, Wizard

XGtE

Elemental Bane

4-level Transmutation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Acid, Cold, Fire, Lightning, or Thunder
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
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: Druid, Warlock, Wizard

SRD

Giant Insect

4-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Summoning
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.   Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.   A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.   The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Available for: Druid

XGtE

Guardian of Nature

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff, Shapechanging
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.   Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • ou make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Available for: Druid, Ranger

Deep Magic Volume 1

Looping Trail

4-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of rope twisted into a loop
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Polymorph

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control, Shapechanging
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature 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, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Bard, Druid, Sorcerer, 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

Deep Magic Volume 2 (p.238)

Windblown

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A blast of air forms beneath a creature you can see within range, launching the creature into the air. If the target isn’t somehow anchored to the ground, it is thrown up to 60 feet into the air. It can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the launch.    If some solid object (such as a ceiling) is encountered on the way up, the target strikes the object and takes falling damage just as if it had fallen the same distance. If the target reaches the full height of 60 feet without striking anything, it remains buoyant, bobbing in the air, for the duration and can be blown along with the prevailing wind.    When the spell ends, the target falls to the ground, taking falling damage as normal. This spell has no effect against a creature with a flying speed.
Available for: Druid, Sorcerer, Wizard

Specialized

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

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

Quick Time

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: any seed
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Control
You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.
Available for: Druid with Temporal Specialization

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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