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Celebration of the Stars

(6) Epic Declarations of Allegiance

Abjuration

XGtE

Druid Grove

6-level Abjuration

Casting Time: 10 minutes
Range/Area: Touch (cube)
Components: Verbal, Somatic, Material
Materials: mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
Duration: 24 hours
Damage/Effect: Debuff, Summoning, Utility
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.   The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.   The entire warded area radiates magic. A Dispel Magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.   Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.   Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an Entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.   Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an Awakened Tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.   Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area: To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of Spike Growth is harmless.
Available for: Druid

XGtE

Primordial Ward

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Warding
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.   When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage.   If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Available for: Druid

Conjuration

SRD

Conjure Fey

6-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.   The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.   The GM has the fey creature's statistics. Some sample creatures are listed below.
CRCreature Name
0 Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Deer, Eagle, Giant Fire Beetle, Goat, Hawk, Hyena, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Vulture, Weasel
1/8 Blood Hawk, Camel, Flying Snake, Giant Crab, Giant Rat, Giant Weasel, Mastiff, Mule, Poisonous Snake, Pony, Stirge
1/4 Axe Beak, Blink Dog, Boar, Constrictor Snake, Draft Horse, Elk, Giant Badger, Giant Bat, Giant Centipede, Giant Frog, Giant Lizard, Giant Owl, Giant Poisonous Snake, Giant Wolf Spider, Panther, Riding Horse, Sprite, Wolf
1/2 Ape, Black Bear, Crocodile, Giant Goat, Giant Sea Horse, Giant Wasp, Reef Shark, Satyr, Warhorse
1 Brown Bear, Dire Wolf, Dryad, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture , Lion, Tiger
2 Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed TigerSea Hag
3 Giant Scorpion, Green Hag, Killer Whale
4 Elephant
5 Giant Crocodile, Giant Shark
6 Mammoth
7 Giant Ape
8 Tyrannosaurus Rex
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Available for: Druid, Warlock

Deep Magic Volume 1

Conjure Forest Defender

6-level Conjuration

Casting Time: 1 hour
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: one humanoid body, which the spell consumes
Duration: Dispel
Damage/Effect: Summoning
When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a Forest Defender. The Forest Defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the Forest Defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a True Resurrection or a Wish spell. You can have only one Forest Defender under your control at a time. If you cast this spell again, the previous Forest Defender crumbles to dust.
At higher levels: When you cast this spell using a 9th-level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.
Available for: Druid

Book of Ebon Tides

Conjure Giant

6-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
You summon a giant of challenge rating 7 or lower, which appears in an unoccupied space that you can see within range. The giant disappears when they drop to 0 hit points or when the spell ends. The giant is friendly to you and your companions for the duration. Roll initiative for the giant, which has their own turns. They obey any verbal commands that you issue to them (no action required by you) as long as the commands don’t violate their alignment. If you don’t issue any commands to the giant, they defend themself from hostile creatures but otherwise take no actions. If your concentration is broken, the giant doesn’t disappear, but instead, you lose control of them: the giant becomes hostile toward you and your companions and might attack. An uncontrolled giant can’t be dismissed by you, and they disappear 1 hour after summoned.   The GM has the giant’s statistics.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Available for: Druid, Wizard

SRD

Heroe's Feast

6-level Conjuration

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a gem-encrusted bowl worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Buff, Social
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.   A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.201)

Monsoon

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (40 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a dark rain cloud in the shape of a cylinder that is 10 feet tall with a 40-foot radius, centered on the point you can see 100 feet in the sky directly above you. The spell fails if you can’t see a point in the air where the rain cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud remains centered on you in the sky above you, and moving to a place where you don’t have a clear path to the sky ends the spell early.    Until the spell ends, heavy rain and hailstones fall in the area within 40 feet of you, pummeling creatures and objects and loosening the ground. Nonmagical fires in the area are extinguished, the area is lightly obscured, and the ground in the area is difficult terrain. Any creature other than you that starts its turn in the area must make a Dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.206)

Part Clouds

6-level Conjuration

Casting Time: 1 minute
Range/Area: Self (1 mile radius)
Components: Verbal, Somatic, Material
Materials: a sun-bleached wind instrument carved from wood
Duration: Concentration, 1 hour
Damage/Effect: Utility
The clouds miraculously part within 1 mile 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 this spell, nonmagical smoke, clouds, fog, and other obscuring mists, including the clouds in the sky, disperse in the area. Magical smoke, clouds, fog, and other obscuring mists disperse after 1 minute in the area. Until the spell ends, you can’t become lost while you travel, and the area is filled with bright sunlight if it is day or dim light if it is night.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 2 (p.230)

Thresh the Battlefield

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: wheat dipped in giant's blood
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Slashing
You create a magical threshing blade that spins and grows as it flies out from you. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d10 slashing damage and is lacerated for 1 minute. On a successful save, a creature takes half the damage and isn’t lacerated. A lacerated creature takes 1d10 slashing damage at the start of each of its turns and can’t regain hit points until the laceration ends.    At the end of each of its turns, a lacerated creature can make a Constitution saving throw. On a success, the laceration ends. Alternatively, a creature can take an action to stanch the laceration with a successful Wisdom (Medicine) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage (both initial and later) increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid

SRD

Transport via Plants

6-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Teleportation
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Available for: Druid

SRD

Wall of Thorns

6-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a handful of thorns
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Piercing
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.   A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Available for: Druid

Divination

SRD

Find the Path

6-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a set of divinatory tools-such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find
Duration: Concentration, 1 day
Damage/Effect: Detection
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.   For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Available for: Bard, Cleric, Druid

Evocation

Deep Magic Volume 2 (p.145)

Bombard

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a shard of cooled magma
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A barrage of fiery projectiles begins falling in the shape of a cylinder that is 30 feet tall with a 15-foot-radius centered on a point within range. A creature that starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. As a bonus action on your turn, you can move the sphere up to 20 feet.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fault Line

6-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Permanent
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Heal

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Available for: Cleric, Druid

SRD

Sunbeam

6-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. line)
Components: Verbal, Somatic, Material
Materials: a magnifying glass
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. 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.   You can create a new line of radiance as your action on any turn until the spell ends.   For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Available for: Druid, Sorcerer, Wizard

Necromancy

Book of Ebon Tides

Grim Harvest

6-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of gray sand and a bone chip
Duration: Instant
Attack/Save: CON Save
You reap the life force of a dying creature and use it to empower the next spell you cast. Your target must be at 0 hit points and dying or must have died within the last round. If the target is dying, it must succeed on a Constitution saving throw or die. The next time you cast a spell, you gain 1d10 + your spellcasting ability modifier in temporary hit points and can choose one of the following effects to inflict on the target in addition to the usual effects of the spell you are casting. If you do not cast another spell within 1 minute of casting this one, the effect is lost.
  • Clumsiness. Your target’s speed is halved for 1 minute, and it has disadvantage on Dexterity ability checks and saving throws. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends.
  • Fatiguing. Your target must make a Constitution saving throw, gaining 1d4 levels of exhaustion on a failed save or 1 level of exhaustion on a successful one.
  • Vampiric. You recover a number of hit points equal to half the damage you dealt. If you dealt damage to multiple creatures, you recover half the amount of damage you dealt to one of the targets.
  • Weakness. The target deals the minimum possible damage on melee attacks, if it hits, for 1 minute. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends.
  • Withering. You deal an extra 4 dice of damage of the same type as the damage dice of the spell and all damage dealt by your spell becomes necrotic damage.
Available for: Cleric, Druid, Warlock, Wizard

Transmutation

XGtE

Bones of the Earth

6-level Transmutation

Casting Time: 1 action
Range/Area: 120ft. (5 ft. cylinder)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Control
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.   If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.   If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Available for: Druid

Book of Ebon Tides

Doom of Stacked Stones

6-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: 1 granite pebble
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Restrained
You and three creatures of your choice within range must succeed on a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained. If one of the three targeted creatures fails this saving throw, as many as two other creatures (per initial target), each within 30 feet of the initial target, must make the same save. A restrained creature must continue to make saving throws each turn, and their condition worsens on a failure, as follows:
Number of Turns AffectedCondition
1 (spell is cast) restrained
2 incapacitated
3 stunned
4 paralyzed
5 petrified (turned to stone)
Each condition afflicted adds to the previous conditions. New saving throws reduce the severity of the condition affecting a target by one step on a success. If a target other than you succeeds on the saving throw while it is restrained, the spell ends for it. (You must make a saving throw each round.)
As with all concentration spells, you can end the spell at any time (no action required). If you are turned to stone, the spell ends after all affected creatures make their saving throws. Creatures recover immediately when the spell ends, except for creatures turned to stone, which remain that way until the effect is removed.
Creatures turned to stone can see, hear, and smell normally, but they don’t need to eat or breathe. If Shatter is cast on a stone creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.
Creatures transformed into stone can be restored with Dispel Magic, Greater Restoration, or comparable magic. 
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Firewalk

6-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

XGtE

Investiture of Flame

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Fire
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Investiture of Ice

6-level Transmutation

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Cold
Until the spell ends, ice rimes your body, and you gain the following benefits:
  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Investiture of Stone

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Prone
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Investiture of Wind

6-level Transmutation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Bludgeoning
Until the spell ends, wind whirls around you, and you gain the following benefits:
  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Move Earth

6-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: an iron blade and a small bag containing a mixture of soils-clay, loam, and sand
Duration: Concentration, 2 hours
Damage/Effect: Control
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.   At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.   Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.   This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.   Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Storm Form

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of wet wool
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You transform into a living storm cloud, becoming a swirling mass of black clouds illuminated from within by flickers of lightning. While in this form, your only method of movement is a flying speed of 60 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, immunity to lightning damage, and advantage on Strength, Dexterity, and Constitution saving throws.    If a creature strikes you with a melee weapon attack, it takes 3d8 lightning damage.    You can pass through small holes, narrow openings, and even mere cracks, but you treat liquids as if they were solid surfaces. You can’t fall, and you remain hovering in the air even if stunned or otherwise incapacitated. You cannot talk or manipulate objects in storm cloud form, and any objects you were carrying or holding can’t be used, dropped, or interacted with in any way. You cannot cast spells while in this form.    As an action, you can attack an opponent up to 30 feet away, dealing 3d8 lightning damage on a hit. You can also use an action to bring down rain upon a 5-foot square within your reach, drenching it and putting out any nonmagical fires in that area. Finally, you can use an action to expand your form to encompass a 20-foot-radius area, unleashing the storm’s full fury in a burst of rain, wind, lightning, and thunder. Each creature in the area is drenched with rain, takes 3d8 lightning and 3d8 thunder damage, is deafened for 1d4 rounds, and is knocked prone. A successful Constitution saving throw halves the damage and negates the deafened and prone conditions. Taking this action uses up any remaining duration of the spell, and you resume your normal form at the end of your turn.
Available for: Druid

SRD

Wind Walk

6-level Transmutation

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: fire and holy water
Duration: 8 hours
Damage/Effect: Buff
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.   If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Available for: Druid

Specialized

Dark Magic

Deep Magic Volume 1

Investiture of Blight

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of ectopasm or ghostly essence
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell’s duration. Until the spell ends, you gain the following benefits:
  • You have immunity to necrotic damage and resistance to poison damage.
  • Creatures that miss on melee attacks against you become frightened of you until the end of their next turn.
  • You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Temporal Magic

Deep Magic Volume 1

Time Loop

6-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a metal loop
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn.    If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Temporal Specialization

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