Celebration of the Stars
(6) Epic Declarations of Allegiance
Abjuration
XGtE
Druid Grove
6-level Abjuration
- A constant Gust of Wind in two locations of your choice
- Spike Growth in one location of your choice
- Wind Wall in two locations of your choice
XGtE
Primordial Ward
0-level (Cantrip) Abjuration
Conjuration
SRD
Conjure Fey
6-level Conjuration
Deep Magic Volume 1
Conjure Forest Defender
6-level Conjuration
Book of Ebon Tides
Conjure Giant
6-level Conjuration
SRD
Heroe's Feast
6-level Conjuration
Deep Magic Volume 2 (p.201)
Monsoon
6-level Conjuration
Deep Magic Volume 2 (p.206)
Part Clouds
6-level Conjuration
Deep Magic Volume 2 (p.230)
Thresh the Battlefield
6-level Conjuration
SRD
Transport via Plants
6-level Conjuration
SRD
Wall of Thorns
6-level Conjuration
Divination
SRD
Find the Path
6-level Divination
Evocation
Deep Magic Volume 2 (p.145)
Bombard
6-level Evocation
Deep Magic Volume 1
Fault Line
6-level Evocation
SRD
Heal
6-level Evocation
SRD
Sunbeam
6-level Evocation
Necromancy
Book of Ebon Tides
Grim Harvest
6-level Necromancy
- 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.
Transmutation
XGtE
Bones of the Earth
6-level Transmutation
Book of Ebon Tides
Doom of Stacked Stones
6-level Transmutation
Number of Turns Affected | Condition |
---|---|
1 (spell is cast) | restrained |
2 | incapacitated |
3 | stunned |
4 | paralyzed |
5 | petrified (turned to stone) |
Deep Magic Volume 1
Firewalk
6-level Transmutation
XGtE
Investiture of Flame
6-level Transmutation
- 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.
XGtE
Investiture of Ice
6-level Transmutation
- 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.
XGtE
Investiture of Stone
6-level Transmutation
- 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.
XGtE
Investiture of Wind
6-level Transmutation
- 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.
SRD
Move Earth
6-level Transmutation
Deep Magic Volume 1
Storm Form
6-level Transmutation
SRD
Wind Walk
6-level Transmutation
Specialized
Dark Magic
Deep Magic Volume 1
Investiture of Blight
6-level Transmutation
- 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.
Temporal Magic
Deep Magic Volume 1
Time Loop
6-level Transmutation
Esteem for the Balance
Allegiances
Reverent Appeals A-Z- Bombard
- Bones of the Earth
- Conjure Fey
- Conjure Forest Defender
- Conjure Giant
- Doom of Stacked Stones
- Druid Grove
- Fault Line
- Find the Path
- Firewalk
- Grim Harvest
- Heal
- Heroes' Feast
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Monsoon
- Move Earth
- Part Clouds
- Primordial Ward
- Storm Form
- Sunbeam
- Thresh the Battlefield
- Transport via Plants
- Wall of Thorns
- Wind Walk
By School
AbjurationConjuration
Divination
Evocation
Necromancy
Transmutation
Specialized
Dark MagicTemporal Magic
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