BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Chtulu's Manipulations

6th Level Magica of the Old Ones

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 2 (p.164)

Dimensional Rending

6-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crystal knife worth at least 500 gp
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Damage, Control
You conjure swirling, magical vortexes around one creature you can see within range. The vortexes flank the creature and pull it in opposite directions, tearing limbs and flesh. The target must make a Strength saving throw. On a failed save, it takes 3d10 force damage and its speed is halved until the end of its next turn. On a successful save, it takes half the damage and its speed isn’t reduced. Until the spell ends, you can use a bonus action on each of your turns to force this creature to repeat the saving throw, taking damage and reducing its speed as normal. The spell ends early if the target is ever outside the spell’s range.
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, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.174)

Een's Armor of Glass

6-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a glass marble inlaid with silver worth at least 50 gp
Duration: 1 hour
Damage/Effect: Buff
You conjure a magical suit of glass armor over your existing armor and apparel for the duration. The glass armor appears in any color and style you choose. If you are wearing heavy armor, you have disadvantage on attack rolls as the bulk of the glass armor on top of the heavy armor limits your range of movement. Until this spell ends, your AC increases by 3 and you have advantage on saving throws against spells and effects that would alter your form.    When you cast this spell, the armor has a number of charges equal to your spellcasting ability modifier. Whenever you take cold, fire, lightning, or poison damage, you can use your reaction to expend a charge and reduce that damage to zero. The spell ends early if all charges are expended.    If you take thunder damage while wearing this glass armor, you must make a Constitution saving throw as if you were concentrating on a spell. On a failed save, this spell ends, as the glass armor shatters from the thunder damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

XGtE

Scatter

6-level Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control, Teleportation
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Available for: Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Summon Fiend

6-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: humanoid blood inside a ruby vial worth at least 600 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, 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

Fiendish Spirit CR: PB

Large fiend, summoner's alignment
Armor Class: 12 + spell level (natural armor)
Hit Points: 50 (demon only) or 40 (devil only) or 60 (yugoloth only) +15 for each spell level above 6th
Speed: 40 ft , fly: 60 (devil only) ft , climb: 40 (demon only) ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

16 +3

Damage Resistances: Fire
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft., Passive Perception 10
Languages: Abyssal, Infernal, telepathy 60ft.
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.   Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.   Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down).   Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.   Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.   Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

Divination

SRD

True Seeing

6-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Duration: 1 hour
Damage/Effect: Detection
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Enchantment

SRD

Mass Suggestion

6-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control, Social
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.   Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.   You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.   If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Available for: Bard, Sorcerer, Warlock, Wizard

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

Illusion

XGtE

Mental Prison

6-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Psychic
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.206)

Phantasm

6-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a sympathetic item from the target, a pinch of grave dirt, and powdered sapphire worth at least 5000 gp, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You reach out with your consciousness and influence the dreams of another creature. The creature must be on the same plane of existence as you and have a minimum Intelligence score of 7. If the target is not asleep or in meditation (in the case of elves or similar creatures) when the spell is cast, the spell fails. This spell has no effect on Constructs or Undead.    The target must make a Wisdom saving throw. On a failed save, the target’s dream becomes a nightmare, and it takes 4d10 psychic damage. On a successful save, the target takes half the damage, the spell ends, and you take 4d10 psychic damage as you are shoved from the dream. At the start of each of its turns, the target can make another Wisdom saving throw, taking 4d10 psychic damage on a failed save, or ending the spell on a successful one. Once the target succeeds on its saving throw, it can’t be affected by this spell again until 7 days have passed. The target can’t wake itself, but if it is awakened by an outside force or if it is reduced to 0 hit points, the spell ends.    If the target succeeds on the saving throw, it can make a Wisdom (Insight) check against your spell save DC. On a success, if the target is familiar with you, it recognizes you as the attacker. If the target succeeds but is unfamiliar with you, it doesn’t recognize you, though at the GM’s discretion, it may vaguely recognize you at a later date if you cross paths.    For the duration of the spell, your body lies in repose in the location you cast the spell. You are blind and deaf to your body’s surroundings, though you can feel and are aware if you take damage. If your body is moved, the spell ends. If your target is awakened, the spell ends.
At higher levels: When you cast this spell at 7th level or higher, you deal an additional 1d10 psychic damage per spell slot above 6th.
Available for: Sorcerer, Warlock, Wizard

Necromancy

Deep Magic Volume 1

Avronin's Astral Assembly

6-level Necromancy

Casting Time: 10 minutes
Range/Area: Unlimited
Components: Verbal, Material
Materials: a spool of fine copper wire and a gem worth at least 100 gp for each target
Duration: Concentration, 1 hour
Damage/Effect: Communication
You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.    When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically. A creature can end the spell's effect on itself voluntarily at any time, as can you.   When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.
Available for: Warlock, Wizard

SRD

Circle of Death

6-level Necromancy

Casting Time: 1 action
Range/Area: 150ft. (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: the powder of a crushed black pearl worth at least 500 gp
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic 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, the damage increases by 2d6 for each slot level above 6th.
Available for: Sorcerer, Warlock, Wizard

SRD

Create Undead

6-level Necromancy

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse
Duration: Instant
Damage/Effect: Control, Creation
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)   As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At higher levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Available for: Cleric, Warlock, Wizard

Deep Magic Volume 1

Extract Knowledge

6-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a blank page
Duration: Instant
Damage/Effect: Communication
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.
Available for: Bard, Cleric, Warlock, Wizard

SRD

Eyebite

6-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.   Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.   Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.   Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Available for: Bard, Sorcerer, Warlock, Wizard

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

Deep Magic Volume 2 (p.204)

Ominous Shadow

6-level Necromancy

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a horn from a creature native to the Plane of Shadow
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
When you cast this spell, you extend your shadow out in a 60-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn’t have disadvantage on attack rolls and saving throws from this spell.
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: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.207)

Plague Hysteria

6-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of ashes
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
Your touch curses a creature that isn’t a Construct or Undead with the symptoms of a disease of your choice, which can include cackle fever, sewer plague, or any of the diseases caused by the contagion spell or found in the Random Disease table. The target must succeed on a Wisdom saving throw or become convinced it is suffering from a disease, including manifesting physical symptoms. However, it suffers no actual damage, conditions, or penalties from this disease. All symptoms are superficial and vanish when the spell ends. This is a curse, not a disease, and as such, spells and effects that cure or detect diseases have no effect.    While cursed and manifesting symptoms, the target emits an aura of hysterical fear. A creature that isn’t a Construct or Undead and that comes within 60 feet of the target must succeed on a Wisdom saving throw or become frightened of the target.    While frightened, that creature must take the Dash action and move away from the target by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the cursed target, the creature can make a Wisdom saving throw against your spell save DC, ending the frightened condition on itself on a success. If a creature’s saving throw is successful or the frightened effect ends for it, the creature can’t be frightened by this spell again for the next 24 hours.
d10DiseaseDescription
1Blinding SicknessPain grips the creature's mind, and its eyes turn milky white.
2Cackle FeverThis disease targets humanoids, though gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname the shrieks.
3Filth FeverA raging fever sweeps through the creature's body, making it feel weak.
4Flesh RotThe creature's flesh visibly decays.
5MindfireThe creature's mind becomes feverish.
6Rotten PoxThe creature feels exhausted, as if suffering from one level of exhaustion and develops oozing black sores all over its body.
7SeizureThe creature is overcome with shaking.
8Sewer PlagueThe creature feels exhausted, as if suffering from one level of exhaustion, struggling with fatigue and painful cramps.
9Sight RotThe creature suffers with bleeding from the eyes and seems to gradually lose its sight, with its vision becoming blurry toward the end of the first 24 hours.
10Slimy DoomThe creature begins to bleed uncontrollably.
Available for: Cleric, Warlock

XGtE

Soul Cage

6-level Necromancy

Casting Time: 1 reaction which you take when a humanoid you can see within 60 feet of you dies
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a tiny silver cage worth 100 gp
Duration: 8 hours
Damage/Effect: Buff, Healing, Utility
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.   Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.   Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.   Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.   Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.   A creature that can see the sensor (such as one using See Invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.229)

Stygian Eye

6-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a black spherical bead
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You create a spherical eyeball from magical shadow that floats just behind and above your head. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can cause the eye to emit one of the following effects:   Darkbolt. The eye sends a bolt of shadowy energy at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 cold damage and 2d6 necrotic damage.   Envenomed Pulse. The eye releases a sickening, strobing pulse at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and is poisoned until the end of its next turn.   Shadow Sentry. The eye emits magically disruptive pulses. The eye interrupts the next spell cast within 60 feet of you by a hostile creature before the start of your next turn. The spell must include you as a target or in its area and must be of 6th level or lower, otherwise the eye doesn’t interrupt the spell. An interrupted spell fails and has no effect. If the eye interrupts a spell, the eye disappears, and this spell ends.   Umbrage Beam. The eye sends a beam of disorienting shadow at a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d6 and the poison damage increases by 1d8 for each slot above 6th. When you cast this spell using a spell slot of 7th level or higher, the eye’s Shadow Sentry effect can interrupt a spell if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Tolling Doom

6-level Necromancy

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a bronze bell
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Debuff
A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell. This spell has no effect on a target that has an Intelligence score lower than 3.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can affect one additional target for each slot level above 6th.
Available for: Cleric, Warlock

Transmutation

Deep Magic Volume 1

Entomb

6-level Transmutation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a chip of granite
Duration: 8 hours
Damage/Effect: Control
You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.
Available for: Sorcerer, Warlock, Wizard

SRD

Flesh to Stone

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of lime, water, and earth
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Petrified
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.   A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.   If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.   If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Available for: Warlock, 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

Specialized

Clockwork Magic

Deep Magic Volume 1

Clockwork Catapult

6-level Transmutation

Casting Time: 1 action
Range/Area: 400ft.
Components: Verbal, Somatic, Material
Materials: a small platinum level and fulcrum worth 400 gp
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.
Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

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

Fiendish Magic

Deep Magic Volume 1

Aura of Wrath

6-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. A creature overcome with rage must take its next action to attack the nearest possible target —if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses.    If an affected creature leaves the aura, the aura’s effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura. If a creature affected by your aura hits you with an attack that targets you, the creature takes 4d8 psychic damage.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, creatures that leave the aura remain under the effect of the spell for 1 additional round for each slot level above 6th. Also, the damage an affected creature takes from striking you increases by 2d8 for each slot level above 6th.
Available for: Warlock, Wizard with Fiendish Specialization

Shadow Magic

Deep Magic Volume 1

Become Nightwing

6-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a crow's eye
Duration: Concentration, 1 minute
Damage/Effect: Buff
This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.    Nightwing Breath (Recharge 4–6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Metamorphosis

6-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You touch a creature of Huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked.    An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity (Stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage.
Available for: Warlock, Wizard with Shadow 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

Comments

Please Login in order to comment!