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Consecrated Melodies

8th Order Oratorios

Abjuration

SRD

Antimagic Field

8-level Abjuration

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of powdered iron or iron filings
Duration: Concentration, 1 hour
Damage/Effect: Control
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.   Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.   Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.   Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.   Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.   Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.   A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.   Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.   Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.   Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
Available for: Cleric, Wizard

SRD

Holy Aura

8-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a tiny reliquary worth at least 1000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Blinded
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Available for: Cleric

Conjuration

Deep Magic Volume 1

Wind of the Hereafter

8-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a vial of air from a tomb
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Necrotic
You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe. The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).
Available for: Cleric, Wizard

Divination

Deep Magic Volume 1

Lower the Veil

8-level Divination

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a strip of thin gauze or other sheet material
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the Symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.
Available for: Cleric, Wizard

Evocation

Deep Magic Volume 1

Costly Victory

8-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Fire, Radiant
You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame. If the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.
Available for: Cleric

SRD

Earthquake

8-level Evocation

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

Necromancy

Deep Magic Volume 2 (p.148)

Burst Organs

8-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of dried roc liver
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You cause the vital organs of a creature you can see within range to swell and burst inside its body. The target must make a Constitution saving throw. On a failed save, the target takes 6d10 necrotic damage and suffers one of the following effects of your choice. On a successful save, the target takes half the damage and doesn’t suffer an additional effect. The additional effect can be ended by a Greater Restoration, Heal, or [blocklinkc:1533534] spell.   Sundered Vision. The range of the target’s senses is permanently reduced to 10 feet, regardless of its type of senses.   Dissolved Vitality. The target’s Constitution score is permanently halved, and its hit point maximum is reduced accordingly.

Shattered Vigor. The target’s speed is permanently reduced to 10 feet, regardless of method of movement.
Available for: Cleric, Sorcerer, Wizard

Transmutation

Book of Ebon Tides

Child of Light and Darkness

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pebble from the Shadow Realm that has been left in the sun
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Illumination
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1–10, you take the form of a humanoid made of pure, searing light. On a roll of 11–20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in either form.   In Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn as a bonus action, you can teleport to a space you can see within the light you shed.   In Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.
Available for: Cleric, Sorcerer, Wizard

SRD

Control Weather

8-level Transmutation

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

Precipitation

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

Temperature

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

Wind

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

Deep Magic Volume 1

Ghoul King's Cloak

8-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a creature, giving it some of the power of a ghoul king.The target gains the following benefits for the duration:
  • Its Armor Class increases by 2, to a maximum of 20.
  • When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.
  • It is immune to necrotic damage and radiant damage.
  • It can’t be reduced to less than 1 hit point.
At higher levels: When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.
Available for: Cleric, Warlock

Specialized

Angelic Magic

Deep Magic Volume 1

Quintessence

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage. In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute.    A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.
Available for: Cleric, Wizard with Angelic Specialization

Elven Ritual Magic

Deep Magic Volume 1

Bloom

8-level Conjuration

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

Deep Magic Volume 1

Desolation

8-level Necromancy

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