Delightful Ensembles
7th Level Compositions
Abjuration
Deep Magic Volume 2 (p.179)
Field of Lotuses
7-level Abjuration
SRD
Symbol
7-level Abjuration
Conjuration
Tasha's Cauldron of Everything
Dream of the Blue Veil
7-level Conjuration
Deep Magic Volume 2 (p.179)
Flame's Chronicle Unleashed
7-level Conjuration
SRD
Mordenkainen's Magnificent Mansion
7-level Conjuration
SRD
Teleport
7-level Conjuration
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
Permanent Circle | - | - | - | 01-100 |
Associated Object | - | - | - | 01-100 |
Very Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen Casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed Once | 01-43 | 44-53 | 54-73 | 74-100 |
Description | 01-43 | 44-53 | 54-73 | 74-100 |
False Destination | 01-50 | 51-100 | - | - |
Enchantment
Book of Ebon Tides
Leiloch's Arduous Shuffle
7-level Enchantment
Evocation
SRD
Arcane Sword
7-level Evocation
Obojima: Tales from the Tall Grass
Divine Arrow
7-level Evocation
SRD
Forcecage
7-level Evocation
Deep Magic Volume 2 (p.199)
Mass Contagious Healing
7-level Evocation
Deep Magic Volume 2 (p.209)
Power Word Deplete
7-level Evocation
Illusion
SRD
Mirage Arcane
7-level Illusion
SRD
Project Image
7-level Illusion
Deep Magic Volume 2 (p.214)
Recreate Event
7-level Illusion
Necromancy
Book of Ebon Tides
Charnel Banquet
7-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerSRD
Resurrection
7-level Necromancy
Transmutation
SRD
Etherealness
7-level Transmutation
SRD
Regenerate
7-level Transmutation
Specialized
Chaos Magic
Deep Magic Volume 1
Uncontrollable Transformation
7-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerd10 | Mutation |
---|---|
1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |
2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the DamageType table in the frenzied bolt spell description). |
3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air.The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |
4 | A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |
5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |
6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |
7 | You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |
8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |
9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence andWisdom ability checks and can levitate up to 5 feet above the ground. |
10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |
Elven Ritual Magic
Deep Magic Volume 1
Celebration
7-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerTemporal Magic
Deep Magic Volume 1
Alter Time Flow
7-level Transmutation
Deep Magic Volume 1
Time Jaunt
7-level Transmutation
- Give a creature advantage or disadvantage on a saving throw it is about to make.
- Give a creature advantage or disadvantage on an attack roll it is about to make.
- Alter the location of a mobile object to provide or remove cover for a creature.
- Shift objects into the path of a creature; the first 10 feet of terrain it must travel becomes difficult terrain.
- After an attack roll is determined to be successful, adjust the angle of the strike or the positioning of the target, either causing the strike to deal half as much damage or providing a bonus to damage equal to half your level.
Movements
Spellbinding Compositions
Etudes A-ZBy School
AbjurationConjuration
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Specialized
Chaos MagicElven Ritual Magic
Temporal Magic
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