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Delightful Ensembles

7th Level Compositions

Abjuration

Deep Magic Volume 2 (p.179)

Field of Lotuses

7-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Healing
A field of magical lotus flowers sprouts in a 20-foot cube centered on a point you can see within range. Each creature in the spell’s area has immunity to psychic damage. A creature that spends 10 minutes in the area is cured of all diseases and poison and reduces its exhaustion level by 1. A creature that spends a short rest in the area regains the maximum hit points from any Hit Die it expends to recover hit points during the short rest. After the creature has spent at least 10 minutes in the area, it can’t be affected by this spell again until it finishes a long rest.
Available for: Bard, Sorcerer, Wizard

SRD

Symbol

7-level Abjuration

Casting Time: 1 minute
Range/Area: Touch (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: mercury, phosphorus, and powdered diamond and opal with a total value of at least 1000 gp, which the spell consumes
Duration: Until Dispelled or Triggered
Damage/Effect: Necrotic
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.   You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.   Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.   Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.   Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.   Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.   Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.   Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.   Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.   Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Available for: Bard, Cleric, Wizard

Conjuration

Tasha's Cauldron of Everything

Dream of the Blue Veil

7-level Conjuration

Casting Time: 10 minutes
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a magic item or a willing creature from the destination world
Duration: 6 hours
Damage/Effect: Teleportation
You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.   To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.   The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.179)

Flame's Chronicle Unleashed

7-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of scorched platinum worth at least 100 gp, which the spell consumes
Duration: Instant
Attack/Save: CON or STR
Damage/Effect: Necrotic or Bludgeoning and Fire
You draw on the power of a historic fire, drought, or heat wave that happened within the past 100 years within 1 mile of you. You then release the condensed memory of that event in a blast that erupts in a 30-foot radius from you. When you cast this spell, you can designate a number of creatures equal to your spellcasting ability modifier to be unaffected by it. The blast causes one of the following effects of your choice:   Desiccate. Nearby water rapidly evaporates, including the water within creatures. A body or container of water in the spell’s area that fills a 10-foot cube or less evaporates instantly, including water in containers that are being worn or carried by creatures in the area. Each creature in the spell’s area must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures made mostly of water, such as water elementals, have disadvantage on the saving throw.   Swelter. The temperature of the air around you rises dramatically. Each creature in the spell’s area must make a constitution saving throw, suffering 2 levels of exhaustion on a failed save, or only 1 level of exhaustion on a successful one.   Wind. Hot wind explodes out from you. Each Tiny creature with a challenge rating of 1/4 or lower in the area that doesn’t have total cover from you immediately dies. Each Small or larger creature in the spell’s area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and 4d8 fire damage and is pushed away from you up to the edge of the spell’s area and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Mordenkainen's Magnificent Mansion

7-level Conjuration

Casting Time: 1 minute
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp
Duration: 24 hours
Damage/Effect: Exploration, Utility
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.   Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.   You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Available for: Bard, Wizard

SRD

Teleport

7-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.   The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
FamiliarityMishapSimilar AreaOff TargetOn 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 - -
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.   "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.   On Target. You and your group (or the target object) appear where you want to.   Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.   Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.   Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Available for: Bard, Sorcerer, Wizard

Enchantment

Book of Ebon Tides

Leiloch's Arduous Shuffle

7-level Enchantment

Casting Time: 1 action
Range/Area: Self (20 ft. sphere)
Components: Verbal, Material
Materials: a gray ribbon
Duration: Concentration, 1 minute
All creatures in a 20-foot-radius sphere centered on you that have fewer hit points than you when you cast the spell are compelled to dance a swaying, side-to-side shuffle-step. Any creature that can’t be charmed is immune to the effects of this spell. An affected creature has its movement halved, cannot use reactions, and can make only one weapon or spell attack on its turn. At the beginning of its turn, a creature in the area can choose to take 1d4 levels of exhaustion to end the effect of this spell on itself.   A creature that has gained levels of exhaustion from this spell can remove all of them upon finishing a short rest.
Available for: Bard, Warlock

Evocation

SRD

Arcane Sword

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp
Duration: Concentration, 1 minute
Damage/Effect: Force
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.   When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target thakes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack.
Available for: Bard, Wizard

Obojima: Tales from the Tall Grass

Divine Arrow

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a pearl worth 100 gp
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You fire an angelic arrow from a bow made of light that materializes in your hands. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d10 force damage, and until the spell ends, it becomes vulnerable to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, radiant, or thunder.   If a creature has immunity to the selected damage type, it instead has resistance to that type for the duration; if a creature has resistance to the selected damage type, it loses that resistance for the duration.
Available for: Bard, Cleric, Warlock

SRD

Forcecage

7-level Evocation

Casting Time: 1 action
Range/Area: 100ft. (cube)
Components: Verbal, Somatic, Material
Materials: ruby dust worth 1500 gp
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Control, Warding
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.   A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.   A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.   When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.   A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.   This spell can't be dispelled by dispel magic.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.199)

Mass Contagious Healing

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Healing
A wave of magical disease washes out from a point of your choice within range. Choose up to three creatures in a 30-foot-radius sphere centered on that point. Each target is infected by a magical disease and regains hit points equal to 3d8 + your spellcasting ability modifier.    The next time an infected target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 2d8 + your spellcasting ability modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it. The disease continues moving from target to target in this way, reducing the amount of healing by 1d8 each time the disease moves to a new target. The final target regains hit points equal to 1d8 + your spellcasting ability modifier and that instance of the disease ends.    This spell ends early if all instances of the disease end. A creature can be healed multiple times by this spell but can have only one instance of the disease on it at a time. If a creature already has an instance of this disease and would gain another, the previous instance of the disease immediately moves to another valid target as if the creature had taken damage. This spell has no effect on Undead or Constructs.
At higher levels: When you cast this spell using a spell slot of 8th-level or higher, the healing increases by 1d8 for each slot level above 7th.
Available for: Bard, Cleric, Druid

Deep Magic Volume 2 (p.209)

Power Word Deplete

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You utter a word of power at one creature you can see within range. The target must succeed on a Wisdom saving throw or it loses a single use of a trait or feature of your choice with limited uses each day, such as spellcasting, Channel Divinity, or Legendary Resistance. If the target has spell slots, and you chose spellcasting, the target loses a spell slot of its highest available level.
Available for: Bard, Sorcerer, Warlock, Wizard

Illusion

SRD

Mirage Arcane

7-level Illusion

Casting Time: 10 minutes
Range/Area: Sight (1 mile cube)
Components: Verbal, Somatic
Duration: 10 days
Damage/Effect: Control
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.   Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.   The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.   Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Available for: Bard, Druid, Wizard

SRD

Project Image

7-level Illusion

Casting Time: 1 action
Range/Area: 500 miles
Components: Verbal, Somatic, Material
Materials: a small replica of you made from materials worth at least 5 gp
Duration: Concentration, 1 day
Damage/Effect: Control
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.   You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.   You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.214)

Recreate Event

7-level Illusion

Casting Time: 10 minutes
Range/Area: Self (30 ft. cube)
Components: Verbal, Somatic, Material
Materials: a time piece made of brass and inlaid with diamonds worth at least 250 gp
Duration: Concentration, 1 hour
Your magic summons an illusory recreation of an event, allowing you to watch and learn from different angles. When you cast this spell, choose a period of time you have experienced within the last 7 days that is up to 1 minute long. Illusory copies of the people, places, and events that existed within 30 feet of you during that minute fill the spell’s area. The illusion appears centered on the past version of you and is recreated from your perspective at the time you experienced it. The recreation is not limited to your line of sight, and it magically recreates everything that occurred within 30 feet of you at that time.    For the duration, you can command the illusion to replay, pause, speed up, or slow down as you wish. You and other creatures can walk within the illusory scene, investigating and watching the event. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made while observing the event. The spell doesn’t provide insight into the minds of creatures that were present at that time, and it is limited to actions and movements that could have been observed by an average person experiencing the event. For example, it might depict wet footprints left by an invisible creature that walked past you during the event, but it wouldn’t reveal the invisible creature.
Available for: Bard, Sorcerer, Wizard

Necromancy

Book of Ebon Tides

Charnel Banquet

7-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a silk handkerchief
Duration: 10 minutes
Attack/Save: CON Save
You transform a field of carrion into an empowering feast. For the duration, all creatures of your choice can consume the decaying flesh of any creature. If a creature has eaten of the carrion for the duration, it recovers 10d6 hit points, recovers half its expended Hit Dice (minimum 1), removes half its levels of exhaustion (minimum 1), and gains all the benefits of finishing a short rest.   Creatures affected by this spell must succeed on a Constitution saving throw at the end of the duration or be poisoned for 1 hour.
At higher levels: If this spell is cast using a 9th‑level slot, the affected creatures remove all levels of exhaustion gained and recover all expended Hit Dice in addition to the effects noted above.
Available for: Bard, Sorcerer, Wizard

SRD

Resurrection

7-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.   This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.   This spell closes all mortal wounds and restores any missing body parts.   Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.   Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Available for: Bard, Cleric

Transmutation

SRD

Etherealness

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff, Teleportation
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.   While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.   You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.   When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.   This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Regenerate

7-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a prayer wheel and holy water
Duration: 1 hour
Damage/Effect: Healing
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).   The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Available for: Bard, Cleric, Druid

Specialized

Chaos Magic

Deep Magic Volume 1

Uncontrollable Transformation

7-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the bill of a platypus
Duration: 1 hour
Damage/Effect: Buff
You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.
d10Mutation
1A 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.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Elven Ritual Magic

Deep Magic Volume 1

Celebration

7-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small party favor
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner.    This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts. The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.    Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 3 hours.    Ritual Focus. If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.
Available for: Bard, Sorcerer, Wizard with Elven Ritual Specialization

Temporal Magic

Deep Magic Volume 1

Alter Time Flow

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an hourglass
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You control the currents of time, affecting all creatures within 30 feet of yourself. You can choose to deliver either a Haste or Slow effect (as the spell) to each creature in the area. An unwilling creature makes a Constitution saving throw, avoiding the effect on a success. Each unwilling creature must make a new saving throw if it remains in the affected area at the end of its turn. Any affected creature returns to normal if it exits the area, but if a creature reenters the area while the spell is still active, it is subject to the effect of the spell (and receives another saving throw, if unwilling).
Available for: Bard, Cleric with Temporal Specialization

Deep Magic Volume 1

Time Jaunt

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Special
Damage/Effect: Control
Whenyou cast this spell, you step outside the normal time stream, seeming to vanish as 1 round of time passes. You can make minor alterations to the scene being played out, becoming visible for an instant each time you make an adjustment that aids an ally or hinders foes. To everyone else, you disappear when the spell is cast, then flicker into and out of view during the next round, before reappearing for good in the space you vanished from 1 round later, whereupon the spell ends. You cannot be attacked by any means while under the effect of this spell. As the round progresses, you can choose to bestow a single effect on each creature involved in the combat, choosing from the list below. You can bestow different effects which cause a specific creature to be affected multiple times, but only as a single effect per creature. You cannot take any other actions during the round.
  • 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.
Available for: Bard, Cleric with Temporal Specialization

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