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Hallowed Canons

3rd Order Oratorios

Abjuration

Deep Magic Volume 1

Aura of Protection or Destruction

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.141)

Bartholomew's Elemental Arc

3-level Abjuration

Casting Time: 1 reaction, which you take when a friendly creature within 10 feet of you would take acid, cold, fire, lighting, or thunder damage
Range/Area: 10ft.
Components: Somatic, Material
Materials: a 6-inch rod of copper
Duration: 1 round
You become a living conduit of elemental energy. The friendly target doesn’t take the triggering damage, as you draw the elemental energy into yourself and toward a hostile creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes half the triggering damage, and you take the other half. On a miss, you take half the triggering damage. On a critical hit, the target takes all the triggering damage, and you take none. After the attack, regardless if it hits or misses, you gain resistance to the triggering damage type until the start of your next turn.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Beacon of Hope

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Available for: Cleric

Deep Magic Volume 2 (p.148)

Bury the Dead

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt from a coffin
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You point at an Undead you can see within range that doesn’t have the Incorporeal Movement trait. The target must be standing on the surface of an area of earth or stone that is large enough to contain the target’s entire body and that is at least 6 feet deep, or the spell fails. The target must make a Wisdom saving throw. On a successful save, the target is restrained by earth or stone until the end of its next turn. On a failed save, the target is dragged up to 6 feet under the surface and is incapacitated and restrained until the spell ends. The displaced earth or stone becomes a mound on the surface in the space the target previously occupied. When the spell ends, the target is harmlessly pushed to the surface in the space it previously occupied or the nearest unoccupied space. If you concentrate on this spell for the full duration, the target remains restrained underground until it or another creature digs it out.
Available for: Cleric, Paladin

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 1

Doom of Disenchantment

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 5 rounds
Damage/Effect: Protection
When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you. The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast Counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.180)

Flames United

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sphere of gold or silver worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a magical flaming orb that floats over your head. The orb sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The orb has three charges. When a creature you can see within range takes damage, you can use your reaction to expend one of the charges and hurl a magical flame from the orb toward that target. Flames envelop the target, reducing the damage it takes by 1d4 + your spellcasting ability modifier. The creature that dealt the damage to the target must succeed on a Dexterity saving throw or take fire damage equal to 1d4 + your spellcasting ability modifier. The radius of light emitted by the orb then decreases by 10 feet. When you expend the last charge, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the orb has one additional charge for every two slot levels above 3rd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Glyph of Warding

3-level Abjuration

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and powdered diamond worth at least 200 gp, which the spell consumes
Duration: Until Dispelled or Targeted
Attack/Save: DEX Save
Damage/Effect: Acid, Cold, Fire, Lightning, or Thunder
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose explosive runes or a spell glyph.   Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.   Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Available for: Bard, Cleric, Wizard, Artificer

Deep Magic Volume 2 (p.186)

Healing Glyph

3-level Abjuration

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a metal stylus used to inscribe the glyph
Duration: Until dispelled or triggered
Damage/Effect: Healing
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or upon an object that can be carried (such as a book, a shield, a belt pouch, or a similar item). The glyph can cover an area of the surface no larger than 5 inches in diameter. If the glyph is not triggered before you finish a long rest, the glyph is broken, and the spell ends.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the surface on which the glyph is inscribed. For glyphs inscribed on an object, the most common triggers include touching that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the glyph could be set to affect Beasts or humans), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When triggered, the glyph erupts with magical restorative energy in a 15-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area that isn’t a Construct or Undead can choose one of the following effects:
  • Healing. The creature regains 3d8 hit points
  • Restoration. The creature is cured of one disease or one of the following conditions of its choice: blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric

Deep Magic Volume 1

Iron Mind

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell’s duration.
Available for: Bard, Cleric, Paladin

SRD

Magic Circle

3-level Abjuration

Casting Time: 1 minute
Range/Area: 10ft. (10 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Control, Debuff
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:   The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Deep Magic Volume 2 (p.197)

Magic Dampening Field

3-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of fabric soaked in a liquid
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
When you cast this spell, choose a school of magic. A 30-foot-radius invisible sphere surrounds you, dampening magic of the chosen school. When a creature in the spell’s area casts a spell of the chosen school, it must succeed on a Constitution saving throw against your spell save DC or the spell fails to cast, expending the action and the spell’s use or spell slot.   Active magical effects of the chosen school, such as the spell false life when dampening necromancy or the spell mage armor when dampening abjuration, are suppressed while within this spell’s area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.   This spell has no affect on spells cast outside the spell’s area.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the spell increases by 10 feet for each slot level above 3rd.
Available for: Cleric, Wizard

SRD

Protection from Energy

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Warding
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Available for: Cleric, Druid, Ranger, Sorcerer, Wizard, Artificer

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

Deep Magic Volume 1

Soothing Chant

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
Intoning a lulling drone, you convince creatures not to do you harm. At the beginning of its turn, any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature is charmed. A creature charmed by soothing chant can still act aggressively toward your allies. If it uses area attacks, the creature will position them so as not to include you in the area.   On a successful save, a creature can act against you normally, but it must make another saving throw in every round when you continue to chant and it can hear you. On your turn, you can use a bonus action to designate up to six other creatures that the charmed creatures will not attack. The effects last for the duration or until you (or any other designated creatures) engage in hostile action against a charmed creature or in its presence. Any creature that you attack or target with a harmful spell, or that sees you attack or cast a harmful spell against another charmed creature, is no longer affected by this spell and can act normally against you (or against any creature you designated).
Available for: Bard, Cleric

Conjuration

Deep Magic Volume 2 (p.139)

Arrow Door

3-level Conjuration

Casting Time: 1 reaction, which you take when you or a creature you can see within 120 feet of you fires an arrow, bolt, or other projectile from a ranged weapon
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: 1 minute
When you cast this spell, two shimmering portals appear: one green portal in an unoccupied space within 5 feet of you and one purple portal in an unoccupied space within 5 feet of the arrow’s target. Any creature can step through the green portal and appear in the purple portal’s space. The portals are one-way. A creature that steps into the purple portal’s space feels a tingling chill but is otherwise unaffected by this spell. The portals last for the duration or until a creature steps through the green portal.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Bolstering Brew

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a silver tankard worth 100 gp, which the spell consumes
Duration: Instant
Damage/Effect: Buff
Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.
Available for: Cleric

Deep Magic Volume 2 (p.150)

Chains of Justice

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
Chains erupt from a point on the ground you can see within range. The chains cover the ground in a 20-foot radius centered on that point. For the duration, the chains turn the ground in the area into difficult terrain  When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Dexterity saving throw. On a success, it wriggles free of the chains.    Until the spell ends, you can use a bonus action on each of your subsequent turns to tighten the chains around one creature restrained by the chains. The target must succeed on a Strength saving throw or take 2d6 radiant damage and be knocked prone.
Available for: Cleric, Paladin

Deep Magic Volume 1

Conjure Undead

3-level Conjuration

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a humanoid skull
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a Shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns.    It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The Shadow disappears when the spell ends.
At higher levels: When you cast this spell using a 4th-level spell slot, you can choose to summon a Wight or a Shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a Ghost, a Shadow, or a Wight.
Available for: Cleric, Druid, Ranger

SRD

Create Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Creation
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Available for: Cleric, Paladin, Artificer

Deep Magic Volume 1

Gloomwrought Barrier

3-level Conjuration

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a piece of obsidian
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.
Available for: Cleric, Sorcerer, Warlock, Wizard

SRD

Spirit Guardians

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a holy symbol
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Radiant or Necrotic
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric

Deep Magic Volume 2 (p.225)

Spoil Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
You spoil 45 pounds of food, grain, or seeds and 30 gallons of water, ale, or other potable drinks on the ground or in containers within range, normally enough to sustain up to fifteen humanoids or five steeds for 24 hours.    The food becomes moldy, rotten, vermin-infested, or liquified. The water is filthy and foul-smelling, and any creature consuming either the food or the beverage is ill for the next 24 hours, moving at half speed and with disadvantage on all ability checks and saving throws.
At higher levels: If cast at 4th level, you spoil up to 150 pounds of food and 100 gallons of beverage. If cast at 5th level, you spoil up to 500 pounds of food and 300 gallons of beverage.
Available for: Cleric, Druid

Divination

SRD

Clairvoyance

3-level Divination

Casting Time: 10 minutes
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
Duration: Concentration, 10 minutes
Damage/Effect: Detection
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.   When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.   A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Hematomancy

3-level Divination

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of a creature's blood
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:
  • The target’s most common name (if any).
  • The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).
  • The target’s current status (alive, dead, sick, wounded, healthy, etc.).
  • The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).
Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Life Sense

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clear piece of quartz
Duration: Concentration, 10 minutes
Attack/Save: CHA Save
Damage/Effect: Utility
For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Mortal Insight

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.
Available for: Cleric, Druid, Ranger, Warlock

Deep Magic Volume 1

Sidestep Arrow

3-level Divination

Casting Time: 1 reaction, which you take when an enemy targets you with a ranged attack
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved.    At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks.   After you move, the ranged attack is resolved with the intervening foe as the target instead of you.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Targeting Foreknowledge

3-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Damage
Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

SRD

Tongues

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a small clay model of a ziggurat
Duration: 1 hour
Damage/Effect: Communication, Social
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 1

Alone

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.151)

Chaotic Contrition

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You fill one creature you can see within range with profound remorse and guilt. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn. When the condition ends on the target, the nearest hostile creature within 30 feet of the first target must make the saving throw, becoming incapacitated until the end of its next turn on a failed save. If more than one creature qualifies, you break the tie and choose which of those creatures becomes the spell’s next target.    This effect continues to hop from one creature to the next in this way until a creature succeeds on the saving throw or no valid targets are within range. A creature can’t become the target of this effect more than once per casting of this spell.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.160)

Critical Exchange

3-level Enchantment

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
Reaching forward in time, you gather potential from among future martial successes and trade them for immediate triumph. The first time you hit a creature with an attack during this spell’s duration, the attack is a critical hit. You then have disadvantage on all attack rolls for 1 minute.
Available for: Bard, Cleric, Paladin

Acquisitions Incorporated

Incite Greed

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a gem worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.   At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Available for: Cleric, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Lost

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hr.
Attack/Save: WIS Save
Damage/Effect: Fey
You attempt to confuse and confound a creature’s sense of direction. The target must make a Wisdom saving throw, and if the saving throw fails, the spell removes all memory of particular locations, landmarks, and routes for the duration of the spell, even well-known ones such as locations within a city, a home forest, and well-known hills and roads.   A Remove Curse or Greater Restoration spell ends this effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled.
Available for: Bard, Cleric, Druid, Ranger

Acquisitions Incorporated

Motivational Speech

3-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Buff
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.  
I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway? -Walnut Dankgrass
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.
Available for: Bard, Cleric

Deep Magic Volume 1

Reaver Spirit

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons. When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.
Available for: Cleric, Druid, Ranger

Evocation

SRD

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. sphere)
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Control
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer

Deep Magic Volume 1

Deep Magic Thunderclap

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. This spell doesn’t function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.
Available for: Cleric, Sorcerer, Wizard

Book of Ebon Tides

Deep Roots of the Moon

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 miles
Components: Verbal, Material
Materials: a set of moonstones worth at least 50 gp per mile of enchanted road for a road entirely within the Shadow Realm or a set of opals worth 500 gp per mile for a road that stretches into another plane
Duration: Special
You bind shadow material into an enchanted fey road, fixing its path between two points so as to hold against ordinary weather and mundane alteration and to stretch and bend in shadow tides. This is called a shadow road, and it is subject to normal wear, to destruction by those with the tools to break it, and to magical destruction by hostile forces, such as by Dispel Magic.   If you wish, the spell may include a prayer or offering that serves as a keyword. This secret of the road allows anyone who knows and uses it to add one or two effects to the road, such as faster travel on the road (up to double the overland speed usually permitted) or locking and unlocking the road’s portals outside of the Shadow Realm. Those who do not know the prayer, ritual, or offering cannot enter the road from outside of the Shadow Realm.
Available for: Cleric, Druid

Deep Magic Volume 1

Delayed Healing

3-level Evocation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Material
Materials: a bloodstone worth 100 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Available for: Cleric

Deep Magic Volume 2 (p.163)

Densini's Radiance

3-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
You call down an explosion of radiant fire from the heavens on a point you can see in range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is marked with holy radiance until the end of your next turn. On a successful save, a creature takes half the damage and isn’t marked. The next attack roll against a marked creature before the end of your next turn has advantage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.190)

Impaling Glory

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing, Radiant
You call down glowing spears to skewer and pin your enemies. The golden spears fall on up to three creatures on the ground you can see within range. Make a ranged spell attack against each target. On a hit, a creature takes 1d8 piercing damage and 1d8 radiant damage and is restrained as the glowing spear pierces it and pins it to the ground. A creature restrained by a spear can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage or radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 1

Invested Champion

3-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a vial of holy water
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf.    While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion’s attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.    If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.    Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.
Available for: Cleric, Paladin

Deep Magic Volume 1

Lance of the Sun God

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Force, Radiant
You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance.    On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage. You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.
Available for: Cleric, Paladin

Obojima: Tales from the Tall Grass

Light Snare

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Restrained
A shimmering band of light streaks toward a target within range and envelops it in a spectacular burst of light. Make a ranged spell attack against the target. On a hit, the target is restrained, and it is magically fixed in place until the end of its next turn.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Mass Healing Word

3-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Healing
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
Available for: Cleric

Deep Magic Volume 1

Nightfall

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range.The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.
Available for: Cleric, Druid, Warlock

SRD

Sending

3-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: Verbal, Somatic, Material
Materials: a short piece of fine copper wire
Duration: 1 round
Damage/Effect: Communication
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.   You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 1

Sudden Dawn

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.
Available for: Cleric, Druid, Warlock, Wizard

Deep Magic Volume 2 (p.238)

Wings of Retribution

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Radiant
Wings of light momentarily sprout from your back. You fly up to 60 feet and land in an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.    When you land at your destination, each hostile creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 6d6 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 and the radius increases by 5 feet for every two slot levels above 3rd.
Available for: Cleric, Paladin, Sorcerer

Illusion

Deep Magic Volume 1

Doom of Dancing Blades

3-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Protection
When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks.   When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.   If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.   The spell ends when its duration expires or when all your illusory weapons are destroyed or expended. An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Tongue of Sand

3-level Illusion

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Dispell
Damage/Effect: Communication
Tongue of sand is similar in many ways to magic mouth. Whenyou cast it, you implant a message in a quantity of sand.The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand. Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.
Available for: Bard, Cleric, Druid, Wizard

Deep Magic Volume 2 (p.236)

Visions of Home

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You manifest an illusory reminder of home to comfort your allies or distract your enemies. Choose up to three creatures you can see within range. Each target is affected differently, depending on if it is friendly or hostile to you.   Friendly. For the duration, each target has advantage on saving throws against being frightened, and it can use its reaction once before this spell ends to end the blinded, deafened, or poisoned condition on itself.   Hostile. Each target must succeed on a Wisdom saving throw or be taunted by visions of its home in danger. For the duration, each target has disadvantage on saving throws against being frightened. In addition, you can use a bonus action on each of your subsequent turns to deal 2d6 psychic damage to one of these targets. At the end of each of its turns, a hostile target can make another Wisdom saving throw. On a success, the spell ends on that target.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each spell slot above 3rd.
Available for: Bard, Cleric, Sorcerer, Wizard

Necromancy

SRD

Animate Dead

3-level Necromancy

Casting Time: 1 minute
Range/Area: 10 ft.
Components: Verbal, Somatic, Material
Materials: a drop of blood, a piece of flesh, and a pinch of bone dust
Duration: Instant
Damage/Effect: Creation
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).   On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.141)

Balo's Bolster Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a femur engraved with gold runes worth 50 gp
Duration: Instant
Damage/Effect: Buff
Necrotic energy flows out from you, bolstering your Undead allies. Each friendly Undead within 30 feet of you gains temporary hit points equal to twice your spellcasting ability modifier for 8 hours. If you expend your life force when you cast this spell, you can increase the temporary hit points each target gains. Expend and roll a number of Hit Dice of your choice up to half your maximum Hit Dice. Each target of this spell increases the temporary hit points it gains by that amount. Hit Dice spent in this way can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.
Available for: Cleric, Wizard

SRD

Bestow Curse

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 1

Command Undead

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, unlimited
Attack/Save: WIS Save
Damage/Effect: Control
You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn't understand your language, or if your command is directly harmful to it.
Available for: Cleric, Wizard

Deep Magic Volume 1

Curse of Incompetence

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Debuff
By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure. 
d4Table of Failure
1Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll
2Target stands transfixed and blinking, takes no action
3Target flees or fights (50 percent chance of each)
4Target charges directly at caster, enraged.
Available for: Bard, Cleric, Wizard

PHB

Feign Death

3-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 pinch of graveyard dirt
Duration: 1 hour
Damage/Effect: Buff, Debuff, Deception
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.   For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Available for: Bard, Cleric, Druid, Wizard

Deep Magic Volume 1

Life from Death

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Radiant
The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can’t heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Paladin

XGtE

Life Transferrence

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, which can’t be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Wizard

Deep Magic Volume 1

Mass Hobble Mount

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.
Available for: Cleric, Druid, Paladin, Ranger, Warlock, Wizard

Book of Ebon Tides

Orros Mark of Fate

3-level Necromancy

Casting Time: 1 reaction which you take in response to failing a saving throw
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small iron shield
Duration: Instant
If you fail a saving throw, you may choose to succeed instead and then target a creature you can see within 30 feet to suffer the effects of your failed saving throw. You still suffer any effects of a successful saving throw, if any. The new target is entitled to its own saving throw as if it were the original target of the attack but with disadvantage.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.208)

Plague Walk

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of pus
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You conjure a trail of sickly, yellowish-green miasma that follows in your footsteps and lingers on your trail. This miasma is visible as a mist hovering in each space you leave. The mist remains in each of those spaces, forming a trail behind you, for 10 minutes before fading. The mist forms only along the ground and doesn’t form in spaces you left by flying, swimming, or similarly not in contact with the ground.    A creature that enters the miasma for the first time on a turn or starts its turn there must succeed a Constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success. Nonmagical plants that aren’t creatures, such as trees and shrubs, wither and die in the miasma in your wake.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the miasma lasts for an additional 10 minutes for each slot level above 3rd.
Available for: Cleric, Sorcerer, Warlock

Deep Magic Volume 1

Raise Ghost

3-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Summoning
You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via magic spells, items, or potions.    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.    Coming back from the dead is an ordeal. The target has a −4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by Raise Dead or comparable magic. Raise ghost has no effect if cast on an undead creature.
Available for: Bard, Cleric, Paladin, Warlock

Deep Magic Volume 2 (p.214)

Rat Plague

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 3 days
Attack/Save: Melee Spell Attack
Your touch inflicts disease. Make a melee spell attack against a creature within reach. On a hit, you afflict the creature with one of two possible rat plagues, described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.   Rat Fever. A creeping horror of rats, ratfolk, wererats, and all other rat-like creatures enters the creature’s mind, and it fears contact with rats and is terrified of crowds. The creature is frightened of rats for the duration.   Rat Shakes. Violent shivers convulse the creature’s limbs, its speed is halved, and it cannot use the Dash action. After making any melee or spell attack, the creature falls prone.
Available for: Cleric, Druid

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamonds worth 300 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Cleric, Paladin, Artificer

Deep Magic Volume 1

Seeping Death

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 3 days
Attack/Save: CON Save
Damage/Effect: Debuff
Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.    Seeping Death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.
Available for: Cleric, Druid, Warlock

Deep Magic Volume 1

Soul Borrowing

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a polished vampire's fang
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Utility
By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute; a corpse automatically fails the saving throw. You can possess only one borrowed ability at a time.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.
Available for: Bard, Cleric, Druid

SRD

Speak with Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: burning incense
Duration: 10 minutes
Damage/Effect: Communication, Social
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.   Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Available for: Bard, Cleric

Tasha's Cauldron of Everything

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Cold
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Deep Magic Volume 1

Spiteful Weapon

3-level Necromancy

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a melee weapon that has been used to injure the target
Duration: Concentration, 5 rounds
Attack/Save: CHA Save
Damage/Effect: Damage
You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast. For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one.    The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
At higher levels: The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Touch of the Unliving

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.233)

Unravel Ghost

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A ghostly pale ray springs from your finger to an Undead or a creature with the Incorporeal Movement trait that you can see within range. The target must make a Constitution saving throw, taking 4d6 radiant damage on a failed save, or half as much damage on a successful one. If the target has the Incorporeal Movement trait and failed the saving throw, it is marked with magic that slowly unravels its spectral body for the duration.    At the start of each of its turns, the marked target must make a Constitution saving throw. On a failed save, it takes 2d6 radiant damage. On a successful save, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later for a marked target) increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.235)

Venemous Thoughts

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the tongue of an asp
Duration: 1 hour
Attack/Save: INT Save
Damage/Effect: Poison
You protect your mind with psychic poison. Until the spell ends, each time a creature attempts to read or detect your thoughts, speak with you using telepathy, influence your dreams, or perceive you through magical scrying sensors, it must make an Intelligence saving throw, taking 4d10 poison damage on a failed save, or half as much damage on successful one.
Available for: Bard, Cleric, Druid

Transmutation

Deep Magic Volume 1

Bones of Stone

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pebble and a sliver of bone
Duration: Concentration, 1 minute
Damage/Effect: Buff
The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.
Available for: Cleric, Druid, Ranger

Deep Magic Volume 1

Doom of Blue Crystal

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a blue crystal
Duration: Concentration, 3 rounds
Attack/Save: CON Save
Damage/Effect: Control
You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent. Creatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed. Creatures transformed into blue crystal can be restored with Dispel Magic, Greater Restoration, or comparable magic.
Available for: Cleric, Sorcerer, Wizard

PHB

Elemental Weapon

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Damage
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Available for: Paladin, Artificer

Book of Ebon Tides

Faerie Toast

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: wine worth 100 gp, which the spell consumes, and a cup for each participant
Duration: 8 hours
You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting.
Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.
Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands.
Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them).
Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute.
Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground.
Restfulness. Each of the participants gains advantage on saving throws against being charmed and can’t be put to sleep by a spell or other magical effect for the duration.
Available for: Bard, Cleric, Druid, Paladin, Ranger

Deep Magic Volume 1

Hero's Steel

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a warrior's amulet worth 5 gp
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Buff
You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.
Available for: Bard, Cleric, Paladin, Ranger

SRD

Meld into Stone

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Movement
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.   Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Available for: Cleric, Druid

Deep Magic Volume 1

Mire

3-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a vial of sand mixed with water
Duration: 1 hour
Attack/Save: STR Save
Damage/Effect: Control
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.
Available for: Cleric, Druid, Warlock, Wizard

Deep Magic Volume 2 (p.212)

Radiant Shield

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a shield
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Radiant
You channel divine power into a shield you are wielding and throw it at a target you can see within range. The shield then bounces from that target to up to three other targets of your choice within 10 feet of the first target. Make a melee spell attack against each target, including the first. On a hit, a target takes 2d8 radiant damage. After the shield bounces off the last target, it returns to your open hand. A target can be a creature or an object and can be targeted by the shield only once.    After casting this spell, you lose your shield bonus to your AC until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the shield can bounce to one additional target for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the subsequent targets must be within 20 feet of the first target. When you cast this spell using a spell slot of 7th level or higher, the subsequent targets must be within 30 feet of the first target.
Available for: Cleric, Paladin

Deep Magic Volume 1

Sting of the Scorpion Goddess

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a live scorpion
Duration: 10 minutes
Damage/Effect: Buff
You grow a large scorpion’s tail, complete with venomous stinger. While the spell is in effect, you can use a bonus action to make a melee attack with the stinger against an opponent within 5 feet. On a hit, you deal 1d6 piercing damage and 2d8 poison damage, and the target is poisoned for 1 minute. A creature hit by your stinger attack makes a Constitution saving throw. On a successful save, it takes just half the poison damage and is not poisoned.
Available for: Cleric

Deep Magic Volume 1

The Throes of Ecstasy

3-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a hazel or oak wand
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd.The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Water Walk

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of cork
Duration: 1 hour
Damage/Effect: Movement
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Cleric, Druid, Ranger, Sorcerer, Artificer

Specialized

Angelic Magic

Deep Magic Volume 1

Blade of Wrath

3-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a rebuke of evil, written in Celestial
Duration: Concentration, 10 minutes
Damage/Effect: Creation
You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Vital Mark

3-level Transmutation

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Control
You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster.
At higher levels: When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

Dark Magic

Deep Magic Volume 1

Glimpse the End

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a pinch of grave dust or a piece from a tombstone
Duration: Instant
Damage/Effect: Utility
You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Catch the Breath

3-level Transmutation

Casting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Protection, Force
You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage. Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
Available for: Bard, Cleric, Warlock, Wizard with Dragon Specialization

Fiendish Magic

Deep Magic Volume 1

Nest of Infernal Vipers

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon evil spirits that take the form of a Swarm of Poisonous Snakes and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends. The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don’t issue any commands to the swarm, it moves to attack the nearest creature that is not your ally.
At higher levels: When you cast this spell using certain higher-level spell slots, you can summon additional swarms. You summon two swarms with a 5th-level spell slot, three swarms with a 7th-level spell slot, or four swarms with a 9th-level spell slot.
Available for: Cleric, Wizard with Fiendish Specialization

Deep Magic Volume 1

Wave of Corruption

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a scrap of rotten meat of plant matter
Duration: Instant
Damage/Effect: Control
When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes 3d8 necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner’s save bonus to avoid this outcome.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Wizard with Fiendish Specialization

Labyrinth Magic

Deep Magic Volume 1

Confound Senses

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a broken compass
Duration: Concentration, 10 minutes
Attack/Save: INT Save
Damage/Effect: Control
This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.
Available for: Cleric, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Arcana

3-level Divination

Casting Time: 1 reaction, which you take when an enemy you can see casts a spell
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Accelerate

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a toy top
Duration: Concentration, 1 minute
Damage/Effect: Buff
Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard with Temporal Specialization
< Pious Descant
Divine Oratorios

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Abjuration
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Angelic Magic
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Dark Magic
Dragon Magic
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Labyrinth Magic
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