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Hypnos Magiks

4th Level Magica of the Old Ones

Abjuration

SRD

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an item distasteful to the target
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Banishment, Control
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.   If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Cloak of Serpents

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a snake scale
Duration: 10 minutes
Damage/Effect: Protection
A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.
Available for: Warlock

Deep Magic Volume 2 (p.178)

Fey Tricks

4-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: DC = 10 + Spell Level
Damage/Effect: Control
With a wink and a nod, you attempt to take control of a spell as it is being cast. If the creature is casting a spell of 4th level or lower, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you gain control of the spell as if you cast it from that creature’s space. You can choose the direction of the line, the point where the spell is centered, the spell’s targets, and any other parameters of the spell. If the spell has a range of Self and doesn’t affect other targets, fey tricks fails. For example, you can redirect the line of a lightning bolt spell with the original caster as the origin, but you wouldn’t be able to take control of the false life spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the spell you take control of can be less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

Planescape: Adventures in the Multiverse

Warp Seal

4-level Abjuration

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a broken portal key, which the spell consumes
Duration: 24 hours
You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shield of Ephemera

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
Dream-like, indistinct patterns and shapes surround you. Until the start of your next turn, you become invisible, and you are immune to nonmagical bludgeoning, piercing, and slashing damage. At the start of your next turn, any creature that saw you in the past minute but that can’t see you now forgets it saw you for the next 24 hours, its mind filling gaps in details or dismissing any memory of you as a dream. This effect ends early if the creature sees you within that time frame.
Available for: Bard, Sorcerer, Warlock, Wizard

Conjuration

Deep Magic Volume 1

Chains of Torment

4-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an iron chain link dipped in blood
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Psychic
You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time. As an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.156)

Conjure Spellhound

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summon
You summon a Spellhound, a Large hound with a shimmering, multihued coat, in an unoccupied space you can see within range. The Spellhound disappears when it drops to 0 hit points or when the spell ends.    The Spellhound is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Spellhound, it defends itself from hostile creatures but otherwise takes no actions. While you control the Spellhound, you and your companions are immune to the Spellhound’s Nullifying Howl.    If your concentration is broken, the Spellhound doesn’t disappear. Instead, you lose control of the Spellhound, it becomes hostile toward you and your companions, and it might attack. An uncontrolled Spellhound can’t be dismissed by you, and it disappears 1 hour after you summoned it.    The GM has the spellhound’s statistics, using a Spellhound with the following action: Nullifying Howl (1/Day). The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the Spellhound makes an ability check, adding its Constitution modifier to the roll. The DC equals 10 + the spell’s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of the Spellhound that can hear the howl must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
At higher levels: When you cast this spell using certain higher-level spell slots, more spellhounds appear: two with a 6th-level slot and three with an 8th-level slot.
Available for: Warlock, Wizard

SRD

Dimension Door

4-level Conjuration

Casting Time: 1 action
Range/Area: 500ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."   You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.   If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.192)

Khamsin's Chariot

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
You create a 5-foot-radius, 30-foot-tall cylinder of swirling air on a point you can see within range. Each Huge or smaller creature in the cylinder when it appears or that ends its turn within 5 feet of the cylinder must succeed on a Strength saving throw or be restrained by it. A creature restrained by the whirlwind can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained and is safely ejected into an unoccupied space of its choice within 5 feet of the whirlwind.   As a bonus action on each of your turns, you can move the whirlwind up to 30 feet. If you move the whirlwind, creatures restrained by the whirlwind are moved with it when it moves. If you move the whirlwind into a creature, that creature must make the saving throw against being restrained by the cylinder, and the whirlwind stops moving this turn. If you are within 5 feet of the whirlwind when it moves, you can choose to be carried along with it and safely deposited in an unoccupied space within 5 feet of its destination. You can’t be restrained by the whirlwind.   Alternatively, as a bonus action on each of your turns, you can choose to violently eject a creature restrained by the whirlwind instead of moving the whirlwind. The creature is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Strength saving throw against your spell save DC or take the same damage and be knocked prone.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the whirlwind’s radius increases by 5 feet for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Reposition

4-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.215)

Rift

4-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
You conjure a small rift to another plane on a point you can see within range. When you cast this spell, choose one of the following natures. The rift exhibits the chosen nature for the duration.   Chaos. The rift’s presence warps the area around it, disorienting nearby creatures. A creature that starts its turn within 20 feet of the rift has disadvantage on the first attack roll it makes before the start of its next turn, and when it moves on its turn, it moves in a random direction. Delights. Soothing lights and sounds float out from the rift. Each creature that starts its turn within 5 feet of the rift regains hit points equal to your spellcasting ability modifier and can’t be frightened until the start of its next turn.   Horrors. Tentacles erupt from the rift and fly toward up to three creatures you can see within 20 feet of the rift. Each creature must succeed on a Strength saving throw or be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained. If no creatures are restrained by the rift’s tentacles at the end of your turn, the next creature, other than you, to move within 20 feet of the rift must succeed on a Strength saving throw or be restrained by the tentacles for the duration.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shared Nightmare

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered onyx
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You cause the minds of up to three creatures you can see within range to share a nightmarish vision. Each target must make a Wisdom saving throw. On a failed save, a target takes 3d6 psychic damage and is haunted by the nightmare for the duration. On a successful save, a target takes half the damage and isn’t haunted.    Until the spell ends, a creature haunted by the nightmare takes 1d6 psychic damage at the start of each of its turns for each other creature haunted by this spell’s nightmare. A haunted creature can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock

Tasha's Cauldron of Everything

Summon Aberration

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Aberrant Spirit CR: PB

Medium aberration, summoner's alignments
Armor Class: 11 + spell level (natural armor)
Hit Points: 40 +10 for each spell level above 4th
Speed: 30 ft , fly: 30 (beholderkin only) ft , can hover

STR

16 +3

DEX

10 +0

CON

15 +2

INT

16 +3

WIS

10 +0

CHA

6 -2

Damage Immunities: Psychic
Senses: Darkvision 60ft., Passive Perception 10
Languages: Deep Speech, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.   Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).   Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.   Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.   Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

XGtE

Summon Greater Demon

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of blood from a humanoid killed within the past 24 hours
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a Shadow Demon or a Barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.   Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.   At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.   As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.
Available for: Warlock, Wizard

Divination

Deep Magic Volume 2 (p.210)

Power Word Reveal

4-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: 1 round
Damage/Effect: Buff
You utter a word of power and every creature within range perceives things as they actually are. Each creature within 120 feet of you has truesight in the spell’s area until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 round for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Enchantment

XGtE

Charm Monster

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Deep Magic Power Word Pain

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a quill jabbed into your own body
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Force
When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Lovesick

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a handful of red rose petals
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10Actions
1-3The creature spends its turn moping like a lovelorn teenager; it doesn't move or take actions.
4-5The creature bursts into tears, takes the Dash action, and uses all of its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
6The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature.
10The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Pacify Monster

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a gull's feather
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to pacify a creature you can see within range.   The target must make a Wisdom saving throw. If it fails the save, it is pacified by you until the spell ends. A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Fizban's Treasury of Dragons

Raulothim's Psychic Lance

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.   The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.227)

Steal Memories

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to steal another creature’s memories. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. If the target succeeds on the saving throw by 5 or more, it knows that you tried to access its memories, and it can’t be affected by this spell again for 24 hours.    On a failed save, you steal one of the target’s memories for 24 hours. You must specify the type of memory you are trying to steal, and it must be a single event lasting no more than 1 minute, such as “the assassination of the arch duke” or “the password of the day for entrance to the thieves’ guild hideout.” If the memory doesn’t exist in the mind of the target, the spell fails. If the memory exists, you gain the full memory as if you experienced it yourself, including any sensations the target experienced.    Until the spell ends, the target can’t recall the memory. When the spell ends, the memory returns to the target, and you can no longer recall it.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Visage of Madness

4-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.
Available for: Warlock, Wizard

Evocation

Deep Magic Volume 1

Drain Item

4-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Control
You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder’s AC. On a hit, the item loses 1d3 charges. If this reduction drops the item’s charges to 0, any effects that occur when the item loses all its charges immediately take effect.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: 1d4 for a 5th-level slot, 1d6 for a 6th-level slot, 1d8 for a 7th-level slot, or 2d6 for an 8th- or 9th-level slot.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Flame Wave

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of tar, pitch , or oil
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.210)

Power Word Rend

4-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Force
You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a Constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as Constructs, Oozes, and Undead.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Sickening Radiance

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft. (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Radiant
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.   When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Available for: Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Storm Stallion

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. line)
Components: Verbal, Somatic, Material
Materials: the stem of a windbloom
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
Choose a 5-foot-cube space that you can see within range. A Medium elemental stallion appears in that space out of a twisting gust of wind and charges in a direction you choose in a straight line up to 60 feet long. If the stallion appears in a space occupied by a creature that is Medium or smaller, that creature must succeed on a Dexterity saving throw or be carried along with the stallion as it moves. A creature can choose to fail this saving throw.   Each creature in the stallion’s path (excluding the creature it’s carrying, if any) must make a Dexterity saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The stallion then vanishes.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Paladin, Ranger, Sorcerer, Warlock

Illusion

Book of Ebon Tides

Fire Dance

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a burning mass of rags, a pair of torches, or similar fire in both hands
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed, Incapacitated
You dance and twirl two sources of fire in a rapid pattern that leaves glowing trails. Creatures of your choice in the area that see your fire dance must make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, a target becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.   The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. The spell ends if you are incapacitated.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fog of War

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies. If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it—friend or foe—the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Hallucinatory Terrain

4-level Illusion

Casting Time: 10 minutes
Range/Area: 300ft. (150 ft. cube)
Components: Verbal, Somatic, Material
Materials: a stone, a twig, and a bit of green plant
Duration: 24 hours
Damage/Effect: Control
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.   The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Available for: Bard, Druid, Warlock, Wizard

Deep Magic Volume 1

Night Terrors

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a crow's eye
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by night terrors.
Available for: Sorcerer, Warlock, Wizard

Necromancy

Deep Magic Volume 2 (p.140)

Aura of Filth

4-level Necromancy

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Control, Debuff
Putrefying energy radiates in a 30-foot radius around you. Each creature in the aura, including you, has disadvantage on saving throws against poison and disease and on death saving throws. In addition, each creature in the aura can’t be cured of a disease or poison, except by means of a Heal or Wish spell.   Dying or decaying material within the aura, such as corpses, picked flowers, or food, rapidly putrefy, decaying an additional day for each round it is in the aura. This effect increases the amount of time a corpse has been dead, counting against the time limit of spells such as Raise Dead.
Available for: Cleric, Warlock

SRD

Blight

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.   If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.   If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.159)

Create Plague Zombie

4-level Necromancy

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a drop of rat blood and a piece of flesh from a plague victim
Duration: Instant
Damage/Effect: Summon
This spell creates an undead servant infected with disease. Choose up to two corpses of Medium or Small Humanoids within range. Your spell imbues each target with a foul mimicry of life, raising it as a Plague Zombie. The Plague Zombie uses the game statistics of a zombie, except each time the Plague Zombie hits with a Slam attack, the target must succeed on a Constitution saving throw against your spell save DC or take poison damage equal to your spellcasting ability modifier and contract the cackle fever or sewer plague disease (your choice).    As a bonus action on each of your turns, you can mentally command any plague zombie you animated with this spell if the creature is within 60 feet of you (if you control multiple Plague Zombie, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the Plague Zombiewww 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 plague zombie is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to four plague zombies you have animated with this spell, rather than animating new ones.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over two additional plague zombies for each slot level above 5th. Each of the plague zombies must come from a different corpse. When you cast this spell using a spell slot of 7th level or higher, the disease the plague zombie inflicts with its Slam attack can now be cackle fever, sewer plague, or one of the diseases detailed in the contagion spell.
Available for: Cleric, Warlock

Deep Magic Volume 2 (p.162)

Death Toll

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You conjure a shadowy bell in front of you that rings with an ominous, ethereal tone for the duration. When you cast this spell, each creature within 30 feet of you that isn’t an Undead or Construct must succeed on a Wisdom saving throw or become frightened for the duration.    While frightened by this spell, a creature views you as a specter of death and impending pestilence, and it must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw, ending the frightened condition on itself on a success.    Until this spell ends, each creature that starts its turn within 30 feet of you has disadvantage on death saving throws and on Constitution saving throws against disease and necrotic damage.
Available for: Bard, Cleric, Sorcerer, Warlock

Book of Ebon Tides

Drayfn's Curse of Incompetence

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a teardrop
Duration: Concentration, 1 minute
Attack/Save: INT Save
Your target momentarily forgets its technical abilities. Select a creature within range that has an Intelligence of 3 or higher. Your target must make an Intelligence saving throw or be unable to add its proficiency bonus to any ability checks, attack rolls, or saving throws it makes. An affected creature can make a new saving throw at the end of each of its turns, regaining its proficiency bonus on a success.
At higher levels: If you cast this spell using a 5th‑level slot, the duration increases to concentration, up to 10 minutes. If you cast it using a 6th-level slot, the duration increases to concentration up to 1 hour. If you cast it using a 7th-level slot, the duration is 1 hour.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Keening Wail

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a ringed lock of hair from an undead creature
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Bard, Cleric, Warlock

Deep Magic Volume 1

Not Dead Yet

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 mintue
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a cloth doll filled with herbs and diamond dust worth 100 gp.
Duration: Concentration, 1 hour
Damage/Effect: Control
You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control.    While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes .   The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage. You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Raise Shade

4-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
This spell is identical to Raise Ghost in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it’s not sufficient to wield one in combat, or to draw a bow.
Available for: Bard, Cleric, Paladin, Warlock

Deep Magic Volume 1

Ray of Life Suppression

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Necrotic
You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic. This spell has no effect on constructs or undead.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.215)

Reshape Skeleton

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered giant bone
Duration: Concentration, 1 minute
Attack/Save: CON Save
You cause one creature you can see to suffer a bonecracking rearrangement of its skeleton. Choose one creature you can see within range that has a bony or cartilaginous skeletal structure. That creature must make a Constitution saving throw or its bone structure becomes mutable for the duration.    Until the spell ends, you can use a bonus action on each of your subsequent turns to adjust the target’s bone structure, limiting its ability to act. The target must succeed on a Constitution saving throw or take 3d10 bludgeoning damage and suffer one of the following effects of your choice until the end of its next turn: halved speed or disadvantage on attack rolls.    At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for every two slot levels above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Shadow of Moil

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an undead eyeball encased in a gem worth at least 150 gp
Duration: Concentration, 1 minute
Damage/Effect: Necrotic
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.   Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Available for: Warlock

Deep Magic Volume 2 (p.233)

Unnatural Causes

4-level Necromancy

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Cold, Necrotic
You cause vengeful spirits of the wrongfully slain to manifest in a 30-foot-radius sphere centered on a point you choose within range. The sphere of spirits spreads around corners and lasts until the spell ends.    When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, a creature takes 3d6 cold and 3d6 necrotic damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half the damage and doesn’t have disadvantage on attack rolls.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the cold damage or necrotic damage (your choice) increases by 1d6 for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Visage of the Dead

4-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 sliver of bone or piece of skin from an animated skeleton or zombie
Duration: 8 hours
Damage/Effect: Buff
You infuse yourself, and up to four creatures you touch, with necromantic energy, taking on aspects of the undead. The targets gain immunity to poison damage and the poisoned condition for the duration of the spell, and take on appearances similar to undead versions of themselves. Undead that encounter a creature under the effect of this spell must make an Intelligence saving throw against your spell save DC. On a failed save, the undead mistakes the target for another undead creature. Typically this means the undead will ignore the target, especially if it is a less intelligent one such as a Skeleton or a Zombie, unless it is commanded otherwise.The response of more intelligent undead might depend on the conditions under which the encounter occurs, but if the target’s presence would not be unusual, they too might likely ignore the target unless it acts suspiciously.
Available for: Sorcerer, Warlock, Wizard

Transmutation

Deep Magic Volume 1

Earthskimmer

4-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of shale or slate
Duration: Concentration, 1 minute
Damage/Effect: Utility
You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you. Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn’t knocked prone on a succesful one.
Available for: Sorcerer, Warlock, Wizard

XGtE

Elemental Bane

4-level Transmutation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Acid, Cold, Fire, Lightning, or Thunder
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Druid, Warlock, Wizard

Deep Magic Volume 1

Endow Attribute

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a ring worth at least 200 gp, which the spell consumes
Duration: Concentration, 1 hour
Attack/Save: CON Save
Damage/Effect: Debuff
You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration.    If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour. The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful Dispel Magic spell. When the spell ends, the ability score points return to the original   Before then, that creature can’t regain the stolen attribute points, even with Greater Restoration or comparable magic.
At higher levels: If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th-level spell slot, the duration is 24 hours.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Giant's Jest

4-level Transmutation

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Control
This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.186)

Harfang's Hoarfrost

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of ammunition for a ranged weapon
Duration: 1 hr.
Damage/Effect: Cold
Crackling ice coats a ranged weapon you touch. When you make a ranged weapon attack with that weapon during the spell’s duration, the ammunition becomes wreathed in frost. Make the attack roll as normal. On a hit, the weapon deals an extra 2d8 cold damage, and the target must succeed on a Constitution saving throw or become restrained by ice until the end of its next turn. The spell lasts for the duration or until you make six ranged weapon attacks with the weapon.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can make one additional ranged weapon attack with the weapon before the spell ends for each slot level above 4th. 
Available for: Ranger, Warlock, Wizard

Deep Magic Volume 1

Looping Trail

4-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of rope twisted into a loop
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.219)

Shadow Passenger

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Somatic, Material
Materials: a vial of black ink
Duration: 8 hours
Damage/Effect: Buff
You step into a shadow you can see within range, melding yourself and all the equipment you carry with the shadow for the duration. Using your movement, you step into the shadow at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses except truesight.   You can perceive the surroundings around the shadow out to a radius of 10 feet, but you have disadvantage on Wisdom (Perception) checks. If the shadow moves, you move with it. You remain aware of the passage of time and can cast spells on yourself while merged with the shadow. You can use your movement to leave the shadow, exiting into an unoccupied space within 5 feet of the shadow and ending the spell. You otherwise can’t move.    If the shadow is destroyed, such as from a source of bright light, the spell ends, you are expelled, emerging prone in an unoccupied space within 5 feet of where the shadow was located, and take 6d6 radiant damage.    If you willingly exit the shadow, you have advantage on the first attack roll you make before the start of your next turn, and if you hit a creature with that attack, the attack deals an extra 3d8 necrotic damage to the target.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Wayward Strike

4-level Transmutation

Casting Time: 1 reaction, which you take when a melee or ranged attack is made against you.
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
You create a tear in the fabric of reality that protects you from an incoming attack by directing it through a second tear close to a creature you can see up within range. The attack plunges into one dimensional tear and out the other one, causing it to be resolved against that creature’s AC. If the attack is successful, the creature takes the appropriate damage. You can even make the attacker hit itself, if you choose.
Available for: Sorcerer, Warlock

Specialized

Blood Magic

Deep Magic Volume 1

Boiling Blood

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a vial of blood
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Fire
You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Warlock, Wizard with Blood Specialization

Clockwork Magic

Deep Magic Volume 1

Steam Blast

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a tiny copper kettle or boiler
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Servant of Doom

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration.

Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits:
  • You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground.
  • You gain truesight out to a range of 60 feet.
  • Creatures have disadvantage on Wisdom saving throws against your spells and abilities.
  • You have advantage on Intelligence- or Wisdom-based attack rolls.
Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits:
  • You ignore difficult terrain for movement purposes.
  • You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier’s thickness in feet.
  • You have advantage on Strength- or Dexterity-based attack rolls.
  • Your melee weapon attacks deal an extra 1d6 slashing damage on a hit.
Available for: Cleric, Druid, Sorcerer, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Overwhelming Greed

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a gold piece
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You fill the target with a dragon’s greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns.    The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary. If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary.    Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard with Dragon Specialization

Deep Magic Volume 1

Scale Rot

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of rotten meat
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)    One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Shadowy Retribution

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small silver cup filled with the caster's blood
Duration: 12 hour
Damage/Effect: Utility
You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you. If you are reduced to 0 hit points, your oath is invoked; a Shadow materializes within 5 feet of you. The Shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the Shadow dissipates into nothing.   Group Spellcasting. When other spellcasters aid you in casting this spell, an additional Shadow is conjured for each spellcaster other than yourself, up to a maximum of 6 shadows when you are reduced to 0 hit points.   Ritual Focus. If you expend your ritual focus, the spell summons a Banshee instead of a Shadow. If you use group spellcasting, the additional undead are still Shadow.
Available for: Cleric, Sorcerer, Warlock, Wizard with Elven Ritual Specialization

Fiendish Magic

Deep Magic Volume 1

Conjure Fiends

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level spell slot and three times as many with an 8th-level spell slot.
Available for: Warlock, Wizard with Fiendish Specialization

Labyrinth Magic

Deep Magic Volume 1

Moon Trap

4-level Abjuration

Casting Time: 1 hour
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: powdered silver worth 250 gp
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness. Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises. The glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.
Available for: Cleric, Druid, Warlock, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Labyrinth Mastery

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of blank parchment
Duration: Concentration, 1 hour
Damage/Effect: Buff
Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.    You gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment. Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.
Available for: Bard, Ranger, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Ring Magic

Deep Magic Volume 1

Spinning Axes

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an iron ring
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw.    Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Shadow Step

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Teleportation
You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while prone. Moving in this manner does not draw opportunity attacks.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Monsters

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a doll
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Black Hand

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.
Available for: Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Hide in One's Shadow

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Somatic, Material
Materials: charcoal
Duration: 3 hours
Damage/Effect: Buff
When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell.    This spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Scry Ambush

4-level Divination

Casting Time: 1 reaction, which you take when an enemy tries to make a surprise attack against you
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat. If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Time Vortex

4-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a succesful save, it becomes immune to this casting of the spell.    An affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.
d10
Behavior
1-2The creature is affected as if by a slow spell until the start of its next turn.
3-5The creature is stunned until the start of its next turn.
6-8The creature's current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative.
9-10The creature's speed is halved (round up to the nearest 5-foot increment) until the start of its next turn.
You can move the temporal vortex 10 feet each round as a bonus action. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard with Temporal Specialization
< Chthonic Grimoire
Sections

Eldritch Magika

Manifestations A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Fiendish Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic

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