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Level 1 Spells

Abjuration

XGtE

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: Somatic
Duration: 1 round
Damage/Effect: Damage, Warding
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

SRD

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a tiny bell and a piece of fine silver wire
Duration: 8 hours
Damage/Effect: Detection
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Available for: Ranger, Wizard, Artificer

Book of Ebon Tides

Emerald Goblet

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a powdered acorn, which the spell consumes, and a drinking vessel
Duration: 24 hours
You touch a drinking vessel and sprinkle acorn dust into it, which creates a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for 1 day.   The protection grants several additional benefits: you gain advantage to checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet (or extend your existing darkvision by 30 feet).
Available for: Cleric, Paladin, Wizard

Deep Magic Volume 1

Feather Field

1-level Abjuration

Casting Time: 1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: fletching from an arrow
Duration: 1 round
Damage/Effect: Buff
A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.
At higher levels: When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.
Available for: Druid, Ranger, Warlock, Wizard

Deep Magic Volume 2 (p.194)

Last Strike

1-level Abjuration

Casting Time: 1 reaction, which you take when you drop to 0 hit points as a result of taking damage
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.
Available for: Cleric, Paladin, Wizard

SRD

Mage Armor

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of cured leather
Duration: 8 hours
Damage/Effect: Buff
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Warding
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

XGtE

Snare

1-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: Somatic, Material
Materials: 25 feet of rope, which the spell consumes
Duration: 8 hours
Attack/Save: DEX Save
Damage/Effect: Restrained
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.   This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.   The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.   A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.   After the trap is triggered, the spell ends when no creature is restrained by it.
Available for: Artificer, Druid, Ranger, Wizard

Deep Magic Volume 1

Tidal Barrier

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of driftwood
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Control
A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space.The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.
Available for: Sorcerer, Warlock, Wizard

Conjuration

Obojima: Tales from the Tall Grass

Armament

1-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: metal powder
Duration: 8 hours
Damage/Effect: Buff
Up to five simple or martial weapons of your choice materialize in an unoccupied space you can see within range. The weapons are nonmagical, but they are well-made and stylistically look however you would like. The weapons vanish when the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can summon three additional simple or martial weapons of your choice for each slot level above 1st.
Available for: Bard, Cleric, Paladin, Ranger, Wizard

Obojima: Tales from the Tall Grass

Bubble Lift

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Utility
You blow a bubble around any solid, granular, or liquid object that weighs 500 pounds or less, causing it to float 4 feet off the ground. No matter what the contents of the bubble are, the bubble weighs 10 pounds and can be pushed using an action. Strong winds or effects that would push a creature also push the bubble. The bubble always floats at least 4 feet off the ground, and descends from a fall at a speed of 10 feet per round.   As an action, a creature can pierce the outside of the bubble, causing it to pop and releasing its contents.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the weight the bubble can lift by 500 pounds for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.161)

Dance of the Fey

1-level Conjuration

Casting Time: 1 reaction, which you take when a medium or smaller creature you can see moves into a space within your reach
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You conjure fey energies around the creature that moved close to you. The creature must make a Charisma saving throw. On a failed save, you and the creature are teleported to unoccupied spaces you can see within 10 feet of where you each started, and the creature has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the creature has disadvantage on the next attack roll it makes before the start of your next turn, but neither of you are teleported.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the range of the teleportation increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 4th level or higher, you can affect a Large or smaller creature. When you cast this spell using a spell slot of 6th level or higher, you can affect a Huge or smaller creature. When you cast this spell using a spell slot of 8th level or higher, you can affect a Gargantuan or smaller creature.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Duplicate

1-level Conjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Somatic, Material
Materials: copper powder and wax
Duration: 1 hour
Damage/Effect: Creation
You create an exact replica of an object you can see within range that weighs no more than 25 pounds. At first glance, the two objects are indistinguishable from each other and the duplicate functions as if it were the original, except for any magical properties the original object may have. The duplicate disappears when the spell ends.   If a creature uses its action to examine the duplicate, the creature can determine that it is a replica with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration of the spell increases to 8 hours. When you use a spell slot of 4th level or higher, the duration of the spell increases to 24 hours.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.176)

El'Tharyn's Evanishing Exchange

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
A brief flash of sparkling, red light surrounds one object you are holding that weighs no more than 5 pounds. The object vanishes and instantly appears in the free hand of one willing creature you can see within range. If the object can be used, such as a potion, the creature can then take the Use an Object action as a reaction on the object you sent to it. This spell fails if the target doesn’t have at least one free hand to receive the object.
Available for: Bard, Sorcerer, Warlock, Wizard

Basic Rules

Find Familiar

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
Duration: Instant
Damage/Effect: Summoning
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Available for: Wizard

Deep Magic Volume 2 (p.180)

Flamestep

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Smoke briefly surrounds you, and you teleport up to 10 feet to an unoccupied space you can see. Fire or smoke (your choice) bursts out from the space you left.   If fire bursts from the space, each creature within 5 feet of that space must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one.   If smoke bursts from that space, a 5-foot-radius sphere of smoke appears centered on that space. The smoke’s area is heavily obscured and lasts until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 2nd level or higher, the spell’s range and the radius of the smoke each increase by 5 feet for every two slot levels above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Floating Disk

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a drop of mercury
Duration: 1 hour
Damage/Effect: Movement
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.   The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.   If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Available for: Wizard

Deep Magic Volume 2 (p.181)

Florafetter

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A plant bursts from the ground at the feet of one creature you can see within range. The target must succeed on a Dexterity saving throw or the target is restrained as the plant magically wraps around its legs or body. A creature restrained by the plant can use its action to make a Strength check against your spell save DC. On a success, it frees itself, and the plant wilts away.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Control
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (10 ft. square)
Components: Verbal, Somatic, Material
Materials: a bit of pork rind or butter
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Prone
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Available for: Wizard, Artificer

Deep Magic Volume 2 (p.188)

Hemmen's Low Blow

1-level Conjuration

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.
Available for: Bard, Ranger, Sorcerer, Wizard

XGtE

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. sphere)
Components: Somatic, Material
Materials: a drop of water or a piece of ice
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1 (p.95)

Mud Pack

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a clump of mud
Duration: 1 hour
Damage/Effect: Buff
This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.   If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.
Available for: Druid, Ranger, Sorcerer, Wizard

Book of Ebon Tides

Pratfall

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects:
  • A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable to use bonus actions on its next turn as it regains its footing.
  • Tiny particles blow in your target’s face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn.
  • Strobing lights flash briefly before your target’s eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw, or its passive Perception is halved until the end of its next turn.
  • The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration.
  • An invisible force sharply tugs on the target’s trousers, causing their clothing to slip. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its AC until the end of its next turn as it uses one hand to gather itself.
    • Only one of these effects can be used on a single creature at a time.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.226)

Spray

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure a powerful torrent of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. On a failed save, the creature suffers 3d6 bludgeoning damage, is pushed up to 15 feet away from you in a direction following the line, and knocked prone. On a successful save, the creature takes half the damage and isn’t pushed or knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Summon Vehicle

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of rubber
Duration: 10 minutes
Damage/Effect: Utility
You summon a bicycle or moving machine in an unoccupied space within 5 feet of you. The vehicle can be no larger than a 5-foot cube, and it can only carry one creature that is Medium or smaller. The vehicle has a walking speed of 60 feet, which you can use while riding it, provided you have at least one free hand to operate the vehicle.   You can end the spell early by using an action to dismiss it. When the spell ends, the vehicle vanishes.
Available for: Bard, Ranger, Wizard

SRD

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a bit of string and of wood
Duration: 1 hour
Damage/Effect: Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Available for: Bard, Warlock, Wizard

Divination

Deep Magic Volume 1

Alter Arrow's Fortune

1-level Divination

Casting Time: 1 reaction, which you take when an enemy makes a ranged attack that hits
Range/Area: 100ft.
Components: Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Protection
You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.138)

Amplify Sound

1-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a small cup and a bit of string
Duration: Concentration, 1 minute
You turn your attention to a point you can see within range, creating an invisible sensor in that location. For the duration of the spell, you hear sounds from that point as if you were in its space.   If the space where the point is located is subjected to thunder damage, you take the thunder damage as if you were in the space, but you don’t suffer other effects associated with that thunder damage. For example, if a creature casts the thunderwave spell, and the point you chose is within the spell’s area, you take thunder damage as if you failed the saving throw, but you aren’t pushed. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a thin, luminous string winding from the sensor to you.
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Avoid Grievous Injury

1-level Divination

Casting Time: 1 reaction, which you take when you are struck by a critical hit
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Candle's Insight

1-level Divination

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a blessed candle
Duration: 10 minutes
Damage/Effect: Utility
Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell.    The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true. Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.
Available for: Bard, Warlock, Wizard

SRD

Comprehend Languages

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of soot and salt
Duration: 1 hour
Damage/Effect: Social
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • Abjuration - a glowing nimbus of white
  • Conjuration - an ethereal cerulean fog
  • Divination - a translucent gray mist
  • Enchantment - a teasing, verdant tryst of fey hues (light green)
  • Evocation - an ebb and flow of opposing oranges and blues
  • Illusion - a basic brown with subtle hints of depth
  • Necromancy - a viscous, oily residue (black and dark purple with prismatic rainbows)
  • Transmutation - a lustrous golden sheen
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 min.
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pearl worth 100 gp
Duration: Instant
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Available for: Bard, Wizard, Artificer

Deep Magic Volume 1

Insightful Maneuver

1-level Divination

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.205)

Oneiromancy

1-level Divination

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and a bit of mushroom
Duration: Concentration, 8 hours
Damage/Effect: Communication
Dreams can be gateways to understanding, and you can induce such prophetic and insightful dreams in yourself and others. You touch a willing creature of your choice. The creature immediately falls into an enchanted dream state and remains that way for the full length of a normal long rest for that creature, unless awakened or if the target chooses to end the spell early.    During this long rest, the target experiences dreams and visions centering around one event or question of its choice, specified at the casting of the spell. The answer in the dreams may be literal, or it may be wrapped in symbolism, omens, and metaphor and left to the dreamer to interpret. This spell doesn’t disrupt the target’s long rest, and the target can still gain the benefits of a long rest if it finishes the long rest while affected by this spell.    If the target’s sleep is interrupted, this spell ends and must be cast again for the target to experience the dreams again.    Elves and other creatures with immunity to magical sleep can choose whether or not to be affected by this spell.    This spell has no effect on Constructs or Undead.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 1 (p.107)

Speak with Inanimate Object

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Communication
You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions.    The spirit is indifferent toward you unless you have done something to harm or help it.    The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.
Available for: Cleric, Wizard

Enchantment

Deep Magic Volume 1

Charm of Long Standing

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 day
Attack/Save: WIS Save
Damage/Effect: Control
As charm person but with a longer duration. The target of the spell remains charmed for one day per level you’ve attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you’re charmed this way, you won’t tolerate any harm, abuse, or mistreatment being directed toward the spell’s target.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and 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 regards you as a friendly acquaintance. 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 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Elf Shot

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a pixie arrow
Duration: Concentration, 1 minute
Damage/Effect: fey
You pretend to shoot an arrow with a tiny bow. Make a ranged spell attack against a creature within range. On a hit, the target creature stumbles (is pushed) 5 feet in a random direction (roll a d8 and assign a direction to each die face), and its speed is 0 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.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.176)

Emotional Gamut

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a child's blanket
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You force a creature you can see within range to experience a rush of emotions and powerful memories from its life. The target must succeed on a Wisdom saving throw or become overwhelmed with emotions as it recalls emotionally charged events from its life for the duration. While overwhelmed with emotions, the target’s speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on its turn. A target automatically succeeds on this saving throw if it can’t be charmed.    At the end of each of its turns, the target can make another Wisdom saving throw. On a failure, the target takes 1d4 psychic damage. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Acquisitions Incorporated

Fast Friends

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.   You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.   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 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 2 (p.182)

Frightful Shout

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a tuft of fur from a celestial canine
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When casting this spell, you let out a terrible yell toward a creature you can see within range. If the target has an alignment opposed to yours (good/evil, lawful/chaotic) and it can hear you, it must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you until the end of its next turn. On a successful save, the target takes half the damage and isn’t frightened.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the duration of the frightened condition increases by 1 round for each slot level above 1st. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Hard Heart

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an iron key
Duration: 10 minutes
Attack/Save: WIS Save
Damage/Effect: Buff
You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.
Available for: Bard, Wizard

SRD

Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: tiny tarts and a feather that is waved in the air
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Prone
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.191)

Jedza's Tidy Charm

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a nonmagical pot, sack, basket, or similar tiny container
Duration: 1 minute
Damage/Effect: Utility
Your touch imbues a container with a temporary pocket dimension. The container then animates, attempting to collect nearby objects in its pocket dimension. At the start of each of your turns, the container moves up to 30 feet and collects each object that isn’t being worn or carried and weighs 15 pounds or less along its path. You can choose the container’s path (no action required) or the container can move at random. The collected objects disappear into the container’s pocket dimension for the duration. The container is a Tiny object that can be attacked and destroyed. It has an AC equal to your spell save DC and hit points equal to twice your spellcasting ability modifier. If the container is destroyed, the spell ends. When the spell ends, all objects within the container are expelled harmlessly in a heap in the container’s space, potentially burying the container if it isn’t tipped over into something else first.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.204)

Nothing to See Here

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Utility
Creatures relying on eyesight and with a Wisdom score of 11 or less ignore the target as if it were not there—unless directly attacked or addressed by the target. Creatures relying on eyesight and with a Wisdom score of 12 or higher can make a Wisdom saving throw to pierce the illusion and see the target of the spell. Blindsight and tremorsense work normally.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Pacify Person

1-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 humanoid 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 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Strixhaven: A Curriculum of Chaos

Silvery Barbs

1-level Enchantment

Casting Time: 1 reaction which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff, Debuff
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Available for: Bard, Sorcerer, Wizard

SRD

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
Damage/Effect: Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1 (p.106)

Slippery Fingers

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Trick Question

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Twist the Skein

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check
Range/Area: 30ft.
Components: Somatic
Duration: Instant
Damage/Effect: Control
You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Unluck on That

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check
Range/Area: 25ft.
Components: Verbal
Duration: Instant
Damage/Effect: Control
By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Agonizing Mark

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.140)

Ashen Lashes

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Summon
You create two tendrils of magical ash to appear in unoccupied spaces within range. The tendrils can’t be targeted with attacks and are immune to damage. When you cast this spell and as a bonus action on your subsequent turns, you can command one or more of the tendrils to attack a creature within 10 feet of it. Make a melee spell attack for each tendril using your spellcasting ability modifier. On a hit, a tendril deals 1d4 fire damage to the target.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional tendril for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Burning Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Sorcerer, Wizard

PHB

Chromatic Orb

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 50gp
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Acid, Cold, Fire, Lightning, Poison, Thunder
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.160)

Curse of Sustentation

1-level Evocation

Casting Time: 1 reaction, which you take when you lose concentration on a spell due to taking damage
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You utter a curse and gesture at the creature that distracted you and caused you to lose concentration on your spell, drawing flames of ire into your lungs. You take 1d10 fire damage, and the target must succeed on a Constitution saving throw or take the same amount of fire damage. You then make another Constitution saving throw to maintain concentration on the spell that triggered this reaction, adding the damage result to the roll and using the original DC from the damage the target originally dealt to you. If the saving throw succeeds, you don’t lose concentration on that spell. If the damage from this spell reduces you to 0 hit points, you fall unconscious but are stable.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage to you and the target increases by 1d10 for every two slot levels above 1st
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.163)

Dehydration

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Druid, Sorcerer, Wizard

XGtE

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Gift

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature you can see within range. You take 1d20 necrotic damage, and the target regains hit points equal to the amount of damage you took.
Available for: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Gloaming

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (50 ft. sphere)
Components: Verbal, Material
Materials: a piece of smoked glass
Duration: Concentration, 1 minute
Magical gloom spreads from a point you choose within range to fill a 50-foot-radius sphere for the duration. The fading twilight spreads around corners. A creature with darkvision can see through this darkness, and any normal light can illuminate it. Ranged attacks made through the gloaming have disadvantage. If the point you choose is an object being worn or carried, the effect emanates from the object and moves with it. Completely covering the source of the gloaming with an opaque object, such as a bowl or a helm, blocks the darkness.   If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or higher, the effect is dispelled.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.190)

Infernal Rebound

1-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you deals damage to you
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Fire
A creature that damaged you is temporarily engulfed in infernal flames. The creature must succeed on a Wisdom saving throw or take 1d10 fire damage and be pushed up to 10 feet away from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the target is pushed an additional 5 feet for each slot level above 1st.
Available for: Cleric, Wizard

Acquisitions Incorporated

Jim's Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: (Royalties) 1gp, which the spell consumes
Duration: Instant
Attack/Save: Ranged
Damage/Effect: Force
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather’s magic with this improved version of the spell, as used by Jim Darkmagic!   You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.   If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.
Available for: Wizard

Deep Magic Volume 2 (p.197)

Lunarbolt Waxing

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: small spherical stone painted white
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Cold, Radiant
You hurl a bolt of concentrated moonlight at a creature you can see within range. The bolt expands in size and grows in strength as it travels. Make a ranged spell attack against the target. On a hit, a target takes 1d10 cold damage and suffers additional damage based on the distance between you and the target, as detailed below:
  • If the target is between 35 and 60 feet away from you, it takes an additional 1d4 radiant damage.
  • If the target is between 65 and 90 feet away from you, it takes an additional 2d4 radiant damage.
  • If the target is between 95 and 120 feet away from you, it takes an additional 3d4 radiant damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d10 for every two slot levels above 1st. When you cast this spell using a spell slot of 3rd level or higher, the d4s of the additional radiant damage become d6s.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

SRD

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Force
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available for: Sorcerer, Wizard, Artificer

Obojima: Tales from the Tall Grass

Sand Structure

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of seaglass
Duration: 1 minute
Damage/Effect: Utility
A wall of sand that is 5 feet tall, 5 feet wide, and 1 foot thick materializes from the ground up in an unoccupied space that you can see within range. The sand functions as solid stone while in its wall form. The wall has AC 13 and 10 hit points. Reducing the wall to 0 hit points destroys it and might cause connected walls to collapse at the GM’s discretion. You can end the spell early by using an action to dismiss it. When the spell ends, the wall crumbles back into sand.   If you cast the spell as a ritual, the wall lasts until it is destroyed or dismissed.
Available for: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1 (p.104)

Screaming Ray

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Psychic
You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.
Available for: Bard, Sorcerer, Wizard

Tasha's Cauldron of Everything

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic, Material
Materials: a bit of rotten food
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

Deep Magic Volume 1

Telekinetic Parry

1-level Evocation

Casting Time: 1 reaction, which you take when an enemy makes an attack roll against you
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Protection
As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.
Available for: Bard, Sorcerer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard, Artificer

Obojima: Tales from the Tall Grass

Water Bullet

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: bludgeoning
You create a sphere of swirling water that spins rapidly in your hand or mouth before you hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes bludgeoning damage based on how far it is away from you.
  • 1–10 feet: 5d6
  • 11–60 feet: 4d6
  • 61–90 feet: 3d6
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.238)

Whipcrack

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Thunder
You create a sound like a cracking whip next to one friendly creature and one hostile creature you can see within range. Spurred by the sudden snap of sound, the friendly target has advantage on the next attack roll or saving throw it makes before the start of your next turn.    Startled by the sound, the hostile target must make a Dexterity saving throw. On a failed save, the target takes 2d10 thunder damage and can’t take reactions until the start of its next turn. On a successful save, the target takes half the damage and can still take reactions.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Wind Tunnel

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a paper straw
Duration: Concentration, 1 minute
Damage/Effect: Control
You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created.   A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.   The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.
Available for: Sorcerer, Warlock, Wizard

PHB

Witch Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a twig from a tree that has been struck by lightning
Duration: Concentration, 1 minute
Attack/Save: Ranged
Damage/Effect: Lightning
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

Illusion

SRD

Color Spray

1-level Illusion

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal, Somatic, Material
Materials: a pinch of powder or sand that is colored red, yellow, and blue
Duration: 1 round
Damage/Effect: Blinded
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Available for: Sorcerer, Wizard

SRD

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Shapechanging
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard, Artificer

Acquisitions Incorporated

Distort Value

1-level Illusion

Casting Time: 1 minute
Range/Area: Touch (1 ft. cube)
Components: Verbal
Duration: 8 hours
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.   You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Forest Affinity

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Somatic, Material
Materials: a raven's feather or a bit of panther fur
Duration: 1 hour
Damage/Effect: Buff
The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll.The spell ends if you attack or cast a spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any other target of this spell attacks or casts a spell.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Illusory Script

1-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Somatic, Material
Materials: a lead-based ink worth at least 10 gp, which the spell consumes
Duration: 10 days
Damage/Effect: Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.198)

Malaise

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a scrap of handkerchief from a fever victim
Duration: 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You craft an illusion around a creature that isn’t a Construct or Undead, creating phantom symptoms of a disease. The target must succeed on a Wisdom saving throw or suffer one or more of the following symptoms of your choice for the duration:
  • An illusory fever where the target feels feverish and hot to the touch.
  • The target has a persistent, scratchy throat, prompting occasional coughs.
  • The target sees minor spots or has blurry vision at their periphery.
  • The target’s skin manifests illusory, itchy spots, boils, or rashes, prompting occasional scratching.
Until this spell ends, the target has disadvantage on ability checks. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a successful save, the spell ends. After failing three of these saving throws, the spell’s effects last for the duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 7th level or higher, the duration is 24 hours.
Available for: Bard, Cleric, Warlock, Wizard

Necromancy

Deep Magic Volume 1

Bolster Undead

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sprinkle of unholy water
Duration: 1 hour
Damage/Effect: Buff
You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard

XGtE

Cause Fear

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Frightened
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened 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 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Warlock, Wizard

Deep Magic Volume 1

Disquieting Gaze

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.168)

Doom of Fools

1-level Necromancy

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a small bell
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
All creatures within 10 feet of you must make a Wisdom saving throw. You must also make this save. On a failed save, targets become bumbling and inept for the duration of the spell. When you cast this spell, choose one from the following options:
  • Choose one ability score. While doomed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While doomed, the target falls prone at the start of each round, and its speed is halved.
  • While doomed, 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration is up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is up to 8 hours. Using a spell slot of 4th level or higher grants a duration that doesn’t require concentration.
Available for: Bard, Wizard

Book of Ebon Tides

Doom of Poor Fortune

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dead clover
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Psychic
You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a Charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above.   If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever lose concentration on the spell, you take 1d4 psychic damage.
At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, when the target is required to make a saving throw, it must make a Charisma saving throw in place of the required one, unless the required one is more difficult to make. When you cast this spell with a 4th-level slot, when the target makes an attack roll, it must make a Charisma saving throw prior to making the attack. On a failed save, the attack fails. If you cast this spell with an 8th level slot, this spell persists for the duration without requiring concentration.
Available for: Bard, Cleric, Paladin, Sorcerer, Wizard

SRD

False Life

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small amount of alcohol or distilled spirits
Duration: 1 hour
Damage/Effect: Buff
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Available for: Sorcerer, Wizard, Artificer

Deep Magic Volume 1

Heart to Heart

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of your blood
Duration: 1 hour
Damage/Effect: Buff
For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal.    If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.
Available for: Bard, Paladin, Sorcerer, Wizard

Deep Magic Volume 1

Hobble Mount

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Bludgeoning
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast 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 2d6 bludgeoning damage.
Available for: Cleric, Druid, Ranger, Warlock, Wizard

Deep Magic Volume 1

Mosquito Bane

1-level Necromancy

Casting Time: 1 action
Range/Area: 50ft.
Components: Verbal, Somatic
Duration: Instant
This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.
Available for: Druid, Sorcerer, Warlock, Wizard

PHB

Ray of Sickness

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.233)

Unnerving Yowl

1-level Necromancy

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Material
Materials: a whisker or pinch of fur from an undead Beast
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You unleash an unholy scream. Each hostile creature within 15 feet of you must succeed on a Wisdom saving throw or become frightened until the end of its next turn. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on its turn unless there is nowhere to move.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Withered Sight

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dried lizard's eye
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric, Druid, Ranger, Warlock, Wizard

Transmutation

Deep Magic Volume 1

Adjust Position

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Control
You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
Available for: Bard, Cleric, Warlock, Wizard

Deep Magic Volume 1

Bloodhound

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of ammonia
Duration: 8 hours
Damage/Effect: Utility
You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.
Available for: Druid, Ranger, Sorcerer, Wizard

XGtE

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

Deep Magic Volume 1

Deep Breath

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 2 hours
Damage/Effect: Buff
The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.175)

Elemental Infusion

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You infuse an ally’s weapon with the power of the elements. Choose a weapon worn or carried by a friendly creature within range and choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, that weapon’s damage type changes from its normal type to the chosen type. The spell ends early if the weapon is held by a hostile creature at the start of your turn or if the weapon is not in the possession of a friendly creature for more than 1 minute.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional weapon for each slot level above 1st. All affected weapons are changed to the same damage type.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Expeditious Retreat

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Movement
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Available for: Sorcerer, Warlock, Wizard, Artificer

SRD

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: Verbal, Material
Materials: a small feather or piece of down
Duration: 1 minute
Damage/Effect: Exploration
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Bard, Sorcerer, Wizard, Artificer

Deep Magic Volume 1

Goat's Hoof Charm

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a goat's hoof
Duration: 1 minute
Damage/Effect: Buff
A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Gordolay's Pleasant Aroma

1-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a few flower petals or a piece of fruit, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.
Available for: Bard, Druid, Sorcerer, Wizard

SRD

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a grasshopper's hind leg
Duration: 1 minute
Damage/Effect: Movement
You touch a creature. The creature's jump distance is tripled until the spell ends.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.194)

Leaden Wings

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wing claw from a gargoyle
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You hinder the wings of a creature you can see within range that has a flying speed. The target must succeed on a Constitution saving throw or its flying speed can’t be higher than 30 feet for the duration. In addition, if the target flies on its turn, it must end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of dirt
Duration: 1 hour
Damage/Effect: Buff
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Druid, Ranger, Wizard, Artificer

Deep Magic Volume 1

Scentless

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 1 ounce of pure water
Duration: 1 hour
Damage/Effect: Utility
You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.223)

Skip Strike

1-level Transmutation

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a weapon attack
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You wrap threads of time around an attacker, pushing the attack moments into the future. The target must succeed on a Wisdom saving throw or you magically interrupt the triggering attack, causing it to happen on the target’s next turn instead. On the target’s next turn, it gains an additional action it must use to make the attack you interrupted, though the delayed attack can be directed toward any target within the weapon’s range. If the target is reduced to 0 hit points before its next turn or if it is otherwise prevented from making an attack on its next turn, the delayed attack doesn’t happen and is lost.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Step Like Me

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: blood, hair, or a personal item of the target
Duration: 24 hours
Attack/Save: CON Save
Damage/Effect: Control
Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target’s kind.
Available for: Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Strength of an Ox

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a 1-pound weight
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Swallow Magic

1-level Transmutation

Casting Time: 1 reaction, which you take when a spell cast by another creature fails to affect you
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Buff
You chomp down on the threads of magic left in the air after the triggering spell fails to affect you, swallowing the now latent magic and gaining one of the following effects of your choice:
  • You regain hit points equal to 1d4 + your spellcasting ability modifier.
  • Your speed increases by 15 feet until the end of your next turn.
  • Once before the end of your next turn, you can roll a d4 and add the number rolled to one ability check of your choice.
Available for: Bard, Wizard

Deep Magic Volume 1

Thin the Ice

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of sunstone
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Cold
You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice.    If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.230)

Tongue Pick

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small wire
Duration: 1 hour
Damage/Effect: Utility
The tongue of a creature you touch changes into a long and slender—but still fleshy—skeleton key. For the duration, the target can use its transformed tongue to pick locks and disarm traps as if its tongue was a set of thieves’ tools. The target is proficient in using its tongue in this way.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the target doubles its proficiency bonus when using its tongue to pick locks and disarm traps. When you cast this spell using a spell slot of 7th level or higher, the target has advantage on its checks to pick locks and disarm traps with its tongue.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Whelm Weapon

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of seawater
Duration: Concentration, 1 minute
Damage/Effect: Debuff
Up to three weapons of your choice that you can see within range become enveloped by water. Roll a d4; for the duration, any damage dealt by the targeted weapons is reduced by the number you rolled (to a minimum of 1).
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional weapons for each slot level above 1st.
Available for: Bard, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Writhing Arms

1-level Transmutation

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range.The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.    Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.. 
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.
Available for: Sorcerer, Warlock, Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Bottomless Stomach

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbals
Duration: Concentration, 1 hour
Damage/Effect: Utility
When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.    The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it. At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline. When you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Angelic Guardian

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC. Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Bloody Hands

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration. Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.
Available for: Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Bloody Smite

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.
Available for: Cleric, Druid, Ranger, Wizard with Blood Specialization

Deep Magic Volume 1

Stanch

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
The target ’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.
Available for: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Weapon of Blood

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of iron shavings
Duration: Concentration, 1 hour
Damage/Effect: Creation
When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends.The trickling blood transforms into a dagger of red metal that functions as a +1 dagger.
At higher levels: When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a +3 dagger of wounding.
Available for: Wizard with Blood Specialization

Chaos Magic

Deep Magic Volume 1

Ill-Fated Word

1-level Divination

Casting Time: 1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Debuff
You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Roaming Pain

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You afflict a single humanoid within range with severe pain in a random part of its body. Roll a d6 and consult the table to determine the spell’s initial effect.
d6Effect
1Head - Incapacitate
2Throat - Unable to speak coherently or cast spells with verbal components
3Chest - Cannot take bonus actions
4Abdomen - Disadvantage on CON saving throws
5Arm - Disadvantage on attack rolls, STR and DEX skill checks
6Leg - Movement halved
The target must make a Constitution saving throw. On a successful save, it is able to function despite the pain and ignore the effects. At the start of the target’s turn each round for the duration of the spell, roll again on the table to see where the pain affects the target in that round.
Available for: Wizard with Chaos Specialization

Deep Magic Volume 1

Undermine Armor

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2. Undermine armor has no effect on creatures that aren’t wearing armor.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Unruly Item

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.    Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature’s grasp.The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.    Armor: The creature’s armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.    Other Items: The effects on other carried items can vary at the GM’s discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Analyze Device

1-level Divination

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a set of clockworker's tools
Duration: Instant
Damage/Effect: Utility
You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.
Available for: Sorcerer, Wizard with Clockwork Specialization

Deep Magic Volume 1

Pendulum

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small pendulum or metronome made of brass and rosewood worth 10 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.
Available for: Bard, Cleric, Sorcerer, Wizard with Clockwork Specialization

Deep Magic Volume 1

Tireless

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Somatic, Material
Materials: an ever-wound spring worth 50 gp
Duration: 24 hours
Damage/Effect: Buff
You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.
Available for: Bard, Sorcerer, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Brimstone

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage. The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Dexterity saving throw or take 1d8 fire damage.   The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, its fire damage increases by 1d8 for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Converse with Dragon

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.   This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwated telepathic contact can worsen the dragon's attitude toward you. 
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Kobold's Fury

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a kobold scale
Duration: 1 round
Damage/Effect: Buff
Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Guest of Honor

1-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Material
Materials: a signet ring worth 25 gp
Duration: 10 minutes
Damage/Effect: Buff
You whisper words of encouragement, and a creature you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.   Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional 10 minutes for each spellcaster other than yourself, up to a maximum duration of 90 minutes.   Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.
Available for: Bard, Wizard with Elven Ritual Specialization

Deep Magic Volume 1

Extract Essence

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a wooden bowl
Duration: Permanent
You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food. The original food appears unchanged, and though it’s still filling, it has no nutritional value.    Group Spellcasting. When other spellcasters aid you in casting this spell, an additional three days’ worth of food can be extracted for each spellcaster other than yourself, up to a maximum of 27 days’ worth of food extracted by the spell.    Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.
Available for: Bard, Druid, Warlock, Wizard with Elven Ritual Specialization

Fiendish Magic

Deep Magic Volume 1

Mammon's Avarice

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Utility
By casting this spell, you tap into the power of greed that is Mammon’s sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.
Available for: Cleric, Warlock, Wizard with Fiendish Specialization

Illumination Magic

Deep Magic Volume 1

Guiding Star

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Utility
By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.
Available for: Wizard with Illumination Specialization

Deep Magic Volume 1

Amplify Light

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a nonmagical light source
Duration: Special
Damage/Effect: Utility
You touch a nonmagical light source and increase its brightness. While the spell is in effect, the radius of the bright light around the source is doubled, and dim light extends for the same distance beyond that area. The light source’s duration is halved, however, so that a torch affected by amplify light would burn out in half an hour, or a hooded lantern would burn through its fuel in 3 hours. Adding new fuel to a light source while it is under the effect of amplify light will end the spell and return it to its normal brightness.
Available for: Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Broken Charge

1-level Enchantment

Casting Time: 1 reaction, which you take when an enemy approaches to within 5 feet of you
Range/Area: 10ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.
Available for: Bard, Warlock, Wizard with Labyrinth Specialization

Deep Magic Volume 1

Thunderous Charge

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.
Available for: Ranger, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Mythos Magic

Deep Magic Volume 1

Voorish Sign

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.
Available for: Wizard with Mythos Specialization

Ring Magic

Deep Magic Volume 1

Circle of Wind

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a crystal ring
Duration: 8 hours
Damage/Effect: Buff
Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.
Available for: Sorcerer, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Shadow Armor

1-level Abjuration

Casting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Black Ribbons

1-level Conjuration

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic, Material
Materials: a piece of ribbon
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Hands

1-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Necrotic
A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened until the end of its next turn; a successful Wisdom saving throw halves the damage and negates the frightened condition.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.
Available for: Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Cloak of Shadow

1-level Illusion

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Protection
You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.
Available for: Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Weakness

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Foretell Distraction

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Buff
Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Seer's Reaction

1-level Divination

Casting Time: 1 reaction, which you take at the start of another creature's turn
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard with Temporal Specialization

Deep Magic Volume 1

Auspicious Warning

1-level Enchantment

Casting Time: 1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.
Available for: Bard, Sorcerer, Wizard with Temporal Specialization

Deep Magic Volume 1

Chronal Lance

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). 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 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Sorcerer, Wizard with Temporal Specialization

Void Magic

Deep Magic Volume 1

Protection From the Void

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small bar of silver worth 15 sp, which the spell consumes
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against Void spells.
Available for: Wizard with Void Specialization
< Mystic Arcanum
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Temporal Magic
Void Magic

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