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Level 4 Spells

Abjuration

SRD

Banishment

4-level Abjuration

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

Deep Magic Volume 2 (p.151)

Chamber of Restoring Amber

4-level Abjuration

Casting Time: 1 minute
Range/Area: Self (15 ft. hemisphere)
Components: Verbal, Somatic, Material
Materials: a piece of amber worth at least 50 gp
Duration: 10 minutes
A 15-foot-radius immobile dome of amber springs into existence around and above you and remains stationary for the duration. The spell ends if you leave the area.    The amber can fit up to twelve Medium or smaller creatures inside of it. The spell fails if its area includes a larger creature or more than twelve creatures. Only creatures you designate can enter the dome through an entrance in one of the dome’s walls. All other creatures are barred from entering the amber dome. Spells and other magical effects can’t extend through the amber or be cast through it. The atmosphere inside the amber is comfortable and dry, regardless of the weather outside. The interior is dimly lit in a soft, amber glow. The amber is opaque from the outside, but it is transparent from the inside.    A creature that remains in the amber for its full duration gains the benefits of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Available for: Druid, Wizard

Deep Magic Volume 1

Cursed Gift

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an object worth at least 75 gp.
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Debuff
Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove Curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.178)

Fey Tricks

4-level Abjuration

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

Planescape: Adventures in the Multiverse

Warp Seal

4-level Abjuration

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

Deep Magic Volume 2 (p.199)

Mass Disarm

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Control
You magically disarm creatures, giving you and your allies an upper edge in battle. Choose up to five creatures you can see within range. Each target must succeed on a Dexterity saving throw or drop any weapons and shield it is holding.    Instead of choosing multiple targets, you can choose to focus this spell’s energy on only one creature you can see within range. If you do so, the target must succeed on a Dexterity saving throw or any weapons and shield it is holding teleport to the ground in a space within 5 feet of you.
Available for: Bard, Cleric, Sorcerer, Wizard

SRD

Mordenkainen's Private Sanctum

4-level Abjuration

Casting Time: 10 minutes
Range/Area: 120ft. cube
Components: Verbal, Somatic, Material
Materials: a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powedered chrysolite
Duration: 24 hours
Damage/Effect: Control, Warding
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.   When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can't be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Available for: Wizard, Artificer

Deep Magic Volume 2 (p.222)

Shield of Ephemera

4-level Abjuration

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

SRD

Stoneskin

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamond dust worth 100 gp, which the spell consumes
Duration: Concentration, 1 hour
Damage/Effect: Buff
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

Conjuration

SRD

Evard's Black Tentacles

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft. (20 ft. square)
Components: Verbal, Somatic, Material
Materials: a piece of tentacle from a giant octopus or giant squid
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.   When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.   A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Available for: Wizard

Deep Magic Volume 1

Chains of Torment

4-level Conjuration

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

SRD

Conjure Minor Elementals

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower
An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The GM has the creatures' statistics.
CR
Sample Elementals
1/4
1/2
2
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.156)

Conjure Spellhound

4-level Conjuration

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

SRD

Dimension Door

4-level Conjuration

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

Deep Magic Volume 1

Doom of the Pit

4-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: dust from a stone quarry
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Necrotic
You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.    The pit’s radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like Gust of Wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal.    The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are incapacitated for 2 rounds.   When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 3rd.
Available for: Sorcerer, Wizard

SRD

Mordenkainen's Faithful Hound

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a tiny silver whistle, a piece of bone, and a thread
Duration: 8 hours
Damage/Effect: Piercing
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.   The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.   At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Available for: Wizard, Artificer

Deep Magic Volume 2 (p.192)

Khamsin's Chariot

4-level Conjuration

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

Book of Ebon Tides

Lunar Transfer

4-level Conjuration

Casting Time: 1 minute
Range/Area: 200ft.
Components: Verbal, Somatic, Material
Materials: an opal worth 500gp, which the spell consumes
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Fey
This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target an unwilling creature, it gains a Wisdom saving throw. On a successful save, the spell fails, and the caster appears in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the creature or object arrives there successfully.   The GM rolls d20 and consults the Lunar Transfer table below. The following destination definitions will help:
  • Grove or Magic Circle means a hallowed druid grove or a permanent teleportation circle whose sigil sequence you know.
  • Memento means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
  • Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
  • Seen Casually is someplace you have seen more than once but with which you aren’t very familiar. Viewed Once is a place you have seen once, possibly using magic.
  • Description is a place whose location and appearance you know through someone else’s description, perhaps from a map.
  • False Destination is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or perhaps you are attempting to teleport to a familiar location that no longer exists.
Also consider the following arrival definitions as well:
  • On Target. The target creature or object appears where you want it to.
  • Off Target. The target creature or object appears a random distance away from the destination in a random direction. Distance off target is 5 miles times a 1d20 roll, though never more than half the distance traveled. For example, if you sent someone 250 miles and they landed off target, and you rolled an 8 on the d20, then they would arrive off target by 40 miles. If you had sent them only 20 miles, they could not be more than 10 miles off target. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting someone to a coastal city and they wound up 20 miles out at sea, they could be in trouble.
  • Similar. Your target creature or object winds up in a different area that’s visually or thematically similar to the target area. If you are sending someone to your home laboratory, for example, they might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, the creature or object appears in the closest similar place, but since the spell has no range limit, they could conceivably wind up anywhere on the plane.
  • Mishap. The spell’s unpredictable magic results in a difficult journey. The teleporting creature or object takes 2d12 force damage, and the GM rerolls on the table to see where you wind up. (Multiple mishaps can occur, dealing damage each time.)
d20Grove or CircleMementoVery FamiliarSeen CasuallyViewed OnceDescriptionFalse Destination
1 Similar Mishap Mishap Mishap Mishap Mishap Mishap
2-5 Off target Similar Similar Similar Mishap Mishap Mishap
6-9 On target Off target Off target Similar Similar Similar Mishap
10-13 On target On target Off target Off target Off target Similar Similar
14-17 On target On target On target On target On target Off target Similar
18-19 On target On target On target On target On target On target Similar
20 On target On target On target On target On target On target Similar
Available for: Druid, Sorcerer, Wizard

Book of Ebon Tides

Moonlight Sending

4-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an offering of gemstones, incense, and oils worth at least 400 gp, which the spell consumes, set afire in an alabaster bowl
Duration: Instant
You exhort a fiend to attack a distant foe. After the offering is made, make a spell attack roll to determine which fiend is summoned:
d20ResultCR
1-4 Sending fails -
5-8 Wind Demon, or Quasit 1-2
9-12 Rattok Demon, or Bearded Devil 3-4
13-16 Lesser Lunar Devil, or Vrock 4-6
17-20 Lunar Devil, or Hezrou 8
21+ Alnaar, or Horned Devil 9-11
Once summoned, you must compel the fiend to seek out a particular creature you choose that is on the same plane of existence as you by making a DC 10 Charisma (Persuasion) check. On a success, the fiend slinks off to its target, usually but not always by night. On a failure, the fiend refuses, and the offering and the bowl are consumed in the casting.   The conjured fiend may find that the target is warded or inaccessible or simply difficult to find (whether because of invisibility or some other reason). In this case, you must make a DC 15 Charisma (Persuasion) check. On a success, the fiend returns and demands no further offering, reports its failure, and vanishes. On a failure, the fiend returns and demands another offering. If this is not immediately forthcoming, it attacks you.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.202)

Moonsphere Meteor

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small stone sphere polished smooth
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Radiant
You create a 5-foot-diameter sphere of moonrock that slams down on a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 2d8 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone  Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the moonrock to appear and slam down on a point you can see within range again.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or radiant damage (your choice) increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.203)

Mudslide

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning, Control
You create and cause a cascade of mud to flow from a point on the ground you can see within range. The mud flows in a direction of your choice in a 30-foot line that is 10 feet wide. Each object in the line that isn’t being worn or carried is buried under 5 feet of mud. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is pushed up to half the length of the line in a direction following the line, knocked prone, and buried under the mud. On a successful save, a creature takes half the damage and isn’t pushed, knocked prone, or buried. A buried creature is restrained and unable to breathe or stand up. A buried creature, or a creature within reach of a buried creature, can use its action to make a Strength check against your spell save DC. If it succeeds, the buried creature is no longer buried.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the line’s length increases by 5 feet and the damage increases by 1d10 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Book of Ebon Tides

Polychromatic Bubble

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a chip of soap and a drop of oil
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You create a shimmering, multicolored bubble around a Large or smaller creature or an object within range. The bubble is a 5-foot-radius sphere that has 10 hit points and an AC equal to your spell save DC. The bubble rises 10 feet into the air along with its contents, up to 30 feet, at the beginning of each of your turns. A creature trapped inside the bubble at the beginning of its turn cannot see or hear anything outside the bubble and must make a Wisdom saving throw or be charmed by you and the bubble until the start of its next turn. A creature outside the bubble that targets it with an attack must make a Wisdom saving throw or be charmed by you and the bubble until the beginning of its next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can create one additional bubble for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard

Book of Ebon Tides

Portho's Portal

4-level Conjuration

Casting Time: 1 hour
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a silver latch or key worth 100 gp, which the spell consumes
Duration: 24 hours
Damage/Effect: Liminal
You conjure a portal or doorway that links an unoccupied space you can see within range to a precise location in the mortal or fey realms—such as Midgard, the Shadow Realm, or the Summer Lands—that you have stood. The portal is a semicircular opening, which you can make 5 to 20 feet in diameter—it is often cast under a bridge, archway, or even under roots or branches of a large tree. You can orient the portal in any direction you choose. It has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. The portal lasts for the duration.   Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
At higher levels: If cast using a 5th-level or higher spell slot, you may make the portal last for 1 week after you create it. If cast using a 6th-level or higher spell slot, the shadow doorway is permanent until dispelled with a Radiant Beacon or Wish spell.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Reposition

4-level Conjuration

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

Deep Magic Volume 2 (p.215)

Rift

4-level Conjuration

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

SRD

Leomund's Secret Chest

4-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an exquisite chest, 3 feet by 2 feet, constructed from rare materials worth at least 5000 gp, and a tiny replica made from the same materials worth at least 50 gp.
Duration: Instant
Damage/Effect: Utility
You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).   While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.   After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Available for: Wizard, Artificer

Book of Ebon Tides

Storm Door

4-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a fulgurite
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Lightning
Crackling with lightning, you teleport up to 120 feet to an unoccupied space that you can see. Each creature within 5 feet of both the space you left and your new space must make a Dexterity saving throw. A creature takes 1d12 lightning damage on a failed save or half as much damage on a successful one.   On each of your turns for the duration, you can use your bonus action to call up the lightning and open such a storm door again, targeting a different space with the door each time. If you are outdoors when you cast this spell, a storm develops within 1 minute and follows you. Under such conditions, the spell’s damage increases to 2d12, and you can teleport up to 240 feet.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, a creature of your choice within 5 feet of you can teleport through the storm door with you. Accompanying creatures do not suffer the lightning damage.
Available for: Cleric, Druid, Wizard

Tasha's Cauldron of Everything

Summon Aberration

4-level Conjuration

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

Tasha's Cauldron of Everything

Aberrant Spirit CR: PB

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

STR

16 +3

DEX

10 +0

CON

15 +2

INT

16 +3

WIS

10 +0

CHA

6 -2

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

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

Actions

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

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

Tasha's Cauldron of Everything

Summon Construct

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: an ornate stone and metal lockbox worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Construct Spirit CR: PB

Medium construct, summoner's alignement
Armor Class: 13 + spell level (natural armor)
Hit Points: 40 +15 for each spell level above 4th
Speed: 30 ft

STR

18 +4

DEX

10 +0

CON

18 +4

INT

14 +2

WIS

11 +0

CHA

5 -3

Damage Resistances: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned
Senses: Darkvision 60ft., Passive Perception 10
Languages: Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.   Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down).   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Reactions

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Artificer, Wizard

Tasha's Cauldron of Everything

Summon Elemental

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Elemental Spirit CR: PB

Medium elemental, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 50 +10 for each spell level above 4th
Speed: 40 ft , fly: 40 (air only) ft , burrow: 40 (earth only) ft , swim: 40 (water only) ft , can hover

STR

18 +4

DEX

15 +2

CON

17 +3

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Acid (water only Lightning and Thunder (air only Piercing and Slashing (earth only)
Damage Immunities: Poison (fire only)
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Primordial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

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

XGtE

Summon Greater Demon

4-level Conjuration

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

XGtE

Watery Sphere

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft. (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a droplet of water
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Restrained
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.   Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.   The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.   As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.   When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
Available for: Druid, Sorcerer, Wizard

Divination

SRD

Arcane Eye

4-level Divination

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a bit of bat fur
Duration: Concentration, 1 hour
Damage/Effect: Detection
You create an invisible, magical eye within range that hovers in the air for the duration.   You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.   As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Available for: Wizard, Artificer

Deep Magic Volume 1

By the Light of the Watchful Moon

4-level Divination

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow. The glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.164)

Detect Secrets

4-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 magnetic needle floating in a bowl of oil
Duration: Concentration, 10 minutes
For the duration, you sense the presence of secret doors, concealed traps, and areas hidden by magical or mundane covers within 30 feet of you. If you sense a secret in this way, you see a faint aura around the secret, such as an aura outlining a secret door, a glow highlighting a trapped flagstone, or a shimmering across the illusory wall that hides a passage beyond it.    A secret door or hidden area, for the purpose of this spell, includes anything purposefully hidden or concealed in some way by its creator. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, a mechanical pit trap, a leaf-covered pit, a door behind a hanging tapestry, or a door flush with a stone wall that is opened by a pressing a specific stone. The spell would not reveal a natural weakness in the floor, an unstable ceiling, an evil tome “hidden” in plain sight alongside other books, or a crystalline phylactery “hidden” in a display case with other crystals.    This spell merely reveals a secret’s presence and its location. You don’t learn the methods of opening, disarming, or otherwise bypassing or revealing the secret, but you do learn the general nature of the secret and, if it is a trap, the danger it poses.    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.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Energy Foreknowledge

4-level Divination

Casting Time: 1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage.
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Locate Creature

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bloodhound
Duration: Concentration, 1 hour
Damage/Effect: Detection
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.   This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Deep Magic Volume 2 (p.210)

Power Word Reveal

4-level Divination

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

Enchantment

XGtE

Charm Monster

4-level Enchantment

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

SRD

Confusion

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft. (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: three nut shells
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.   An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
d10Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Deep Magic Power Word Pain

4-level Enchantment

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

Deep Magic Volume 1

Harry

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a bit of fur from a game animal
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.
Available for: Bard, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Lovesick

4-level Enchantment

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

Obojima: Tales from the Tall Grass

Pacify Monster

4-level Enchantment

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

Fizban's Treasury of Dragons

Raulothim's Psychic Lance

4-level Enchantment

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

Deep Magic Volume 2 (p.227)

Steal Memories

4-level Enchantment

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

Deep Magic Volume 1

Visage of Madness

4-level Enchantment

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

Evocation

Deep Magic Volume 1

Dessicating Breath

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clump of dried clay
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Distressing Resonance

4-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell. The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell’s area.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Drain Item

4-level Evocation

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

Deep Magic Volume 2 (p.175)

Electric Eels

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an eel's eye
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
You create two lightning bolts shaped like eels in unoccupied spaces you can see within range that last for the duration or until you cast this spell again. When you cast the spell, you can force each lightning eel to emit a single bolt of lightning at a creature within 5 feet of it. Make one melee spell attack for each eel. On a hit, the target takes lightning damage equal to 2d6 + your spellcasting ability modifier. As a bonus action on your turn, you can move each lightning eel up to 30 feet and repeat the attack against a creature within 5 feet of it. If one lightning eel is within 5 feet of you, you have resistance to lightning damage. If both eels are within 5 feet of you, you have immunity to lightning damage.
Available for: Druid, Sorcerer, Wizard

SRD

Fire Shield

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of phosphorous or a firefly
Duration: 10 minutes
Damage/Effect: Fire or Cold
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.   The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.   In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a chill shield.
Available for: Wizard

Deep Magic Volume 1

Flame Wave

4-level Evocation

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

SRD

Ice Storm

4-level Evocation

Casting Time: 1 action
Range/Area: 300ft. (20 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a pinch of dust and a few drops of water
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Cold
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.210)

Power Word Rend

4-level Evocation

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

SRD

Otiluke's Resilient Sphere

4-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control, Warding
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.   Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.   The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.   A disintegrate spell targeting the globe destroys it without harming anything inside it.
Available for: Wizard, Artificer

Deep Magic Volume 2 (p.217)

Seismic Shift

4-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. line)
Components: Verbal, Somatic, Material
Materials: a small piece of sandstone
Duration: Instant
Attack/Save: DEX Save, STR Save
Damage/Effect: Control
You disrupt the ground in a line 60 feet long and 10 feet wide extending from you in a direction you choose. You cause one of the following effects:   Collapse. The ground crumbles in the line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature is restrained as it sinks a few feet into the ground. On a successful save, a creature’s speed is reduced by 10 feet until the end of its next turn as its feet and legs are covered in thick layers of earth. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   Rupture. The ground bursts away from you along the line. Each creature in the line must make a Strength saving throw. On a failure, a creature is pushed up to 60 feet away from you in a direction following the line and knocked prone. On a successful save, a creature is pushed half the distance and isn’t knocked prone.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Shocking Shroud

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: 1 bit of fur and a bead of amber, crystal, or glass
Duration: 10 minutes
Damage/Effect: Protection
Arcs of electricity dance over your body for the duration, granting you resistance to lightning damage. You can end the spell early by using an action to dismiss it. In addition, whenever a creature within 5 feet of you hits you with a melee attack, arcs of electricity strike your attacker, who takes 2d8 lightning damage.
Available for: Cleric, Druid, Sorcerer, Wizard

XGtE

Sickening Radiance

4-level Evocation

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

Deep Magic Volume 1

Staff of Violet Fire

4-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: mummy dust
Duration: Concentration
Damage/Effect: Creation
You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell. This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of these effects:
  • By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage.
  • By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each.
The staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.
Available for: Cleric, Wizard

XGtE

Storm Sphere

4-level Evocation

Casting Time: 1 action
Range/Area: 150ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.   Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.   Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Available for: Sorcerer, Wizard

XGtE

Vitriolic Sphere

4-level Evocation

Casting Time: 1 action
Range/Area: 150ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a drop of giant slug bile
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Acid
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
Available for: Sorcerer, Wizard

SRD

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small piece of phosphorus
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.   When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.   One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Illusion

Deep Magic Volume 1

Abhorrent Apparition

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Material
Materials: a gourd with a face carved on it
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.165)

Disrupting Orb

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a claw or talon from a beast native to the Plane of Shadow
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You call upon the power of the Plane of Shadow and create a 20-foot-radius sphere of strobing light and shadow centered on a point you can see within range. A creature that starts its turn in the area and can see the strobing effect must make a Wisdom saving throw. On a failed save, the creature is unable to make more than one attack on its turn, and it is unable to use bonus actions or reactions until the start of its next turn. If the creature that failed the save is maintaining concentration on a spell, it must succeed on a Constitution saving throw against your spell save DC or lose concentration.    As a bonus action, you can move the orb up to 30 feet.
Available for: Wizard

Deep Magic Volume 2 (p.172)

Dream Shear

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Psychic
Your dark whispering strips your enemies of their hopes and dreams, as you pull their doubts to the forefront of their minds. When you cast this spell, choose up to three creatures you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 4d10 psychic damage and has disadvantage on attack rolls and saving throws until the end of its next turn, as the target’s own doubts about its abilities whisper through its mind. On a successful save, a target takes half the damage and doesn’t have disadvantage on attack rolls and saving throws.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Available for: Bard, Cleric, Sorcerer, Wizard

Book of Ebon Tides

Fire Dance

4-level Illusion

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

Deep Magic Volume 1

Fog of War

4-level Illusion

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

SRD

Greater Invisibility

4-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Invisible
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Available for: Bard, Sorcerer, Wizard

SRD

Hallucinatory Terrain

4-level Illusion

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

Deep Magic Volume 1

Night Terrors

4-level Illusion

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

SRD

Phantasmal Killer

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Available for: Wizard

Necromancy

SRD

Blight

4-level Necromancy

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

Deep Magic Volume 1

Doom of Serpent Coils

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of poison
Duration: Instant
Damage/Effect: Poison
You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours.   On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours. Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by Protection from Poison or comparable magic.
Available for: Cleric, Druid, Sorcerer, Wizard

Book of Ebon Tides

Drayfn's Curse of Incompetence

4-level Necromancy

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

Deep Magic Volume 1

Dread Wings

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Necrotic
A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect. You can use an action on your turn to move the swarm up to 40 feet in any direction.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Knife of Fate

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a silver knife
Duration: Special
Attack/Save: WIS Save
You speak a word of binding fate and point your dagger. A creature you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the target’s fate is bound to one random ally of the target. Any damage or condition the target suffers is instead inflicted on the individual to whom they are bound, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level or are targeted by a Heal spell or partake of a Heroe's Feast spell, lifting the binding.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Not Dead Yet

4-level Necromancy

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

Deep Magic Volume 1

Ray of Life Suppression

4-level Necromancy

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

Deep Magic Volume 2 (p.215)

Reshape Skeleton

4-level Necromancy

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

Deep Magic Volume 1

Sacrificial Healing

4-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a silver knife
Duration: Instant
Damage/Effect: Healing
You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Shroud of Death

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of ice
Duration: Concentration, 10 rounds
Damage/Effect: Protection
You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points.    The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.233)

Unnatural Causes

4-level Necromancy

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

Deep Magic Volume 1

Visage of the Dead

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sliver of bone or piece of skin from an animated skeleton or zombie
Duration: 8 hours
Damage/Effect: Buff
You infuse yourself, and up to four creatures you touch, with necromantic energy, taking on aspects of the undead. The targets gain immunity to poison damage and the poisoned condition for the duration of the spell, and take on appearances similar to undead versions of themselves. Undead that encounter a creature under the effect of this spell must make an Intelligence saving throw against your spell save DC. On a failed save, the undead mistakes the target for another undead creature. Typically this means the undead will ignore the target, especially if it is a less intelligent one such as a Skeleton or a Zombie, unless it is commanded otherwise.The response of more intelligent undead might depend on the conditions under which the encounter occurs, but if the target’s presence would not be unusual, they too might likely ignore the target unless it acts suspiciously.
Available for: Sorcerer, Warlock, Wizard

Transmutation

SRD

Control Water

4-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a drop of water and a pinch of dust
Duration: Concentration, 10 minutes
Attack/Save: STR Save
Damage/Effect: Bludgeoning
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.   Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.   Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.   Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 2 (p.170)

Doom of the Black River

4-level Transmutation

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: marsh water
Duration: Instant
Attack/Save: DEX
You speak a word of unmaking that devours all wood and leather in the area, destroying leather armor, shield straps, spear shafts, arrows, bows, staves, clubs, and so forth, including your own items. Objects made of other materials, such as linen, wool, glass, and metals, are unaffected. Items that are worn or held gain a collective Dexterity saving throw by the wearer. On a successful save, none of that wearer’s items are affected. Magical items are never affected by this spell.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.173)

Dust and Ashes

4-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a ball of crumbly dust
Duration: Instant
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be any nonmagical physical object, to a maximum size of 10 feet on a side. If the target is held by a creature, that creature must make a Dexterity saving throw. On a failed save, the object is reduced to a pile of fine gray dust. This spell automatically and completely disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the object size increases by another 10-foot-cube for each slot level above 4th.
Available for: Wizard

Deep Magic Volume 1

Earthskimmer

4-level Transmutation

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

XGtE

Elemental Bane

4-level Transmutation

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

Deep Magic Volume 1

Endow Attribute

4-level Transmutation

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

SRD

Fabricate

4-level Transmutation

Casting Time: 10 minutes
Range/Area: 120ft. cube
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Creation
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.   Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.   Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
Available for: Wizard, Artificer

Deep Magic Volume 1

Giant's Jest

4-level Transmutation

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

Deep Magic Volume 2 (p.186)

Harfang's Hoarfrost

4-level Transmutation

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

Deep Magic Volume 1

Heart-Seeking Arrow

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Damage
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself, if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a True Resurrection or a Wish spell. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.
Available for: Ranger, Wizard

Deep Magic Volume 1

Instant Siege Weapon

4-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: raw materials with a value in gp equal to the hit points of the siege weapon to be created
Duration: Permanent
Damage/Effect: Creation
With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points.    For example, a Mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw materials worth at least 100 gp into a Mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.   Large Siege Weapons:   Huge Siege Weapons:   Gargantuan Siege Weapons:
At higher levels: When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.
Available for: Wizard

Deep Magic Volume 1

Lava Stone

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a sling stone
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning, Fire
When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight.    Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage.The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6.The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.
Available for: Wizard

Deep Magic Volume 1

Looping Trail

4-level Transmutation

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

Deep Magic Volume 1

Pitfall

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it.    At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage. If the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.
Available for: Sorcerer, Wizard

SRD

Polymorph

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control, Shapechanging
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.   The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.   The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.   The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.   The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Sand Ship

4-level Transmutation

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a boat or ship of 10,000 gp value or less
Duration: 24 hours
Damage/Effect: Utility
Casting sand ship on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.
Available for: Wizard

Deep Magic Volume 2 (p.219)

Shadow Passenger

4-level Transmutation

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

SRD

Stone Shape

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: soft clay, which must be worked into roughly the desired shape of the stone object
Duration: Instant
Damage/Effect: Control
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Available for: Cleric, Druid, Wizard, Artificer

Deep Magic Volume 2 (p.231)

Trade Corporeality

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a ghost's tooth
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
A ghostly creature you can see within range becomes solid and more lifelike. If the target doesn’t have the Incorporeal Movement trait, the spell fails.   The target must succeed on a Constitution saving throw or become corporeal as you become incorporeal. For the duration, the target loses its Incorporeal Movement trait and any resistances it has to acid, cold, fire, lightning, and thunder damage as well as any resistances it has to bludgeoning, piercing, and slashing damage from nonmagical attacks. Until the spell ends, you gain the Incorporeal Movement trait and the resistances the target lost.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.238)

Windblown

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A blast of air forms beneath a creature you can see within range, launching the creature into the air. If the target isn’t somehow anchored to the ground, it is thrown up to 60 feet into the air. It can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the launch.    If some solid object (such as a ceiling) is encountered on the way up, the target strikes the object and takes falling damage just as if it had fallen the same distance. If the target reaches the full height of 60 feet without striking anything, it remains buoyant, bobbing in the air, for the duration and can be blown along with the prevailing wind.    When the spell ends, the target falls to the ground, taking falling damage as normal. This spell has no effect against a creature with a flying speed.
Available for: Druid, Sorcerer, Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Quicksilver Mantle

4-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a nonmagical cloak and a dram of quicksilver worth 10 gp
Duration: 1 hour
Damage/Effect: Protection
You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.
Available for: Wizard with Alkemancy Specialization

Deep Magic Volume 1

Ray of Alchemical Negation

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.    This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Deva's Wings

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a wing feather from any bird
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Boiling Blood

4-level Necromancy

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

Deep Magic Volume 1

Blood and Steel

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.    While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.    Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.
At higher levels: When you cast this spell using a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Available for: Cleric, Wizard with Blood Specialization

Deep Magic Volume 1

Blood Puppet

4-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Material
Materials: a drop of blood from the target
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

Chaos Magic

Deep Magic Volume 1

Wild Shield

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Protection
You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While wild shield is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.    Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels wild shield can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect.The chance of a chaos magic surge exists regardless of whether the spell is repelled.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.
Available for: Bard, Wizard with Chaos Specialization

Deep Magic Volume 1

Fluctuating Alignment

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.
d20Alignment
1-2Chaotic Good
3-4Chaotic Neutral
5-7Chaotic Evil
8-9Neutral Evil
10-11Lawful Evil
12-14Lawful Good
15-16Lawful Neutral
17-18Neutral Good
19-20Neutral
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Chaotic Form

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Buff
You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by chaotic form.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Steam Blast

4-level Evocation

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

Dark Magic

Deep Magic Volume 1

Caustic Waste

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a vial of poison, acid, or other caustic substance
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid
You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell’s area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Available for: Cleric, Druid, Sorcerer, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Raid the Lair

4-level Abjuration

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of the dragon whose lair you are raiding
Duration: Concentration, 1 hour
Damage/Effect: Protection
You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.
  • Attack rolls resulting directly from lair actions are made with disadvantage.
  • Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.
  • Lair actions occur on an initiative count 10 lower than normal.
The caster has advantage on Constitution saving throws to maintain concentration on this spell.
Available for: Bard, Ranger, Wizard with Dragon Specialization

Deep Magic Volume 1

Draconic Senses

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff
You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.
Available for: Bard, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Overwhelming Greed

4-level Enchantment

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

Deep Magic Volume 1

Scale Rot

4-level Necromancy

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

Elven Ritual Magic

Deep Magic Volume 1

Shadowy Retribution

4-level Necromancy

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

Fiendish Magic

Deep Magic Volume 1

Conjure Fiends

4-level Conjuration

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

Deep Magic Volume 1

Tome Curse

4-level Necromancy

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an ounce of blood and powdered onyx worth at least 50 gp, both of which the spell consumes
Duration: Dispel
Damage/Effect: Control
You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the Bestow Curse spell, or you can affect the target in one of the following ways:
  • While the target is cursed, it is blinded.
  • Beasts are unusually hostile to the target while it is cursed; they gain advantage on attack rolls against the target.
  • While cursed, the target is an attractive mark to pickpockets and other thieves, and such individuals will try to steal the target’s valuables when the opportunity presents itself. (Even if in the target’s possession, the cursed book does not count as one of the target’s valuables.)
  • A cursed target that either receives magical healing or rolls Hit Dice to recover hit points after a long rest must roll twice and use the lower result.
A Remove Curse spell ends this effect. You can also stipulate other actions taken by the target that would nullify the curse (returning the book after it is stolen, for example).
Available for: Wizard with Fiendish Specialization

Illumination Magic

Deep Magic Volume 1

Searing Sun

4-level Transmutation

Casting Time: 1 action
Range/Area: 200ft.
Components: Verbal, Somatic, Material
Materials: a magnifying lens
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Fire
This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.
Available for: Sorcerer, Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Moon Trap

4-level Abjuration

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

Deep Magic Volume 1

Labyrinth Mastery

4-level Divination

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

Mythos Magic

Deep Magic Volume 1

Hunger of Leng

4-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a pinch of salt and a drop of the caster's blood
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.    The target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points. If there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier.    The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, hunger of Leng lasts its full duration with no further saving throws allowed.
Available for: Wizard with Mythos Specialization

Deep Magic Volume 1

Yellow Sign

4-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1d10 hours
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw. A successful Remove Curse spell ends both effects.
Available for: Wizard with Mythos Specialization

Deep Magic Volume 1

Emanation of Yoth

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a fistful of grave earth and a vial of child's blood
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a Ghost that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range.The ghost disappears when it’s reduced to 0 hit points or when the spell ends. The Ghost is friendly to you and your companions for the duration of the spell.    Roll initiative for the Ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the Ghost defends itself from hostile creatures but doesn’t move or take other actions. You are immune to the Ghost’s Horrifying Visage action but can willingly become the target of the Ghost’s Possession ability. You can end this effect on yourself as a bonus action.
At higher levels: When you cast this spell using a spell slot of 6th or 7th level, you call forth two Ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three Ghosts.
Available for: Wizard with Mythos Specialization

Deep Magic Volume 1

Green Decay

4-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Debuff
Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn. You lose concentration on this spell if you can’t see the target at the end of your turn.

GREEN DECAY
The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage.
An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.
Available for: Wizard with Mythos Specialization

Ring Magic

Deep Magic Volume 1

Spinning Axes

4-level Evocation

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

Shadow Magic

Deep Magic Volume 1

Shadow Step

4-level Conjuration

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

Deep Magic Volume 1

Shadow Monsters

4-level Illusion

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

Deep Magic Volume 1

Black Hand

4-level Necromancy

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

Deep Magic Volume 1

Hide in One's Shadow

4-level Transmutation

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

Temporal Magic

Deep Magic Volume 1

Flickering Fate

4-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Control
You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.
Available for: Wizard with Temporal Specialization

Deep Magic Volume 1

Scry Ambush

4-level Divination

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

Deep Magic Volume 1

Time Vortex

4-level Evocation

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

Deep Magic Volume 1

Reset

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Available for: Bard, Cleric, Druid, Paladin, Wizard with Temporal Specialization

Void Magic

Deep Magic Volume 1

Nether Weapon

4-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: ink, chalk, or some other writing medium
Duration: Concentration, 1 hour
Damage/Effect: Buff
You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Wizard with Void Specialization
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Temporal Magic
Void Magic

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