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Level 5 Spells

Abjuration

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

Casting Time: 1 minute
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a glass orb, which is consumed when the spell detonates
Duration: 8 hr.
Attack/Save: DEX Save
Damage/Effect: Damage
You infuse yourself with devastating energy to be unleashed upon your death. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. When you die, your body detonates, releasing an explosion of energy in a 30-foot-radius sphere centered on your body. Alternatively, you can use your reaction when you are reduced to 0 hit points to trigger this spell, detonating your body and dying immediately.    Each hostile creature within that explosion must make a Dexterity saving throw, taking 10d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The creature that inflicted the fatal damage to you has disadvantage on the saving throw, and all 1s on the damage dice are treated as 2s when determining the amount of damage that creature takes. Your body and all nonmagical objects you are wearing and carrying are destroyed when you detonate. If this spell destroys your body, you can be restored to life only by means of a True Resurrection or Wish spell.    You can use only one death’s retribution spell at a time. If you cast this spell again, the previous effect ends and is replaced by the new casting.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Energy Absorption

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends. If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Planar Binding

5-level Abjuration

Casting Time: 1 hour
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a jewel worth at least 1000 gp, which the spell consumes
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.   A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At higher levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Available for: Bard, Cleric, Druid, Wizard

Obojima: Tales from the Tall Grass

Tamh Gon's Fiery Festival Feast

0-level (Cantrip) Abjuration

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: an uncommon ingredient, which the spell consumes
Duration: Instant
Damage/Effect: Buff
You sanctify a meal in an extravagant show of thrown spices and twirling dance. Those who partake in the meal are granted the curry blessings of the great festival spirit Tamh Gon. The feast takes 1 hour to consume and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can participate in this feast.   A creature that partakes of the feast gains several benefits. The creature reduces its exhaustion level by one, its speed increases by 10 feet, and it gains a +2 bonus to Dexterity saving throws. It can also activate the effects of the Ember Belly spell one time while the benefits of the feast last. The feast’s benefits last for 24 hours.
Available for: Bard, Cleric, Wizard

Conjuration

Deep Magic Volume 1

Animated Object Swarm

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Summoning
Myriad Tiny objects animate at your command, forming a swarm. The objects’ abilities conform to the rules stated in the animate objects spell, except that you animate only Tiny objects, which gather together into a Medium swarm. The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics:
Armor Class 18
Hit Points 20
Str 4; Dex 18
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Melee Weapon Attack +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (1d4 + 4) damage.
Available for: Bard, Sorcerer, Wizard

SRD

Cloudkill

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Poison
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.   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 Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.   The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available for: Sorcerer, Wizard

SRD

Conjure Elemental

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.   The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, 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 elemental, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.   The GM has the elemental's statistics. Sample elementals can be found below.
CRSample Elementals
1/4 Steam Mephit
1/2 Dust Mephit, Ice Mephit, Magma Mephit, Magmin
2 Azer, Gargoyle
5 Air Elemental, Earth Elemental, Fire Elemental, Salamander, Water Elemental, Xorn
6 Invisible Stalker
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Available for: Druid, Wizard

Deep Magic Volume 1

Conjure Fey Hound

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wooden or metal whistle
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a fey hound to fight by your side. A Hound of the Night appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends. The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, 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 hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.
Available for: Druid, Ranger, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Create Spirit Train Stop

5-level Conjuration

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a blank ticket and high quality ink worth at least 50 gp, which the spell consumes
Duration: 1 hour
Damage/Effect: Utility
As you cast the spell, you inscribe onto your blank ticket the code of a permanent train stop of your choice whose stop number you’re already familiar with. A shimmering sign and small bench appears behind you as the Wandering Line arrives on tracks which materialize before it. Your ticket allows passage for you and up to eight creatures of your choice. It takes 1 hour to arrive at your destination, no matter the distance.   During your travel other stops may occur and are determined by the GM. If you or any friendly creature chooses to take a short rest while traveling and regains hit points at the end of the short rest by spending one or more Hit Dice, you also regain an extra 1d10 hit points.   There are countless train stops, each of which includes a unique train stop number. When you first gain the ability to cast this spell, you learn the code for two destinations, determined by the GM. You can learn additional codes during your adventures. You can commit a new code sequence to memory after studying it for 1 minute.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.176)

Enshroud

5-level Conjuration

Casting Time: 1 minute
Range/Area: Self (500 ft. radius)
Components: Verbal, Somatic, Material
Materials: a gilded lantern worth at least 100 gp
Duration: Concentration, 1 hour
Damage/Effect: Weather, Control
You create a massive blanket of heavy fog that covers the area within 500 feet of you for the duration. The fog spreads around corners, and its area is lightly obscured. After you create it, the fog drifts along like a normal bank of fog and doesn’t remain centered on you.    When you cast the spell, you can designate any number of creatures to be unaffected by it. A creature in the fog or a creature looking into the fog from the outside can’t see more than 60 feet in the fog. A strong wind (at least 20 miles per hour) disperses the fog after 1 minute.
Available for: Sorcerer, Wizard

XGtE

Far Step

5-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Teleportation
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.180)

Flamewalk Portal

5-level Conjuration

Casting Time: 1 minute
Range/Area: 5ft.
Components: Verbal, Material
Materials: a piece of chalk
Duration: 30 days
Damage/Effect: Teleportation
When you cast this spell, you inscribe a small rune next to a source of fire. The source can be a fireplace, campfire, signal beacon, or other source of fire that is large enough for a Medium creature to stand in the fire. This rune lasts for 30 days, and it remains even if the fire is extinguished.    For the duration, when you cast this spell again, you can link any two runes together to form a gateway between the two locations. The two runes linked in this way must be on the same plane of existence, and each rune must have an active fire source within 5 feet of it. While casting this spell, you know if a rune you inscribed has an active fire source within 5 feet of it. For 1 minute or until you end the effect as a bonus action, any creature within 5 feet of one of the fire sources can use 5 feet of its movement to step into that fire source and exit from the other fire source, appearing in an unoccupied space within 5 feet of the destination fire source. A creature doesn’t take fire damage from stepping into the fire. When this effect ends, the runes disappear from both locations, ending the spell if those were the only two runes inscribed with this spell.
Available for: Sorcerer, Wizard

XGtE

Infernal Calling

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a ruby worth at least 999 gp
Duration: Concentration, 1 hour
Damage/Effect: Control, Summoning
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a Barbed Devil or a Bearded Devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.   The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.   On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so.   If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.   If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.200)

Mass Shuffle

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS
Damage/Effect: Buff
Choose any number of creatures you can see within range. Each target switches places with one other target, teleporting out of its current space and into the other target’s space and vice versa. The two targets must be within one size category of each other. A creature can’t be teleported into damaging terrain or into a space it can’t ordinarily occupy. For example, a creature that can’t fly can’t switch places with a flying creature that is in the air, but two creatures that can fly can be switched, regardless if one is in the air.    An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Available for: Bard, Cleric, Sorcerer, Wizard

XGtE

Steel Wind Strike

5-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic, Material
Materials: a melee weapon worth at least 1 sp
Duration: Instant
Attack/Save: Melee
Damage/Effect: Force
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.   You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Available for: Ranger, Wizard

Obojima: Tales from the Tall Grass

Submerge

5-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Teleportation
This spell creates a magical link between a body of water within range and another body of water, at any location within 500 miles, on the same plane of existence. You must have seen or touched the destination body of water at least once before. For the duration, any creature can step into the target body of water and exit from the destination body of water by using 5 feet of movement.   Both bodies of water must be large enough for the creature attempting to pass through to become fully submerged. If either body of water isn’t large enough for the creature to become fully submerged, there’s a 25 percent chance that the creature exits from a random body of water on the same plane of existence.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Fizban's Treasury of Dragons

Summon Draconic Spirit

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an object with the image of a dragon engraved on it, worth at least 500 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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.

Fizban's Treasury of Dragons

Draconic Spirit CR: PB

Large dragon, neutral
Armor Class: 14 + spell level (natural armor)
Hit Points: 50 +10 for each spell level above 5th
Speed: 30 ft , fly: 60 ft , swim: 30 ft

STR

19 +4

DEX

14 +2

CON

17 +3

INT

10 +0

WIS

14 +2

CHA

14 +2

Damage Resistances: Acid, Cold, Fire, Lightning, Poison (chromatic and metallic only Force, Necrotic, Psychic, Radiant, Thunder (gem only)
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Blindsight 30ft., Darkvision 60ft., Passive Perception 12
Languages: Draconic, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.

Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.   Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.   Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) on a failed save, or half as much damage on a successful one.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Swift Exchange

5-level Conjuration

Casting Time: 1 reaction, which you take when you or another creature within range is attacked
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
When you or another creature you can see within range is the target of a weapon attack or a spell attack, you can magically switch your position with that of the other creature in an instant. If the creature is unwilling, it can make a Wisdom saving throw to avoid the effect. Otherwise, you and the creature change positions, each appearing in an eyeblink at the location the other previously occupied. Any attack that was about to occur against you or the other creature is resolved against whichever one of you now occupies the targeted space.
Available for: Sorcerer, Wizard

SRD

Teleportation Circle

5-level Conjuration

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Material
Materials: rare chalks and inks infused with precious gems worth 50gp, which the spell consumes
Duration: 1 round
Damage/Effect: Teleportation
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.   Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.   You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.235)

Vengeful Spirits

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Psychic
You invite slighted spirits to take revenge upon a creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 8d8 psychic damage and is frightened of you until the spell ends. On a successful save, the target takes half the damage and isn’t frightened. If the target has a Charisma score of 2 or lower, the spell fails.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.237)

Weirding Wake

5-level Conjuration

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You create a wave of water that rushes in a 30-foot line that is 10 feet wide from a point you can see within range. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 8d8 bludgeoning damage, is pushed up to 15 feet in a direction following the line, and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone  If you cast this spell on a point of freestanding water that is at least 20 feet deep, the line is 60 feet long instead, and any waterborne vehicle in the line has a 30 percent chance of capsizing if it is Large or smaller and a 15 percent chance of capsizing if it is Huge.
At higher levels: When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d8 and the chance for a waterborne vehicle to capsize increases by 5 percent for each slot level above 5th.
Available for: Druid, Sorcerer, Wizard

Divination

Deep Magic Volume 1

Battle Mind

5-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 bit of spiderweb or a small crystal orb
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):
  • One ally gains advantage on its next attack roll, saving throw, or ability check.
  • An enemy has disadvantage on the next attack roll it makes against you or an ally.
  • You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.
  • Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.
Available for: Bard, Paladin, Sorcerer, Wizard

SRD

Contact Other Plane

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal
Duration: 1 minute
Damage/Effect: Communication, Foreknowledge
You mentally contact a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.   On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.189)

Hidden Agent

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a polished mirror set in gold worth at least 250 gp
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You link your mind and consciousness with that of a creature you can see within range. An unwilling creature must succeed on a Wisdom saving throw to avoid the effect. For the duration, you can use an action to see, hear, smell, feel, and experience the world through the target’s senses, gaining the benefits of any special senses the target has, until you end the effect (no action required). During this time, you are deaf and blind with regard to your own senses. While sharing a target’s senses, it knows the languages you know if you choose for it to know them, and once each minute, you can influence one Intelligence, Wisdom, or Charisma check it makes. If the target was a willing creature, you can give it advantage on the check. If the target was an unwilling creature, you can give it disadvantage on the check.    Until the spell ends, you can communicate telepathically with the target, and you know the direction and approximate distance to the target, provided you are both on the same plane of existence. If the target was a willing creature, you can choose for the target to also know the direction and approximate distance to you.    An unwilling target can make another Wisdom saving throw at the end of each minute. It has disadvantage on the saving throw if it doesn’t know you are connected to it, such as if you haven’t spoken to the target telepathically and haven’t influenced its ability checks. On a success, the spell ends on the target. A willing target can end the spell as a bonus action. The spell ends early if you or the target are on a different plane of existence from each other, if the target is reduced to 0 hit points, or if the target is incapacitated.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.
Available for: Bard, Wizard

SRD

Legend Lore

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Duration: Instant
Damage/Effect: Utility
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.   The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Available for: Bard, Cleric, Wizard

SRD

Scrying

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a focus worth at least 1000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Detection
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
KnowledgeSave Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
ConnectionSave Modifier
Likeness or Picture -2
Possession or Garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.   On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.   Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Available for: Bard, Cleric, Druid, Warlock, Wizard

Deep Magic Volume 1

See Beyond

5-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a transparent crystal
Duration: Concentration, 1 hour
Damage/Effect: Control
This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.    Although the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a Geas spell, however, because geas needs only a visible target.
Available for: Bard, Druid, Ranger, Wizard

SRD

Rary's Telepathic Bond

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: pieces of eggshell from two different kinds of creatures
Duration: 1 horu
Damage/Effect: Communication
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.   Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.
Available for: Wizard

Enchantment

SRD

Dominate Person

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the target 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 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.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.166)

Doom of Antiquity

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of bone dust
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You impart the doom of extreme age upon up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or believe it has been magically aged to an advanced age for the duration. While doomed, a target suffers the following effects:
  • The target’s speed is halved.
  • The target can’t see beyond 30 feet.
  • The target has disadvantage on attack rolls.
  • The target has disadvantage on Strength, Dexterity,and Constitution saving throws and checks.
  • The target has advantage on Intelligence and Wisdom saving throws and checks.
At the end of each of its turns, a doomed target can make another Wisdom 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, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Wizard

Obojima: Tales from the Tall Grass

Festival King

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small ribbon
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Choose a creature within range. A gaudy crown and cape appear on the target, accompanied by a disembodied arrangement of brass instruments. For the duration, the target becomes the Festival King and has an aura of importance that emanates from them. Any creature that moves to a space within 20 feet of the Festival King for the first time on a turn or starts its turn there, must make a Charisma saving throw. A creature that can’t be charmed succeeds on this saving throw automatically. On a failed save, the creature becomes enamored with the Festival King, chanting, and dancing around them. While under the effects of the spell, creatures spend their action and bonus action at the start of their turn giving all of their attention and admiration to the Festival King.   If a creature starts its turn outside of the Festival King’s aura, it is no longer under the effects of the spell.
Available for: Bard, Wizard

SRD

Geas

5-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal
Duration: 30 days
Attack/Save: WIS Save
Damage/Effect: Charmed
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.   You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Available for: Bard, Cleric, Druid, Paladin, Wizard

Deep Magic Volume 1

Harrying Hounds

5-level Enchantment

Casting Time: 1 action
Range/Area: 180ft.
Components: Verbal, Somatic, Material
Materials: a tuft of fur from a hunting dog
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-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. When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction.   The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success.   An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Paralyzed
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom 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, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Modify Memory

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.   While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.   You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.   A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.   A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Available for: Bard, Wizard

Deep Magic Volume 1

Moonlight Charm

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 month
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid remains charmed until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until a full moon rises in the sky. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Synaptic Static

5-level Enchantment

Casting Time: 1 action
Range/Area: 120ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.   After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Tongue Tied

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.
Available for: Bard, Cleric, Warlock, Wizard

Evocation

SRD

Arcane Hand

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: an eggshell and a snakeskin glove
Duration: Concentration, 1 mintue
Damage/Effect: Force or Bludgeoning
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.   The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.   When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.   Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.   Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.   Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.   Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Available for: Wizard

Deep Magic Volume 2 (p.139)

Arrow of Ash

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force, Fire
You create and launch a missile of hardened ash which travels toward one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 force damage and 3d6 fire damage. When it reaches the target, the ash arrow bursts into a 30-foot-radius sphere of ash centered on the target, regardless if the attack hits the target. The cloud of ash spreads around corners, its area is heavily obscured, and it lasts for 1 minute. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or become poisoned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d6 for each slot  level above 5th.
Available for: Sorcerer, Warlock, Wizard

SRD

Cone of Cold

5-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a small crystal or glass cone
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.   A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.161)

Dash of the Sentinel

5-level Evocation

Casting Time: 1 action
Range/Area: Self (100 ft. line)
Components: Verbal, Somatic, Material
Materials: a jagged twig
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You magically launch yourself forward. You move up to 100 feet in a straight line and can move through the space of any creature. This movement doesn’t provoke opportunity attacks.    The first time you enter a creature’s space during this move, that creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage and is knocked prone if it is your size or smaller. On a successful save, a creature takes half the damage and isn’t knocked prone. When you move through a creature’s space, you can choose to not affect it.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Available for: Bard, Paladin, Sorcerer, Warlock, Wizard

XGtE

Dawn

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (30 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a sunburst pendant worth at least 100 gp
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.   When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.   If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Available for: Cleric, Wizard

Deep Magic Volume 1

Forest of Spears

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a sliver of stone
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing
A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition.   A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds. A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself. For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged; they are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot-square section of spears takes 15 damage, that’s enough to free a restrained creature or clear the section of spears.
Available for: Druid, Wizard

XGtE

Immolation

5-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.   If damage from this spell kills a target, the target is turned to ash.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Magnetize

5-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a lodestone
Duration: Concentration, 10 minutes
Attack/Save: STR Save
Damage/Effect: Control
You magnetize a large piece of metal or stone (such as a door, a stone pillar, or a 5-foot-square section of floor) that you touch, giving it a powerful attraction to ferrous metal. Any iron objects within 50 feet of the target that are not fastened down or being held or worn are pulled toward it, moving against or up to the target and remaining there.    Any creature located between such an object and the magnet might be struck; roll a ranged spell attack against the target’s AC. On a hit, the target takes 2d10 damage of the appropriate type (bludgeoning for a hammer, slashing or piercing for a sword, and so forth). Objects held by or in the possession of a creature are also attracted. The creature must succeed on a Strength saving throw to retain a grip on any held or worn objects. On a successful save, the creature retains possession of the object, but is dragged 5 feet closer to the magnet. A creature can voluntarily release a metal object in its possession and forgo a save.    Creatures garbed in mostly metal armor, or made of metal, are also attracted to the magnet, and have disadvantage on their saving throws to avoid being pulled toward it. If such a creature succeeds on its saving throw, it can move away from the magnet on its turn, but the area within 50 feet of the magnet is considered difficult terrain. If the creature is still in this area at the start of its next turn, it must make another successful saving throw to avoid being drawn toward the magnet. A creature that comes into contact with the magnet is restrained. It can negate this condition by using an action and succeeding on a Strength check against your spell save DC to remove itself from the magnet.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Prismatic Ray

5-level Evocation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Damage
A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8.
d8Ray Color
1Red: 8d10 fire damage, Dexterity save
2Orange: 8d10 acid damage, Dexterity save
3Yellow: 8d10 lightning damage, Dexterity save
4Green: Target poisoned, Constitution save
5Blue: Target deafened, Constitution save
6Indigo: Target frightened, Wisdom save
7Violet: Target stunned, Constitution save
8Shifting ray: Target blinded, Constitution save
A target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Radiant Beacon

5-level Evocation

Casting Time: 1 action
Range/Area: Self (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a piece of amber
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A pillar of light falls from the air, filling the square you are in and the area within 5 feet of you. Each other creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.   For the duration, a pillar of brilliant radiance shines around you and moves with you. It sheds bright light in a 10-foot radius and dim light for an additional 20 feet. The light is sunlight.   This spell’s light can be seen from a distance of up to 10 miles outdoors at night or 5 miles during twilight.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Recharge

5-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 250 gp, which is consumed during the casting
Duration: Instant
Damage/Effect: Utility
You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.232)

Tundra Hold

5-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a handful of snow or ice
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Cold
Magical ice quickly spreads from a point you touch, extending in a line 60 feet long and 20 feet wide. Each creature caught in the ice’s path must make a Dexterity saving throw. On a failed save, a creature takes 5d8 cold damage and is restrained by ice. On a successful save, a creature takes half the damage and isn’t restrained. The line then becomes difficult terrain for 10 minutes. A creature restrained by the ice must make a Constitution saving throw at the start of each of its turns, taking 1d8 cold damage on a failed save.    A creature restrained by the ice can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. If a creature remains restrained by the ice for three of its turns, it becomes petrified at the start of its fourth turn, turning into an ice sculpture.
Available for: Sorcerer, Warlock, Wizard

SRD

Wall of Force

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powder made by crushing a clear gemstone
Duration: Concentration, 10 minutes
Damage/Effect: Control, Warding
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).   Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Available for: Wizard

XGtE

Wall of Light

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a hand mirror
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Radiant
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.   When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.   A creature that ends its turn in the wall’s area takes 4d8 radiant damage.   Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard

SRD

Wall of Stone

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small block of granite
Duration: Concentration, 10 minutes
Damage/Effect: Control
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Available for: Druid, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.240)

Wreck

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A dozen giant, spectral fists appear and pummel creatures, structures, and objects in a 10-foot cube centered on a point you can see within range. Each creature in the area must make a Strength saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.    Any nonmagical structure and any nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the size of the cube increases by 5 feet for each slot level above 5th.
Available for: Bard, Sorcerer, Warlock, Wizard

Illusion

SRD

Creation

5-level Illusion

Casting Time: 1 minute
Range/Area: 30ft. (5 ft. cube)
Components: Verbal, Somatic, Material
Materials: a tiny piece of matter of the same type of the item you plan to create
Duration: Special
Damage/Effect: Creation
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.   The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
MaterialDuration
Vegetable Matter 1 day
Stone or Crystal 12 hours
Precious Metals 1 hour
Gems 10 minutes
Adamantine or Mithral 1 minute
Using any material created by this spell as another spell's material component causes that spell to fail.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Available for: Sorcerer, Wizard, Artificer

SRD

Dream

5-level Illusion

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Communication, Damage
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.   If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.   You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.   If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.
Available for: Bard, Warlock, Wizard

SRD

Mislead

5-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 hour
Damage/Effect: Deception
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.   You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.   You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Available for: Bard, Wizard

SRD

Seeming

5-level Illusion

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 8 hours
Attack/Save: CHA Save
Damage/Effect: Control
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.   The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Available for: Bard, Sorcerer, Wizard

Necromancy

Deep Magic Volume 1

Ancient Shade

5-level Necromancy

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: burning candles of planar origin worth 500 gp
Duration: 10 minutes
Damage/Effect: Summoning
You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as Skeletons and Zombies. (Intelligent undead are not affected).   Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life. Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Available for: Cleric, Wizard

XGtE

Danse Macabre

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Creation, Control
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a Zombie or a Skeleton (the statistics for Zombies and Skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.   You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.   The creatures are under your control until the spell ends, after which they become inanimate once more.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Available for: Warlock, Wizard

XGtE

Enervation

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Necrotic
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.   Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Grasp of the Tupilak

5-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: tupilak idol
Duration: 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.    For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use. Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of Remove Curse, Greater Restoration, or comparable magic.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Kiss of the Succubus

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Psychic
You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Krail's Rot

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a drop of blood, a piece of flesh, and a pinch of bone dust
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a Constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws.   If your target dies, you can raise it as a Zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like Animate Dead, you can command any or all of them at the same time using the same bonus action, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must expend a spell slot of 5th level or higher before the current 24-hour period ends.
At higher levels: If you cast this spell using a 7th‑level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a Ghast if it dies.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Maim

5-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:
  • Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.
  • Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.
  • Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead.
The effect is permanent until removed by Remove Curse, Greater Restoration, or similar magic.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Necrotic Leech

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Negative Energy Flood

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a broken bone and a square of silk
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a Zombie at the start of your next turn. The Zombie pursues whatever creature it can see that is closest to it. Statistics for the Zombie are in the Monster Manual.   If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.211)

Prison of Hungry Bones

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a bone engraved with the image of a barred cell
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Control
A magical cage of bones erupts out of the ground to surround a creature on the ground you can see within range. The target must succeed on a Dexterity saving throw or be captured in the cage. While in the cage, the target is restrained and can’t use or be targeted by teleportation or interplanar travel spells and effects.    The cage has an AC equal to your spell save DC and 50 hit points. The cage takes only half the damage dealt to it and deals necrotic damage equal to that amount to the target, as it siphons life from the target.
Available for: Cleric, Sorcerer, Warlock, Wizard

Transmutation

SRD

Animate Objects

5-level Transmutation

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Creation
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

SizeHPACStrDexAttack
Tiny 20 18 4 18 +8 to hit, 1d4+4 damage
Small 25 16 6 14 +6 to hit, 1d8+2 damage
Medium 40 13 10 12 +5 to hit, 2d6+1 damage
Large 50 10 14 10 +6 to hit, 2d10+2 damage
Huge 80 10 18 6 +8 to hit, 2d12+4 damage
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Available for: Bard, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.147)

Bryn's Bullying Brogue

5-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a nonmagical, leather shoe
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You toss a nonmagical shoe toward a creature you can see within range. The shoe grows to tremendous size before falling onto the target. The target must make a Dexterity saving throw. On a failed save, the target takes 5d10 bludgeoning damage and is knocked prone and restrained. On a successful save, the target takes half the damage and isn’t knocked prone or restrained, and the spell ends.   Until the spell ends, you can use a bonus action on each of your subsequent turns to deal 2d10 bludgeoning damage to the target as the shoe grinds the target into the ground.   At the end of each of its turns, the target can make a Strength saving throw, breaking free on a success. When the target breaks free or when the spell ends, the shoe shrinks to its normal size, becoming a nonmagical shoe once again.
Available for: Bard, Sorcerer, Wizard

XGtE

Control Winds

5-level Transmutation

Casting Time: 1 action
Range/Area: 300ft. (100 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: STR Save
Damage/Effect: Prone
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.   Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.   Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.   Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Available for: Druid, Sorcerer, Wizard

Spelljammer: Adventures in Space

Create Spelljamming Helm

5-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a crystal rod worth at least 5000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Creation
Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.
Available for: Artificer, Wizard

Deep Magic Volume 1

Eidetic Memory

5-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a string tied in a knot
Duration: Concentration, 1 hour
Damage/Effect: Buff
When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.
Available for: Bard, Cleric, Druid, Wizard

Deep Magic Volume 1

Essence Instability

5-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.    Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells. The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). Protection from Poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Feast of Flesh

5-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: an animal tooth and a drop of your blood
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Poisoned
A creature of your choice within range is overcome with a need to consume the flesh of its own kind. The target must make a Charisma saving throw. On a failed save, its teeth become needlelike, and it becomes able to pinpoint creatures of the same type as it within 150 feet by scent. On its turn, the creature must move toward the nearest creature of its type by the fastest means possible. If it is within 5 feet of a creature of its type it must use its bonus action to make a bite attack against it. Your target has proficiency with its bite attack and deals damage equal to 1d6 + its Strength modifier. If a creature of its type is not present within 150 feet of the target, it must attack the closest living creature to it.   At the end of each of its turns and each time it takes damage, the target can make a new saving throw. The target has advantage on its saving throw if it is triggered by damage. On a success, the spell ends, and the target is poisoned for 1 hour, unless it is a cannibal or comes from a cannibalistic culture.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Instant Fortification

5-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a statuette of a keep worth 250 gp, which is consumed in the casting
Duration: Permanent
Damage/Effect: Buff
Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof). Each wall has two arrow slits. One wall also includes a metal door with an Arcane Lock effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification.    The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.
Available for: Wizard

Obojima: Tales from the Tall Grass

Mass Levitate

5-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small leather loop
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Control
Six creatures or loose objects of your choice that you can see within range rise vertically, up to 20 feet, and remain suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the altitude of any number of targets by up to 20 feet in either direction on your turn. If you are one of the targets, you can move up or down as part of your move. Otherwise, you can use your action to move the targets, which must remain within the spell’s range.   When the spell ends, the targets float gently to the ground if it is still aloft.
Available for: Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Origami Bird Swarm

5-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: fine papers worth 10 gp, which the spell consumes
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Slashing
A swarm of eight origami birds erupts from the stack of papers consumed in the casting of the spell and flies toward a creature you can see within range. If the target is within 30 feet of you when you cast the spell, the swarm collides with the target, dealing 8d6 slashing damage to it, and the birds disappear.   If the target is farther than 30 feet away from you when you cast the spell, the swarm travels at a rate of 30 feet per round in the direction of the target, ignoring difficult terrain and moving around creatures and other obstructions as needed. While the swarm is traveling, it obstructs a 5-foot-cube area as if it were a Medium creature.   While the swarm is traveling, it can be attacked. It has an AC equal to your spell save DC. For every attack that hits the swarm, the number of birds in the swarm is reduced by one.   At the start of your turn on the round that the swarm reaches its target, the target takes 1d6 slashing damage for each bird remaining in the swarm. The birds then disappear.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the number of birds in the swarm increases by two for each slot level above 5th; if the target is within 30 feet of you when you cast the spell, it takes an extra 2d6 slashing damage for each slot level above 5th.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Passwall

5-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of sesame seeds
Duration: 1 hour
Damage/Effect: Control
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.   When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Available for: Wizard

XGtE

Skill Empowerment

5-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Utility
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.   You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Available for: Artificer, Bard, Sorcerer, Wizard

Tasha's Cauldron of Everything

Tasha's Otherworldly Guise

6-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an object engraved with a symbol of the Outer Planes, worth at least 500 gp
Duration: Concentration, 1 minute
Damage/Effect: Buff
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Available for: Sorcerer, Warlock, Wizard

SRD

Telekinesis

5-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control, Movement
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.   Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
  Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Available for: Sorcerer, Wizard

XGtE

Transmute Rock

5-level Transmutation

Casting Time: 1 action
Range/Area: 120ft. (40 ft. cube)
Components: Verbal, Somatic, Material
Materials: clay and water
Duration: Until Dispelled
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.   Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
  Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Available for: Artificer, Druid, Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Acid Rain

5-level Conjuration

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a drop of acid
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid
You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard with Alkemancy Specialization

Deep Magic Volume 1

Bottled Arcana

5-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an empty glass container
Duration: Special
Damage/Effect: Utility
By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.    As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate).    Dispel Magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes mundane and the spell inside dissipates harmlessly. Until the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Blazing Chariot

5-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small golden wheel worth 250 gp
Duration: 1 hour
Damage/Effect: Creation
Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot-square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage.    The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.    On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Sanguine Horror

5-level Conjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a miniature dagger
Duration: Concentration, 1 hour
Damage/Effect: Creation
When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a Blood Elemental. The Blood Elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends. Roll initiative for the elemental, which has its own turns.    It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the Blood Elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the Blood Elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.
Available for: Cleric, Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Cruor of Visions

5-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: Concentration, 5 minutes
Duration: a bone needle and a catch basin
Damage/Effect: Utility
You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).
Available for: Cleric, Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Exsanguinate

5-level Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dessicated horse heart
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Bludgeoning
You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor.   In addition, its hit point maximum is reduced by an amount equal to the damage taken.The target dies if this effect reduces its hit point maximum to 0. At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Available for: Cleric, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Exsanguinating Cloud

5-level Necromancy

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 5 minutes
Attack/Save: CON Save
Damage/Effect: Necrotic
When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.    This cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

Chaos Magic

Deep Magic Volume 1

Mass Surge Dampener

5-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Protection
Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.
Available for: Bard, Wizard with Chaos Specialization

Deep Magic Volume 1

Babble

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Communication
This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it. An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Clockwork Bodyguard

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Creation
You summon clockwork minions to fight for you. Choose one of the following options for what appears: The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends.
At higher levels: When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot.
Available for: Cleric, Sorcerer, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Souleater

5-level Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls. As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal.
Available for: Cleric, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Detonate Corpses

5-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded bone or a fossil worth 100 gp
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You cause up to five Small or Medium corpses that you can see within range to explode in a hail of bone shards. Each creature within 20 feet of a detonated corpse takes 4d10 piercing damage, or half as much damage with a successful Dexterity saving throw.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Available for: Cleric, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Claws of the Earth Dragon

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.
Available for: Bard, Cleric, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Dragon Breath

5-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of a dragon's tooth
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid, Lightning, Poison, Fire, or Cold
You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again. When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.
Dragon TypeBreath Weapon
Black30-ft-line, 5 ft. wide; 6d6 acid damage
Blue30-ft-line, 5 ft wide; 6d6 lightning damage
Green15-ft cone; 6d6 poison damage
Red15-ft cone; 6d6 fire damage
White15-ft cone; 6d6 cold damage
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard with Dragon Specialization

Fiendish Magic

Deep Magic Volume 1

Conjure Nightmare

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: brimstone and a torch
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a Nightmare to serve you. The creature appears in an unoccupied space you choose within range. The Nightmare will serve you as a mount, in combat and out. The Nightmare is friendly to you and your companions for the duration, and follows any commands you issue to it.   If your concentration is broken, the Nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the Nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions.
Available for: Warlock, Wizard with Fiendish Specialization

Deep Magic Volume 1

Dark Lord's Mantle

5-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a d4 once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction. An enemy that starts its turn within 30 feet of you, or that moves within 30 feet of you on its turn, must succeed on a Wisdom saving throw or become frightened of you. If a creature moves out of the spell’s radius, it remains frightened until the start of its next turn, and then the spell ends for that creature. While frightened in this way, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer ffrightened, and it cannot be affected again by your casting of this spell for 24 hours.
Available for: Sorcerer, Warlock, Wizard with Fiendish Specialization

Deep Magic Volume 1

Fiendish Brand

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a branding iron
Duration: 7 days
Attack/Save: Melee Spell Attack
Damage/Effect: Cold, Debuff
You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal 2d8 cold damage to the target and cause it to become branded.    The damage can be healed normally, but the brand remains until a Remove Curse spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you. While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it. If you try to locate the creature with a Scrying spell, it takes the –10 penalty to its saving throw as if you possessed a lock of its hair or other body part.
Available for: Cleric, Warlock, Wizard with Fiendish Specialization

Deep Magic Volume 1

Channel Fiendish Power

5-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an amulet inscribed with a demonic or diabolic symbol
Duration: 10 minutes
Damage/Effect: Buff
You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time. While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities:
  • Darkvision with a range of 120 feet, unimpeded by magical darkness.
  • Immunity to fire damage.
  • Immunity to poison damage and the poisoned condition.
  • Advantage on saving throws against spells and other magical effects.
  • Resistance to one of the following damage types: cold, fire, or lightning.
  • Resistance to bludgeoning, piercing, and slashing damage from weapons that aren’t silvered.
  • Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Claws that grant you a melee weapon attack that deals 1d8 slashing damage.
  • Wings that grant you a flying speed of 60 feet.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can choose one additional benefit to be granted by the spell for each slot level above 5th.
Available for: Sorcerer, Warlock, Wizard with Fiendish Specialization

Illumination Magic

Deep Magic Volume 1

Greater Protective Nimbus

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a transparent gemstone worth at least 50 gp
Duration: 10 minutes
Damage/Effect: Buff
You wrap yourself in a powerful corona that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance to necrotic damage and radiant damage. You can end the spell early by using an action to dismiss it, which creates a blast of light in a 30-foot radius. The blast deals 4d8 radiant damage to each creature in the area while simultaneously healing yourself of an equal amount of damage.
Available for: Wizard with Illumination Specialization

Deep Magic Volume 1

Starfall

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Radiant
You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.
Available for: Druid, Sorcerer, Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Labyrinthine Howl

5-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a dead mouse
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Psychic
You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.
Available for: Sorcerer, Wizard with Labyrinth Specialization

Mythos Magic

Deep Magic Volume 1

Summon Eldritch Servitor

5-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of the caster's blood and a silver dagger
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears: When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.   Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise. Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness.   The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long. A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.
At higher levels: When you cast this spell using a 7th- or 8th-level spell slot, you can summon four Ghast of Leng or a Hound of Tindalos. When you cast it with a 9th-level spell slot, you can summon five Ghast of Leng or a Nightgaunt.
Available for: Wizard with Mythos Specialization

Deep Magic Volume 1

Eldritch Communion

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: corvid entrails, a dried opium poppy, and a glass dagger
Duration: 1 minute
Damage/Effect: Communication
You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)   Great Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.”   This also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you. If you cast eldritch communion two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.
Available for: Wizard with Mythos Specialization

Deep Magic Volume 1

Curse of Yig

5-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of snake venom
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Buff
This spell transforms a Small, Medium, or Large creature that you can see within range into a Servant of Yig. An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.    The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged.    If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.    When it reverts to its normal form, the creature has 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.
Available for: Wizard with Mythos Specialization

Ring Magic

Deep Magic Volume 1

Curse Ring

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 250 gp worth of diamond dust, which the spell consumes
Duration: Permanent
Damage/Effect: Debuff
You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of Bestow Curse. The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An Identify spell cast on the cursed ring reveals the fact that it is cursed.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Shadow Gateway

5-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of black chalk
Duration: Concentration, 1 minute
Damage/Effect: Teleportation
By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute during the casting time, you open a portal directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely at the destination. The portal remains open for 1 minute or until you stop concentrating on the spell, and it can be used to travel between the Plane of Shadow and the chalk circle, in both directions, as many times as desired during the spell’s duration.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Dark Dementing

5-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a moonstone
Duration: 10 minutes
Attack/Save: CHA Save
Damage/Effect: Control
A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, or the like).
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Wall of Time

5-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: an hourglass
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a slow spell.
Available for: Cleric, Sorcerer, Wizard with Temporal Specialization

Void Magic

Deep Magic Volume 1

Conjure Minor Voidborn

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:
  • One creature of challenge rating 2 or lower
  • Two creatures of challenge rating 1 or lower
  • Four creatures of challenge rating 1/2 or lower
  • Eight creatures of challenge rating 1/4 or lower
Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creatures do not directly attack you or your companions.   Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises.   At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.   If your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned.
At higher levels: When you cast this spell using a 7th- or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.
Available for: Wizard with Void Specialization

Deep Magic Volume 1

Living Shadows

5-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Control
You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion. A restrained creature 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 with Void Specialization
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