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Level 7 Spells

Abjuration

Deep Magic Volume 2 (p.179)

Field of Lotuses

7-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Healing
A field of magical lotus flowers sprouts in a 20-foot cube centered on a point you can see within range. Each creature in the spell’s area has immunity to psychic damage. A creature that spends 10 minutes in the area is cured of all diseases and poison and reduces its exhaustion level by 1. A creature that spends a short rest in the area regains the maximum hit points from any Hit Die it expends to recover hit points during the short rest. After the creature has spent at least 10 minutes in the area, it can’t be affected by this spell again until it finishes a long rest.
Available for: Bard, Sorcerer, Wizard

SRD

Symbol

7-level Abjuration

Casting Time: 1 minute
Range/Area: Touch (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: mercury, phosphorus, and powdered diamond and opal with a total value of at least 1000 gp, which the spell consumes
Duration: Until Dispelled or Triggered
Damage/Effect: Necrotic
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.   The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.   You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.   When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.   Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.   Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.   Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.   Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.   Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The GM controls its movement, which is erratic.   Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.   Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.   Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 1

Volley Shield

7-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell. In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.
Available for: Druid, Sorcerer, Wizard

Conjuration

Deep Magic Volume 1

Conjure Greater Spectral Dead

7-level Conjuration

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a handful of bone dust, a crystal prism worth at least 100 gp, and a platinum coin
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears: Summoned creatures disappear when they drop to 0 hit points or when the spell ends. The summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions.   The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.
At higher levels: When you cast this spell using a 9th-level spell slot, you summon a Deathwisp or two Ghosts instead.
Available for: Cleric, Warlock, Wizard

Tasha's Cauldron of Everything

Dream of the Blue Veil

7-level Conjuration

Casting Time: 10 minutes
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a magic item or a willing creature from the destination world
Duration: 6 hours
Damage/Effect: Teleportation
You and up to eight willing creatures within range fall unconscious for the spell’s duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.   To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.   The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.179)

Flame's Chronicle Unleashed

7-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of scorched platinum worth at least 100 gp, which the spell consumes
Duration: Instant
Attack/Save: CON or STR
Damage/Effect: Necrotic or Bludgeoning and Fire
You draw on the power of a historic fire, drought, or heat wave that happened within the past 100 years within 1 mile of you. You then release the condensed memory of that event in a blast that erupts in a 30-foot radius from you. When you cast this spell, you can designate a number of creatures equal to your spellcasting ability modifier to be unaffected by it. The blast causes one of the following effects of your choice:   Desiccate. Nearby water rapidly evaporates, including the water within creatures. A body or container of water in the spell’s area that fills a 10-foot cube or less evaporates instantly, including water in containers that are being worn or carried by creatures in the area. Each creature in the spell’s area must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures made mostly of water, such as water elementals, have disadvantage on the saving throw.   Swelter. The temperature of the air around you rises dramatically. Each creature in the spell’s area must make a constitution saving throw, suffering 2 levels of exhaustion on a failed save, or only 1 level of exhaustion on a successful one.   Wind. Hot wind explodes out from you. Each Tiny creature with a challenge rating of 1/4 or lower in the area that doesn’t have total cover from you immediately dies. Each Small or larger creature in the spell’s area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and 4d8 fire damage and is pushed away from you up to the edge of the spell’s area and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Ice Soldiers

7-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: vial of water
Duration: 1 minute
Damage/Effect: Summoning
You pour water from the vial and cause two Ice Soldiers to appear within range. The Ice Soldiers cannot form if there is no space available for them. The Ice Soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an Ice Soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an Ice Soldier moves farther than 30 feet from you, it immediately melts.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Mordenkainen's Magnificent Mansion

7-level Conjuration

Casting Time: 1 minute
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp
Duration: 24 hours
Damage/Effect: Exploration, Utility
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.   Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.   You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.203)

Nexus

7-level Conjuration

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a platinum thread and needle worth at least 700 gp, which the spell consumes
Duration: 24 hours
Damage/Effect: Teleportation
You conjure up to four magical doorways in a surface you touch. The surface must be large enough to accommodate the doors, which are large enough for a Large or smaller creature to pass through. When you cast this spell, choose a nonmagical archway, doorway, or other threshold you have moved through at least once within 100 miles of you for each magical doorway you create. Each magical doorway opens onto the location of its associated nonmagical threshold for the duration. The spell ends early if the surface on which the magical doorways appear is destroyed.    When you cast this spell, you can choose a number of creatures equal to your spellcasting ability modifier. You and the chosen creatures are the only creatures able to use the magical doorways. The magical doorways are two-way for such creatures, allowing the creatures to pass between the two locations by moving through the doorways, opening the destination doors if necessary. All other creatures see the magical doorways as door-like outlines or silhouettes in a style of your choice on the surface you touched, and they see and can interact with the nonmagical thresholds at the destinations as if the locations weren’t tied to magical doorways.
Available for: Wizard

Deep Magic Volume 2 (p.206)

Phantasmal Phalanx

7-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a tiny statue of a warrior made from gold and precious stones, worth at least 250 gp
Duration: Concentration, 1 minute
Damage/Effect: Creation
You summon six golden, Phantasmal Soldier in unoccupied spaces you can see within range. Each soldier is considered Celestial, and it disappears when it drops to 0 hit points or when the spell ends.    The soldiers are friendly to you and your companions. Roll initiative for the soldiers as a group, which has its own turns. You can communicate telepathically with the soldiers as long as you are on the same plane of existence, and the soldiers obey any commands that you issue to them (no action required by you). If you don’t issue any commands to the soldiers, they defend themselves from hostile creatures or position themselves protectively next to you and your allies, each soldier moving to within 5 feet of at least one of you. While positioned protectively, a soldier can use its reaction to impose disadvantage on a melee attack roll against the target it is protecting, provided the target remains within 5 feet of the soldier.   The GM has the soldiers’ statistics, using a veteran that has a shield and is immune to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Cleric, Sorcerer, Wizard

SRD

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Banishment, Teleportation
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.   Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.   You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.228)

Storm Queen's Children

7-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a piece of ivory carved into the shape of a tornado, worth at least 500 gp
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure up to three tornados on the ground at points you can see within range. Each tornado is a 10-foot radius, 30-foot-tall cylinder of swirling air centered on the point. Each creature that enters a tornado for the first time on a turn or starts its turn in a tornado must make a Strength saving throw. On a failed save, a Large or smaller creature takes 4d10 bludgeoning damage and is thrown up to 60 feet in a random direction and knocked prone. On a failed save, a Huge or larger creature takes 4d10 bludgeoning damage but is restrained until the start of its next turn instead of being thrown. On a successful save, a creature takes half the damage and isn’t thrown, restrained, or knocked prone, but it is pushed out of the tornado to an unoccupied space within 5 feet of the edge of the tornado.    If a thrown creature strikes a solid surface, the creature takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or take the same damage and be knocked prone. If a thrown creature is thrown into another tornado, it is then thrown up to 60 feet again in a random direction from that tornado.    At the start of each of your turns, the tornados move up to 30 feet in random directions and can affect you as easily as any other creature. If multiple tornados would move to the same space, one tornado moves to the space, and the other moves to within 10 feet of the space. The spell ends early if you are incapacitated or die.
Available for: Druid, Sorcerer, Wizard

SRD

Teleport

7-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.   The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The GM rolls d100 and consults the table.
FamiliarityMishapSimilar AreaOff TargetOn Target
Permanent Circle - - - 01-100
Associated Object - - - 01-100
Very Familiar 01-05 06-13 14-24 25-100
Seen Casually 01-33 34-43 44-53 54-100
Viewed Once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False Destination 01-50 51-100 - -
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.   "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.   On Target. You and your group (or the target object) appear where you want to.   Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.   Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.   Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Available for: Bard, Sorcerer, Wizard

Divination

Deep Magic Volume 1

Starry Vision

7-level Divination

Casting Time: 1 reaction, which you take when an enemy starts its turn
Range/Area: 100ft.
Components: Verbal, Material
Materials: a sprinkle of gold dust worth 400 gp.
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
This spell acts as Compelling Fate, except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.
Available for: Wizard

Enchantment

XGtE

Power Word Pain

7-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Debuff
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.   While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.   A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Available for: Sorcerer, Warlock, Wizard

Evocation

SRD

Arcane Sword

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp
Duration: Concentration, 1 minute
Damage/Effect: Force
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.   When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target thakes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack.
Available for: Bard, Wizard

XGtE

Crown of Stars

7-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: Ranged
Damage/Effect: Radiant
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.   If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Available for: Sorcerer, Warlock, Wizard

SRD

Delayed Blast Fireball

7-level Evocation

Casting Time: 1 action
Range/Area: 150 ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a tiny ball of bat guano and sulfur
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: fire
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.   The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.   If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.   The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Ebon Tide

7-level Evocation

Casting Time: 1 action
Range/Area: 500ft. (100 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a bottle of shadows
Duration: Concentration, 1 minute
Attack/Save: CON Save
You generate a wave of shadow matter at a point on the ground that you can see within range. For the duration, black winds and currents of shadow matter whip in a 100-foot-radius circle centered on that point, modifying terrain and sometimes drowning creatures in the area. The area becomes difficult terrain. Each creature touching the ground must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
The ebon tide deals 30 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it sinks into the earth, consumed by the Shadow Realm. Any creature within a structure when it sinks must make a Constitution saving throw. On a failed save, the creature takes 2d12 necrotic damage, is knocked prone, and is blinded for 1 round. On a successful save, the creature takes half as much damage and doesn’t fall prone or become blinded.
This spell can have additional effects depending on the terrain in the area, as determined by the GM. No more than two of the following effects can be the result of one casting of ebon tide.
  Hills and Hollows. Ground rises or sinks throughout the spell’s area at the start of your next turn after you cast the spell. These changes take the form of a hill, a slip fault (a new cliff), or a hollow. A total of 1d4 such hills, slip faults, or hollows open in locations chosen by the GM. A hollow or slip fault that opens beneath a structure causes it to automatically collapse (see above). A hollow or hill can alter the flow of local water, such as a moat, stream, or lake.   Rivers, Shores, and Waters. Water in the area can adopt an old course (such as an oxbow) or be swept into a new one, starting at the start of your next turn after you cast this spell. Only one such water element can be altered by the casting of this spell. (You cannot alter both a lake and a stream feeding it, for instance.)   Shadow Mire. All ground in the area of the spell becomes shadow mire for the duration.
Available for: Cleric, Druid, Wizard

SRD

Forcecage

7-level Evocation

Casting Time: 1 action
Range/Area: 100ft. (cube)
Components: Verbal, Somatic, Material
Materials: ruby dust worth 1500 gp
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Control, Warding
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.   A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.   A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.   When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.   A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.   This spell can't be dispelled by dispel magic.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.209)

Power Word Deplete

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You utter a word of power at one creature you can see within range. The target must succeed on a Wisdom saving throw or it loses a single use of a trait or feature of your choice with limited uses each day, such as spellcasting, Channel Divinity, or Legendary Resistance. If the target has spell slots, and you chose spellcasting, the target loses a spell slot of its highest available level.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Prismatic Spray

7-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Damage, Control
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
  • Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
  • Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
  • Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
  • Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
  • Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
  • Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
  • Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  • Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Symbol of Sorcery

7-level Evocation

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a stick of incense worth 20 gp.
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.
Available for: Sorcerer, Warlock, Wizard

XGtE

Whirlwind

7-level Evocation

Casting Time: 1 action
Range/Area: 300ft. (10 ft. cylinder)
Components: Verbal, Material
Materials: a piece of straw
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.   A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.   A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Available for: Druid, Sorcerer, Wizard

Illusion

SRD

Mirage Arcane

7-level Illusion

Casting Time: 10 minutes
Range/Area: Sight (1 mile cube)
Components: Verbal, Somatic
Duration: 10 days
Damage/Effect: Control
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.   Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.   The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.   Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Available for: Bard, Druid, Wizard

SRD

Project Image

7-level Illusion

Casting Time: 1 action
Range/Area: 500 miles
Components: Verbal, Somatic, Material
Materials: a small replica of you made from materials worth at least 5 gp
Duration: Concentration, 1 day
Damage/Effect: Control
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.   You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.   You can see through its eyes and hear through its ears as if you were in its space. On your turn 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.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.214)

Recreate Event

7-level Illusion

Casting Time: 10 minutes
Range/Area: Self (30 ft. cube)
Components: Verbal, Somatic, Material
Materials: a time piece made of brass and inlaid with diamonds worth at least 250 gp
Duration: Concentration, 1 hour
Your magic summons an illusory recreation of an event, allowing you to watch and learn from different angles. When you cast this spell, choose a period of time you have experienced within the last 7 days that is up to 1 minute long. Illusory copies of the people, places, and events that existed within 30 feet of you during that minute fill the spell’s area. The illusion appears centered on the past version of you and is recreated from your perspective at the time you experienced it. The recreation is not limited to your line of sight, and it magically recreates everything that occurred within 30 feet of you at that time.    For the duration, you can command the illusion to replay, pause, speed up, or slow down as you wish. You and other creatures can walk within the illusory scene, investigating and watching the event. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made while observing the event. The spell doesn’t provide insight into the minds of creatures that were present at that time, and it is limited to actions and movements that could have been observed by an average person experiencing the event. For example, it might depict wet footprints left by an invisible creature that walked past you during the event, but it wouldn’t reveal the invisible creature.
Available for: Bard, Sorcerer, Wizard

SRD

Simulacrum

7-level Illusion

Casting Time: 12 hours
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1500 gp, sprinkled over the duplicate and consumed by the spell
Duration: Until Dispelled
Damage/Effect: Deception, Utility
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.   The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.   If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.   If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Available for: Wizard

Necromancy

Book of Ebon Tides

Charnel Banquet

7-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a silk handkerchief
Duration: 10 minutes
Attack/Save: CON Save
You transform a field of carrion into an empowering feast. For the duration, all creatures of your choice can consume the decaying flesh of any creature. If a creature has eaten of the carrion for the duration, it recovers 10d6 hit points, recovers half its expended Hit Dice (minimum 1), removes half its levels of exhaustion (minimum 1), and gains all the benefits of finishing a short rest.   Creatures affected by this spell must succeed on a Constitution saving throw at the end of the duration or be poisoned for 1 hour.
At higher levels: If this spell is cast using a 9th‑level slot, the affected creatures remove all levels of exhaustion gained and recover all expended Hit Dice in addition to the effects noted above.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Death God's Touch

7-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
Available for: Cleric, Sorcerer, Warlock, Wizard

SRD

Finger of Death

7-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.   A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Available for: Sorcerer, Warlock, Wizard

Transmutation

Deep Magic Volume 1

Amplify Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a piece of lead
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Control
This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Arcane Parasite

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 2 hours
Damage/Effect: Utility
This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power. The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell’s level × 10 minutes, then this spell ends as soon as that spell is cast.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Create Thunderstaff

7-level Transmutation

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a quarterstaff
Duration: Instant
Damage/Effect: Creation
After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound. After 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged. If the final charge is not expended within 60 days, the staff becomes nonmagical again.
Available for: Wizard

Book of Ebon Tides

Doom of Summer Years

7-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of sand from an hourglass
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Exhaustion
You rapidly reduce the age of your target. Choose a living creature within range. At the time the spell is cast and again at the start of each of your turns, your target must make a Constitution saving throw, decreasing 1d4 + 1 years in age on a successful save or 1 year on a failed one. A target ceases the de-aging process once it is reduced to infancy. A creature that is reduced in age retains all of its memories, ability scores, and features, but it gains 1 level of exhaustion for each 5 years it is reduced in age. A Medium creature reduced to childhood cannot use weapons with the heavy property. A Medium creature reduced to infancy cannot wield weapons or use tools. If the spell ends before 1 minute has passed, the target reverts to its true age. Otherwise, the targets is permanently reduced to its new age. Remove Curse and Greater Restoration can be used to return a creature to its true age.   If you ever unintentionally lose concentration on the spell, you gain levels in exhaustion equal to what the target gained from this spell.
Available for: Cleric, Sorcerer, Wizard

Fizban's Treasury of Dragons

Draconic Transformation

7-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a statuette of a dragon, worth at least 500 gp
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Force
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
  • Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
  • Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
  • Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Available for: Druid, Sorcerer, Wizard

SRD

Etherealness

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff, Teleportation
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.   While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.   You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.   When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.   This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft. (50 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a lodestone and iron filings
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.   If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.   At the end of the duration, affected objects and creatures fall back down.
Available for: Druid, Sorcerer, Wizard

SRD

Sequester

7-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5000 gp, which the spell consumes
Duration: Until Dispelled
Damage/Effect: Deception
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.   If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.   You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Available for: Wizard

Deep Magic Volume 1

Walking Wall

7-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: 100 miniature axes
Duration: Concentration, 10 minutes
Damage/Effect: Control
This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it.    The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical. Thewall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.
Available for: Sorcerer, Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Acid Gate

7-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of acid and a polished silver mirror worth 125 gp.
Duration: Concentration, 1 minute
Damage/Effect: Teleportation
You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form. Any creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Seal of Sanctuary

7-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and special inks 250 gp, which the spell consumes
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier.    If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.    The seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.
Available for: Cleric, Wizard with Angelic Specialization

Chaos Magic

Deep Magic Volume 1

Uncontrollable Transformation

7-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the bill of a platypus
Duration: 1 hour
Damage/Effect: Buff
You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.
d10Mutation
1A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools.
2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the DamageType table in the frenzied bolt spell description).
3 A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air.The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier.
4 A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself.
5 You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons.
6 Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20.
7 You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
8 Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage.
9 Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence andWisdom ability checks and can levitate up to 5 feet above the ground.
10 You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Wild Trajectory

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
You create a 30-foot cube of magical instability that causes spell effects passing through it to diverge wildly from their original paths. When a spell with a visible or tangible manifestation (such as fireball, lightning bolt, or a ray or projectile such as magic missile or ray of frost) passes through the area, roll a d8. On a 1, the spell continues on its original path or toward its original target; on a 2, it diverts 45 degrees to the right; on a 3, it diverts 90 degrees to the right; on a 4, it diverts 135 degrees to the right; on a 5, it turns 180 degrees, back the way it came (striking the caster if it is a targeted spell on a 6, the spell diverts 45 degrees to the left; on a 7, it diverts 90 degrees to the left; on an 8, it diverts 135 degrees to the left. A spell that affects anything in its path, such as lightning bolt, continues to do so along its new trajectory, up to the limit of its range. A fireball spell will travel in the new direction up to the limit of its range before detonating. A targeted spell will strike the first viable target it encounters along its new trajectory.
Available for: Sorcerer, Wizard with Chaos Specialization

Dark Magic

Deep Magic Volume 1

Transmogrification

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of flesh from a fiend, or a feather from a celestial, each item worth at least 50 gp
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt.
  • Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered.
  • Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.
  • Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.
  • Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.
  • Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.
  • Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone.
  • Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Legend Killer

7-level Divination

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a silver scross describing the spell's target worth at least 1000 gp, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.
Available for: Sorcerer, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Celebration

7-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small party favor
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner.    This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts. The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.    Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 3 hours.    Ritual Focus. If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.
Available for: Bard, Sorcerer, Wizard with Elven Ritual Specialization

Illumination Magic

Deep Magic Volume 1

Last Rays of the Dying Sun

7-level Evocation

Casting Time: 1 action
Range/Area: 40ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire, Cold
A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.
At higher levels: When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.
Available for: Sorcerer, Wizard with Illumination Specialization

Deep Magic Volume 1

Soothing Incandescence

7-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
A soft, white radiance spreads out from a point just above your head, creating bright light in a 30-foot radius around your present location. If you move from your present location, the area of light remains fixed. A creature in the area other than a fiend or an undead regains 1 hit point at the start of each of its turns while within the bright light. Each fiend or undead in the area takes 2d4 radiant damage at the start of each of its turns.
Available for: Cleric, Wizard with Illumination Specialization

Mythos Magic

Deep Magic Volume 1

Sign of Koth

7-level Abjuration

Casting Time: 1 turn
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes
Duration: Dispel
Damage/Effect: Protection
You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot-tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area. Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:
  • The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.
  • They cannot hear any sounds that originate inside the cylinder.
  • They have disadvantage on attack rolls against targets inside the cylinder.
  • They can’t charm, frighten, or possess creatures inside the cylinder.
Creatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest. When you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.
Available for: Wizard with Mythos Specialization

Ring Magic

Deep Magic Volume 1

Ring Ward

7-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an iron ring worth 200 gp, which the spell consumes
Duration: Concentration, 1 hour
Damage/Effect: Buff
The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.
Available for: Sorcerer, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Conjure Shadow Titan

7-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a Shadow Titan, which appears in an unoccupied space that you can see within range. The Shadow Titan’s statistics are identical to a stone giant’s, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.   The Shadow Titan is friendly to you and your companions. Roll initiative for the Shadow Titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the Shadow Titan, it defends itself from hostile creatures but otherwise takes no actions. The Shadow Titan disappears when it drops to 0 hit points or when the spell ends.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Dying of the Light

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a black pearl worth 250 gp
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell’s area. Any light sources brought into the area during the spell’s duration are likewise extinguished.    Light-producing spells of 7th level or higher function within the area. Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils darkvision, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit. Each creature you choose to be affected that ends its turn in the darkness takes 4d8 necrotic damage and gains one level of exhaustion. A successful Constitution saving throw halves the damage and negates the exhaustion.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Right the Stars

7-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: seven black candles and a circle of powdered charred bone or basalt
Duration: 1 hour
Damage/Effect: Buff
You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.
Available for: Wizard with Temporal Specialization

Deep Magic Volume 1

Ravages of Time

7-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wilted flower
Duration: 24 hours
Damage/Effect: Debuff
You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A Greater Restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.
Available for: Cleric, Sorcerer, Wizard with Temporal Specialization

Void Magic

Deep Magic Volume 1

Conjure Voidborn

7-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.    Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.    If your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.
Available for: Wizard with Void Specialization

Deep Magic Volume 1

Icy Grasp of the Void

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Cold
You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration; a successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.
Available for: Wizard with Void Specialization
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Alkemancy Magic
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Dragon Magic
Elven Ritual Magic
Illumination Magic
Mythos Magic
Ring Magic
Shadow Magic
Temporal Magic
Void Magic

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