Level 7 Spells
Abjuration
Deep Magic Volume 2 (p.179)
Field of Lotuses
7-level Abjuration
SRD
Symbol
7-level Abjuration
Deep Magic Volume 1
Volley Shield
7-level Abjuration
Conjuration
Deep Magic Volume 1
Conjure Greater Spectral Dead
7-level Conjuration
-
One Wraith
- One Spectral Guardian
- One Swarm of Wolf Spirits
Tasha's Cauldron of Everything
Dream of the Blue Veil
7-level Conjuration
Deep Magic Volume 2 (p.179)
Flame's Chronicle Unleashed
7-level Conjuration
Deep Magic Volume 1
Ice Soldiers
7-level Conjuration
SRD
Mordenkainen's Magnificent Mansion
7-level Conjuration
Deep Magic Volume 2 (p.203)
Nexus
7-level Conjuration
Deep Magic Volume 2 (p.206)
Phantasmal Phalanx
7-level Conjuration
SRD
Plane Shift
7-level Conjuration
Deep Magic Volume 2 (p.228)
Storm Queen's Children
7-level Conjuration
SRD
Teleport
7-level Conjuration
Familiarity | Mishap | Similar Area | Off Target | On 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 | - | - |
Divination
Deep Magic Volume 1
Starry Vision
7-level Divination
Enchantment
XGtE
Power Word Pain
7-level Enchantment
Evocation
SRD
Arcane Sword
7-level Evocation
XGtE
Crown of Stars
7-level Evocation
SRD
Delayed Blast Fireball
7-level Evocation
Book of Ebon Tides
Ebon Tide
7-level Evocation
SRD
Forcecage
7-level Evocation
Deep Magic Volume 2 (p.209)
Power Word Deplete
7-level Evocation
SRD
Prismatic Spray
7-level Evocation
- 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.
Deep Magic Volume 1
Symbol of Sorcery
7-level Evocation
XGtE
Whirlwind
7-level Evocation
Illusion
SRD
Mirage Arcane
7-level Illusion
SRD
Project Image
7-level Illusion
Deep Magic Volume 2 (p.214)
Recreate Event
7-level Illusion
SRD
Simulacrum
7-level Illusion
Necromancy
Book of Ebon Tides
Charnel Banquet
7-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Death God's Touch
7-level Necromancy
SRD
Finger of Death
7-level Necromancy
Transmutation
Deep Magic Volume 1
Amplify Gravity
7-level Transmutation
Deep Magic Volume 1
Arcane Parasite
7-level Transmutation
Deep Magic Volume 1
Create Thunderstaff
7-level Transmutation
Book of Ebon Tides
Doom of Summer Years
7-level Transmutation
Fizban's Treasury of Dragons
Draconic Transformation
7-level Transmutation
- 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.
SRD
Etherealness
7-level Transmutation
SRD
Reverse Gravity
7-level Transmutation
SRD
Sequester
7-level Transmutation
Deep Magic Volume 1
Walking Wall
7-level Transmutation
Specialized
Alkemancy Magic
Deep Magic Volume 1
Acid Gate
7-level Conjuration
Angelic Magic
Deep Magic Volume 1
Seal of Sanctuary
7-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerChaos Magic
Deep Magic Volume 1
Uncontrollable Transformation
7-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerd10 | Mutation |
---|---|
1 | A 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. |
Deep Magic Volume 1
Wild Trajectory
7-level Transmutation
Dark Magic
Deep Magic Volume 1
Transmogrification
7-level Transmutation
- 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.
Dragon Magic
Deep Magic Volume 1
Legend Killer
7-level Divination
Elven Ritual Magic
Deep Magic Volume 1
Celebration
7-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerIllumination Magic
Deep Magic Volume 1
Last Rays of the Dying Sun
7-level Evocation
Deep Magic Volume 1
Soothing Incandescence
7-level Evocation
Mythos Magic
Deep Magic Volume 1
Sign of Koth
7-level Abjuration
- 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.
Ring Magic
Deep Magic Volume 1
Ring Ward
7-level Enchantment
Shadow Magic
Deep Magic Volume 1
Conjure Shadow Titan
7-level Conjuration
Deep Magic Volume 1
Dying of the Light
7-level Evocation
Temporal Magic
Deep Magic Volume 1
Right the Stars
7-level Divination
Deep Magic Volume 1
Ravages of Time
7-level Transmutation
Void Magic
Deep Magic Volume 1
Conjure Voidborn
7-level Conjuration
Deep Magic Volume 1
Icy Grasp of the Void
7-level Evocation
Spell Pages
Spell List
Spells A-Z- Amplify Gravity
- Arcane Parasite
- Arcane Sword
- Charnel Banquet
- Conjure Greater Spectral Dead
- Create Thunderstaff
- Crown of Stars
- Death God's Touch
- Delayed Blast Fireball
- Doom of Summer Years
- Draconic Transformation
- Dream of the Blue Veil
- Ebon Tide
- Etherealness
- Field of Lotuses
- Finger of Death
- Flame's Chronicle Unleashed
- Forcecage
- Ice Soldiers
- Magnificent Mansion
- Mirage Arcane
- Nexus
- Phantasmal Phalanx
- Plane Shift
- Power Word Deplete
- Power Word Pain
- Prismatic Spray
- Project Image
- Recreate Event
- Reverse Gravity
- Sequester
- Simulacrum
- Starry Vision
- Storm Queen's Children
- Symbol
- Symbol of Sorcery
- Teleport
- Volley Shield
- Walking Wall
- Whirlwind
By School
AbjurationConjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Specialized
Alkemancy MagicAngelic Magic
Chaos Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Illumination Magic
Mythos Magic
Ring Magic
Shadow Magic
Temporal Magic
Void Magic
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