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Mesmerizing Arias

5th Level Compositions

Abjuration

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

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

Deep Magic Volume 1

Fey Crown

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: five flowers of different colors
Duration: 1 hour
Damage/Effect: Utility
By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed.   As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.
Available for: Bard, Druid, Ranger, Warlock

SRD

Greater Restoration

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamond dust worth at least 100 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum
Available for: Bard, Cleric, Druid, Artificer

SRD

Planar Binding

5-level Abjuration

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

Obojima: Tales from the Tall Grass

Tamh Gon's Fiery Festival Feast

0-level (Cantrip) Abjuration

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

Conjuration

Deep Magic Volume 1

Animated Object Swarm

5-level Conjuration

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

Obojima: Tales from the Tall Grass

Create Spirit Train Stop

5-level Conjuration

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

Deep Magic Volume 2 (p.200)

Mass Shuffle

5-level Conjuration

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

Obojima: Tales from the Tall Grass

Summon Jack-O'-Lantern

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: bits of jack-o'-lantern
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Summon
A giant jack-o’-lantern rapidly grows around up to four Medium or smaller creatures or one Large creature within a 5-foot radius centered on a point you can see within range. An unwilling creature in the area can make a Dexterity saving throw, leaping 5 feet outside the jack-o’-lantern on a success.   While inside the jack-o’-lantern, creatures can only see through its eyes and mouth, which are on one side of the jack-o’-lantern, selected by you when you cast this spell. The creatures can make attacks with ranged or reach weapons only from this side. Creatures outside the jack-o’- lantern only see a warm, glowing light when looking into its mouth or eyes. While the jack-o’-lantern remains, no creature in, or outside of it can pass or reach through it.   The jack-o’-lantern weighs 5,000 pounds, has an AC of 15, and has 100 hit points. The lantern naturally loses 20 hit points every year. When the lantern is reduced to 0 hit points, it is destroyed.
Available for: Bard, Druid, Ranger, Sorcerer, Warlock

SRD

Teleportation Circle

5-level Conjuration

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

Divination

Deep Magic Volume 1

Battle Mind

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of spiderweb or a small crystal orb
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):
  • One ally gains advantage on its next attack roll, saving throw, or ability check.
  • An enemy has disadvantage on the next attack roll it makes against you or an ally.
  • You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.
  • Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.
Available for: Bard, Paladin, Sorcerer, Wizard

Deep Magic Volume 2 (p.189)

Hidden Agent

5-level Divination

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

SRD

Legend Lore

5-level Divination

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

SRD

Scrying

5-level Divination

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

Deep Magic Volume 1

See Beyond

5-level Divination

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

Enchantment

Deep Magic Volume 2 (p.145)

Bone of Contention

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small bone
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You cause discord in up to eight creatures you can see within range. Each target must be within 30 feet of at least one other target. The targets must share a language or the spell fails. Each target must make a Wisdom saving throw. On a failure, a target begins bickering and arguing with other affected targets on topics relevant to the targets. For example, religious creatures might argue over doctrine, while warriors might argue over the most efficient fighting stances or ways of dispatching foes. For the duration, each affected creature’s speed is halved, and it spends each of its turns arguing with another affected creature.    An arguing creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If an arguing creature starts its turn with no other creature within 30 feet of it with which to argue, the spell ends for that creature. Otherwise, the spell ends for all creatures if an affected creature takes damage.
Available for: Bard, Cleric

SRD

Dominate Person

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.   While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.   You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.   Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.166)

Doom of Antiquity

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of bone dust
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You impart the doom of extreme age upon up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or believe it has been magically aged to an advanced age for the duration. While doomed, a target suffers the following effects:
  • The target’s speed is halved.
  • The target can’t see beyond 30 feet.
  • The target has disadvantage on attack rolls.
  • The target has disadvantage on Strength, Dexterity,and Constitution saving throws and checks.
  • The target has advantage on Intelligence and Wisdom saving throws and checks.
At the end of each of its turns, a doomed target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Wizard

Obojima: Tales from the Tall Grass

Festival King

5-level Enchantment

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

Deep Magic Volume 2 (p.179)

Field of Retribution

5-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You fill creatures with a desire for retribution. Each creature of your choice within 30 feet of a point you can see within range must succeed on a Wisdom saving throw or be cursed with a desire for retribution. While cursed, a creature must move to and attack the nearest creature it can see on its turn. If no creature is near enough to move to and attack, the target moves as close as it can to the nearest creature then attacks itself in frustration.    At the end of each of its turns, a cursed target can make another Wisdom saving throw. On a success, the spell ends on the target.
Available for: Bard, Cleric

SRD

Geas

5-level Enchantment

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

Book of Ebon Tides

Hero of Fable

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a crown of laurel leaves
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Fey
You make a creature capable of great deeds, like a storybook champion, and at the same time empower that creature’s foes to become worthy of a hero’s attention. A creature of your choice within range gains advantage on all ability checks, attack rolls, and saving throws for the duration. At the same time, creatures that attack your target, or that make a saving throw against a spell or effect originating from your target, have advantage on their roll. If your target is unwilling, it must succeed on a Charisma saving throw to avoid the effects.
At higher levels: You can target one additional creature for every slot level above 6th if you cast this spell using a 7th level or higher spell slot.
Available for: Bard, Cleric, Paladin

SRD

Hold Monster

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small, straight piece of iron
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Paralyzed
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Leiloch's Interminable Yarn

5-level Enchantment

Casting Time: 1 action
Range/Area: Self (20 ft. sphere)
Components: Verbal, Material
Materials: a scroll, containing a prepared speech
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Unconscious
You tell a meandering story that is so full of asides and digressions that the point of it is lost on listeners. Any creature that is deafened or can’t be charmed is immune to the effects of this spell. Creatures of your choice in a 20-foot-radius sphere centered on you are compelled to stop what they are doing and listen to your story. While they are enraptured by your words, they automatically fail Intelligence (Investigation) and Wisdom (Insight and Perception) checks, and their passive scores in those skills are considered to be 0 for the duration. A creature can choose to pull away from your performance but must succeed on a Wisdom saving throw or fall for 1 minute. This spell ends if you are incapacitated or can no longer speak.
Available for: Bard, Warlock

Book of Ebon Tides

Lost and Wandering

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Fey
As the Lost spell, and in addition to forgetting all navigation skills and landmarks, the target is compelled to wander off at a walk (attacking only in self-defense). The target must make a Wisdom saving throw, and if the saving throw fails, the spell removes all memory of particular locations, landmarks, and routes for the duration of the spell, even well-known ones such as locations within a city, a home forest, and well-known hills and roads. After 16 hours, the target can make another Wisdom saving throw. On a failure, the creature falls into an exhausted long rest.   A Remove Curse or Greater Restoration spell ends this effect.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 7th level or higher, a target experiences the spell for a second day, making a Wisdom saving throw after they wake up to continue wandering. If you use a spell slot of 9th level or higher, a target experiences this spell every day for a week.
Available for: Bard, Cleric, Druid, Ranger

SRD

Modify Memory

5-level Enchantment

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

XGtE

Synaptic Static

5-level Enchantment

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

Deep Magic Volume 1

Tongue Tied

5-level Enchantment

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

Evocation

Deep Magic Volume 2 (p.161)

Dash of the Sentinel

5-level Evocation

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

SRD

Mass Cure Wounds

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (30 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available for: Bard, Cleric, Druid

Deep Magic Volume 1

Recharge

5-level Evocation

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

Deep Magic Volume 2 (p.240)

Wreck

5-level Evocation

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

Illusion

SRD

Dream

5-level Illusion

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

SRD

Mislead

5-level Illusion

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

SRD

Seeming

5-level Illusion

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

Necromancy

Deep Magic Volume 2 (p.145)

Blood Shards

5-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of your blood
Duration: 1 minute
You draw vitality from yourself, corrupt it, and fill your strikes with the corrupted essence. Until this spell ends, each time you hit a creature with a melee weapon attack, roll your choice of 1d4, 1d6, 1d8, or 1d10. You lose a number of hit points equal to the number rolled, and the target takes necrotic damage equal to three times that amount. The spell ends early if you end a turn below half your hit point maximum.
Available for: Bard, Cleric, Sorcerer, Warlock

Deep Magic Volume 1

Kiss of the Succubus

5-level Necromancy

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

Deep Magic Volume 1

Maim

5-level Necromancy

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

SRD

Raise Dead

5-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.   This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.   This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.   Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Available for: Bard, Cleric, Paladin

Transmutation

SRD

Animate Objects

5-level Transmutation

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

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

Animated Object Statistics

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

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

SRD

Awaken

5-level Transmutation

Casting Time: 8 hours
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an agate worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Charmed
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.   The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Available for: Bard, Druid

Deep Magic Volume 2 (p.147)

Bryn's Bullying Brogue

5-level Transmutation

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

Deep Magic Volume 1

Eidetic Memory

5-level Transmutation

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

Book of Ebon Tides

Feast of Flesh

5-level Transmutation

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

Obojima: Tales from the Tall Grass

Origami Bird Swarm

5-level Transmutation

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

XGtE

Skill Empowerment

5-level Transmutation

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

Specialized

Chaos Magic

Deep Magic Volume 1

Mass Surge Dampener

5-level Abjuration

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

Deep Magic Volume 1

Babble

5-level Enchantment

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

Dragon Magic

Deep Magic Volume 1

Claws of the Earth Dragon

5-level Evocation

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

Spellbinding Compositions

Etudes A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Chaos Magic
Dragon Magic

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