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Mysticism of Nodens

7th Level Magica of the Old Ones

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

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

Enchantment

Book of Ebon Tides

Leiloch's Arduous Shuffle

7-level Enchantment

Casting Time: 1 action
Range/Area: Self (20 ft. sphere)
Components: Verbal, Material
Materials: a gray ribbon
Duration: Concentration, 1 minute
All creatures in a 20-foot-radius sphere centered on you that have fewer hit points than you when you cast the spell are compelled to dance a swaying, side-to-side shuffle-step. Any creature that can’t be charmed is immune to the effects of this spell. An affected creature has its movement halved, cannot use reactions, and can make only one weapon or spell attack on its turn. At the beginning of its turn, a creature in the area can choose to take 1d4 levels of exhaustion to end the effect of this spell on itself.   A creature that has gained levels of exhaustion from this spell can remove all of them upon finishing a short rest.
Available for: Bard, Warlock

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

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

Obojima: Tales from the Tall Grass

Divine Arrow

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a pearl worth 100 gp
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You fire an angelic arrow from a bow made of light that materializes in your hands. Make a ranged spell attack against a creature within range. On a hit, the target takes 4d10 force damage, and until the spell ends, it becomes vulnerable to one of the following damage types of your choice: acid, cold, fire, lightning, necrotic, radiant, or thunder.   If a creature has immunity to the selected damage type, it instead has resistance to that type for the duration; if a creature has resistance to the selected damage type, it loses that resistance for the duration.
Available for: Bard, Cleric, Warlock

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

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

Deep Magic Volume 1

Talons of a Hungry Land

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Slashing
You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three-quarters cover to creatures behind them.   You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick). When the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save.   A creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success.   When you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.
Available for: Sorcerer, Warlock

Necromancy

Deep Magic Volume 1

Curse of Dust

7-level Necromancy

Casting Time: 10 minutes
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a piece of spoiled food
Duration: 5 days
Attack/Save: CON Save
Damage/Effect: Control
You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.
Available for: Cleric, Druid, Warlock

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

Deep Magic Volume 1

Defile Healing

7-level Necromancy

Casting Time: 1 reaction, which you take when you see a creature cast a healing spell
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.
At higher levels: When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.
Available for: Cleric, Warlock

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

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

Specialized

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

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

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