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Presage of the Ancient Ones

5th Level Magica of the Old Ones

Abjuration

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

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

Deep Magic Volume 1

Energy Absorption

5-level Abjuration

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

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

Deep Magic Volume 1

Not This Day!

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Control
The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single not this day! spell at one time; a second casting on the same target cancels the preexisting protection.
Available for: Cleric, Warlock

Conjuration

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 1

Dark Web of the Spider Monarch

5-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a thread of black silk
Duration: Concentration, 1 hour
Attack/Save: DEX Save
Damage/Effect: Necrotic
A 30-foot cube centered on you, fills with sticky, night-black webbing. The webs are difficult terrain and lightly obscured the area. You are unaffected by the aforementioned effects of the webs and gain a climbing speed of 30 feet when moving on the webs.   If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters the webs during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained for as long as it remains in the webs or until it breaks free. Each turn that you are in the webs, you can use a bonus action to siphon life force from every creature restrained by the webs. Each creature takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. On a successful check, it is no longer restrained. The webs are not flammable, but are susceptible to radiant damage. Any 5-foot cube of webs exposed to radiant damage dissipates to nothing in 1 round.
Available for: Warlock

XGtE

Far Step

5-level Conjuration

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

XGtE

Infernal Calling

5-level Conjuration

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

Obojima: Tales from the Tall Grass

Submerge

5-level Conjuration

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

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

Deep Magic Volume 2 (p.235)

Vengeful Spirits

5-level Conjuration

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

Divination

SRD

Contact Other Plane

5-level Divination

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

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

Enchantment

Deep Magic Volume 1

Harrying Hounds

5-level Enchantment

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

SRD

Hold Monster

5-level Enchantment

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

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

Deep Magic Volume 1

Moonlight Charm

5-level Enchantment

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

XGtE

Synaptic Static

5-level Enchantment

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

Deep Magic Volume 1

Tongue Tied

5-level Enchantment

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

Evocation

Deep Magic Volume 2 (p.139)

Arrow of Ash

5-level Evocation

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

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

Deep Magic Volume 1

Recharge

5-level Evocation

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

Deep Magic Volume 2 (p.232)

Tundra Hold

5-level Evocation

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

XGtE

Wall of Light

5-level Evocation

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

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

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 2 (p.158)

Contingency Boils

5-level Necromancy

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an obsidian knife with mummy dust, worth at least 1000 gp
Duration: 10 days
Choose a necromancy spell of 5th level or lower that you can cast, that has a casting time of 1 action, and has a range of Touch. You cast that spell—called the contingent spell—as part of casting contingency boils, expending spell slots for both, but the contingent spell doesn’t come into effect. The contingent spell is stored in a boil on your skin that is created as part of the casting of contingency boils. Each time you cast contingency boils, you create a new boil on your skin.   Your skin can contain a number of contingent spells within boils equal to your spellcasting ability modifier. For each boil on your skin, your Charisma score is reduced by 2 until you no longer have any boils from this spell on your skin. When a creature within 5 feet of you deals damage to you with a weapon attack, you can use your reaction to rupture a boil. The contingent spell takes effect immediately after the rupture, targeting the attacker. That boil and that instance of the contingency boils spell then ends.   If you are affected by Lesser Restoration, Greater Restoration, or a similar effect that removes diseases (such as a paladin’s Lay on Hands), all your boils are immediately cured and all instances of the spell end, removing all remaining boils and their stored spells.
Available for: Cleric, Warlock

XGtE

Danse Macabre

5-level Necromancy

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

XGtE

Enervation

5-level Necromancy

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

Deep Magic Volume 1

Grasp of the Tupilak

5-level Necromancy

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

Deep Magic Volume 1

Kiss of the Succubus

5-level Necromancy

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

Deep Magic Volume 1

Necrotic Leech

5-level Necromancy

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

XGtE

Negative Energy Flood

5-level Necromancy

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

Deep Magic Volume 2 (p.211)

Prison of Hungry Bones

5-level Necromancy

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

Transmutation

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

Tasha's Cauldron of Everything

Tasha's Otherworldly Guise

6-level Transmutation

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

Specialized

Alkemancy Magic

Deep Magic Volume 1

Acid Rain

5-level Conjuration

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

Blood Magic

Deep Magic Volume 1

Sanguine Horror

5-level Conjuration

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

Deep Magic Volume 1

Cruor of Visions

5-level Divination

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

Deep Magic Volume 1

Exsanguinate

5-level Divination

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

Dark Magic

Deep Magic Volume 1

Souleater

5-level Evocation

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

Deep Magic Volume 1

Detonate Corpses

5-level Necromancy

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

Dragon Magic

Deep Magic Volume 1

Dragon Breath

5-level Evocation

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

Fiendish Magic

Deep Magic Volume 1

Conjure Nightmare

5-level Conjuration

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

Deep Magic Volume 1

Dark Lord's Mantle

5-level Enchantment

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

Deep Magic Volume 1

Fiendish Brand

5-level Necromancy

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

Deep Magic Volume 1

Channel Fiendish Power

5-level Transmutation

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

Ring Magic

Deep Magic Volume 1

Curse Ring

5-level Necromancy

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

Shadow Magic

Deep Magic Volume 1

Shadow Gateway

5-level Conjuration

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

Deep Magic Volume 1

Dark Dementing

5-level Illusion

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

Eldritch Magika

Manifestations A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Alkemancy Magic
Blood Magic
Dark Magic
Dragon Magic
Fiendish Magic
Ring Magic
Shadow Magic

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