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Provocative Libretto

1st Level Compositions

Conjuration

Obojima: Tales from the Tall Grass

Armament

1-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: metal powder
Duration: 8 hours
Damage/Effect: Buff
Up to five simple or martial weapons of your choice materialize in an unoccupied space you can see within range. The weapons are nonmagical, but they are well-made and stylistically look however you would like. The weapons vanish when the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can summon three additional simple or martial weapons of your choice for each slot level above 1st.
Available for: Bard, Cleric, Paladin, Ranger, Wizard

Deep Magic Volume 2 (p.161)

Dance of the Fey

1-level Conjuration

Casting Time: 1 reaction, which you take when a medium or smaller creature you can see moves into a space within your reach
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You conjure fey energies around the creature that moved close to you. The creature must make a Charisma saving throw. On a failed save, you and the creature are teleported to unoccupied spaces you can see within 10 feet of where you each started, and the creature has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the creature has disadvantage on the next attack roll it makes before the start of your next turn, but neither of you are teleported.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the range of the teleportation increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 4th level or higher, you can affect a Large or smaller creature. When you cast this spell using a spell slot of 6th level or higher, you can affect a Huge or smaller creature. When you cast this spell using a spell slot of 8th level or higher, you can affect a Gargantuan or smaller creature.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Duplicate

1-level Conjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Somatic, Material
Materials: copper powder and wax
Duration: 1 hour
Damage/Effect: Creation
You create an exact replica of an object you can see within range that weighs no more than 25 pounds. At first glance, the two objects are indistinguishable from each other and the duplicate functions as if it were the original, except for any magical properties the original object may have. The duplicate disappears when the spell ends.   If a creature uses its action to examine the duplicate, the creature can determine that it is a replica with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd or 3rd level, the duration of the spell increases to 8 hours. When you use a spell slot of 4th level or higher, the duration of the spell increases to 24 hours.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.176)

El'Tharyn's Evanishing Exchange

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
A brief flash of sparkling, red light surrounds one object you are holding that weighs no more than 5 pounds. The object vanishes and instantly appears in the free hand of one willing creature you can see within range. If the object can be used, such as a potion, the creature can then take the Use an Object action as a reaction on the object you sent to it. This spell fails if the target doesn’t have at least one free hand to receive the object.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.180)

Flamestep

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Smoke briefly surrounds you, and you teleport up to 10 feet to an unoccupied space you can see. Fire or smoke (your choice) bursts out from the space you left.   If fire bursts from the space, each creature within 5 feet of that space must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one.   If smoke bursts from that space, a 5-foot-radius sphere of smoke appears centered on that space. The smoke’s area is heavily obscured and lasts until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 2nd level or higher, the spell’s range and the radius of the smoke each increase by 5 feet for every two slot levels above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.188)

Hemmen's Low Blow

1-level Conjuration

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.
Available for: Bard, Ranger, Sorcerer, Wizard

Book of Ebon Tides

Pratfall

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects:
  • A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable to use bonus actions on its next turn as it regains its footing.
  • Tiny particles blow in your target’s face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn.
  • Strobing lights flash briefly before your target’s eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw, or its passive Perception is halved until the end of its next turn.
  • The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration.
  • An invisible force sharply tugs on the target’s trousers, causing their clothing to slip. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its AC until the end of its next turn as it uses one hand to gather itself.
    • Only one of these effects can be used on a single creature at a time.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Summon Vehicle

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of rubber
Duration: 10 minutes
Damage/Effect: Utility
You summon a bicycle or moving machine in an unoccupied space within 5 feet of you. The vehicle can be no larger than a 5-foot cube, and it can only carry one creature that is Medium or smaller. The vehicle has a walking speed of 60 feet, which you can use while riding it, provided you have at least one free hand to operate the vehicle.   You can end the spell early by using an action to dismiss it. When the spell ends, the vehicle vanishes.
Available for: Bard, Ranger, Wizard

SRD

Unseen Servant

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a bit of string and of wood
Duration: 1 hour
Damage/Effect: Control
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.   Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Available for: Bard, Warlock, Wizard

Divination

Deep Magic Volume 1

Alter Arrow's Fortune

1-level Divination

Casting Time: 1 reaction, which you take when an enemy makes a ranged attack that hits
Range/Area: 100ft.
Components: Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Protection
You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.138)

Amplify Sound

1-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a small cup and a bit of string
Duration: Concentration, 1 minute
You turn your attention to a point you can see within range, creating an invisible sensor in that location. For the duration of the spell, you hear sounds from that point as if you were in its space.   If the space where the point is located is subjected to thunder damage, you take the thunder damage as if you were in the space, but you don’t suffer other effects associated with that thunder damage. For example, if a creature casts the thunderwave spell, and the point you chose is within the spell’s area, you take thunder damage as if you failed the saving throw, but you aren’t pushed. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a thin, luminous string winding from the sensor to you.
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Avoid Grievous Injury

1-level Divination

Casting Time: 1 reaction, which you take when you are struck by a critical hit
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Candle's Insight

1-level Divination

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a blessed candle
Duration: 10 minutes
Damage/Effect: Utility
Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell.    The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true. Candle’s insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.
Available for: Bard, Warlock, Wizard

SRD

Comprehend Languages

1-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 pinch of soot and salt
Duration: 1 hour
Damage/Effect: Social
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • Abjuration - a glowing nimbus of white
  • Conjuration - an ethereal cerulean fog
  • Divination - a translucent gray mist
  • Enchantment - a teasing, verdant tryst of fey hues (light green)
  • Evocation - an ebb and flow of opposing oranges and blues
  • Illusion - a basic brown with subtle hints of depth
  • Necromancy - a viscous, oily residue (black and dark purple with prismatic rainbows)
  • Transmutation - a lustrous golden sheen
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 min.
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pearl worth 100 gp
Duration: Instant
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Available for: Bard, Wizard, Artificer

SRD

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Communication
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Available for: Bard, Druid, Ranger

Enchantment

Basic Rules

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a morsel of food
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control, Social
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

SRD

Bane

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a drop of blood
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Debuff
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric

Deep Magic Volume 1

Blinding Pain

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: an ice pick
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded.    A Cure Wounds or Healing Word spell cast on the target ends this spell, in addition to its regular effects.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock

Deep Magic Volume 1

Charm of Long Standing

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 day
Attack/Save: WIS Save
Damage/Effect: Control
As charm person but with a longer duration. The target of the spell remains charmed for one day per level you’ve attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you’re charmed this way, you won’t tolerate any harm, abuse, or mistreatment being directed toward the spell’s target.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

PHB

Dissonant Whispers

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard

Deep Magic Volume 1

Earworm Melody

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.    For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind.The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Available for: Bard

Book of Ebon Tides

Elf Shot

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a pixie arrow
Duration: Concentration, 1 minute
Damage/Effect: fey
You pretend to shoot an arrow with a tiny bow. Make a ranged spell attack against a creature within range. On a hit, the target creature stumbles (is pushed) 5 feet in a random direction (roll a d8 and assign a direction to each die face), and its speed is 0 until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.176)

Emotional Gamut

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a child's blanket
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You force a creature you can see within range to experience a rush of emotions and powerful memories from its life. The target must succeed on a Wisdom saving throw or become overwhelmed with emotions as it recalls emotionally charged events from its life for the duration. While overwhelmed with emotions, the target’s speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on its turn. A target automatically succeeds on this saving throw if it can’t be charmed.    At the end of each of its turns, the target can make another Wisdom saving throw. On a failure, the target takes 1d4 psychic damage. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Acquisitions Incorporated

Fast Friends

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
When you need to make sure something gets done, you can’t rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.   You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature’s normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.   When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 2 (p.182)

Forgettable

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic
Duration: 1 hour
Damage/Effect: Buff
You and up to two other willing creatures you can see within range are surrounded by a magical field that prevents others from forming concrete memories of you. Until the spell ends, a creature that interacts with a target for less than 1 minute and in a way that isn’t impactful remembers the target only passingly and with only vague details. An impactful interaction includes combat, being loud in a quiet crowd, or other interaction that might be particularly memorable, such as being the only person in drab, brown clothing at a noble’s extravagant, colorful ball. At the GM’s discretion, other interactions might be impactful to a creature based on that creature’s personality, occupation, or other factors, such as a target giving a gold coin to a beggar who hasn’t eaten in days.    The spell causes brief, non-impactful interactions with the targets to be fleeting, vague memories. It doesn’t change a target’s appearance or create any other form of disguise that might help a target avoid notice.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Sorcerer

Deep Magic Volume 1

Hard Heart

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an iron key
Duration: 10 minutes
Attack/Save: WIS Save
Damage/Effect: Buff
You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.
Available for: Bard, Wizard

SRD

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Paladin

SRD

Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: tiny tarts and a feather that is waved in the air
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Prone
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.191)

Jedza's Tidy Charm

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a nonmagical pot, sack, basket, or similar tiny container
Duration: 1 minute
Damage/Effect: Utility
Your touch imbues a container with a temporary pocket dimension. The container then animates, attempting to collect nearby objects in its pocket dimension. At the start of each of your turns, the container moves up to 30 feet and collects each object that isn’t being worn or carried and weighs 15 pounds or less along its path. You can choose the container’s path (no action required) or the container can move at random. The collected objects disappear into the container’s pocket dimension for the duration. The container is a Tiny object that can be attacked and destroyed. It has an AC equal to your spell save DC and hit points equal to twice your spellcasting ability modifier. If the container is destroyed, the spell ends. When the spell ends, all objects within the container are expelled harmlessly in a heap in the container’s space, potentially burying the container if it isn’t tipped over into something else first.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Liar's Gift

1-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Liar’s gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you’re saying. On a failed check, the creature knows that you tried to manipulate it with magic.    If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.
Available for: Bard, Cleric, Warlock

Deep Magic Volume 2 (p.204)

Nothing to See Here

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Utility
Creatures relying on eyesight and with a Wisdom score of 11 or less ignore the target as if it were not there—unless directly attacked or addressed by the target. Creatures relying on eyesight and with a Wisdom score of 12 or higher can make a Wisdom saving throw to pierce the illusion and see the target of the spell. Blindsight and tremorsense work normally.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Pacify Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a gull's feather
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to pacify a humanoid you can see within range.   The target must make a Wisdom saving throw. If it fails the save, it is pacified by you until the spell ends. A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Strixhaven: A Curriculum of Chaos

Silvery Barbs

1-level Enchantment

Casting Time: 1 reaction which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff, Debuff
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Available for: Bard, Sorcerer, Wizard

SRD

Sleep

1-level Enchantment

Casting Time: 1 action
Range/Area: 90ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of fine sand, rose petals, or a cricket
Duration: 1 minute
Damage/Effect: Unconscious
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren’t affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1 (p.106)

Slippery Fingers

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Trick Question

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Unluck on That

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check
Range/Area: 25ft.
Components: Verbal
Duration: Instant
Damage/Effect: Control
By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Agonizing Mark

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.140)

Ashen Lashes

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Summon
You create two tendrils of magical ash to appear in unoccupied spaces within range. The tendrils can’t be targeted with attacks and are immune to damage. When you cast this spell and as a bonus action on your subsequent turns, you can command one or more of the tendrils to attack a creature within 10 feet of it. Make a melee spell attack for each tendril using your spellcasting ability modifier. On a hit, a tendril deals 1d4 fire damage to the target.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional tendril for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

SRD

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A creature you touch regains a number of hit points equal to 1d8 + 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 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

XGtE

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard

SRD

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Debuff
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Bard, Druid, Artificer

Obojima: Tales from the Tall Grass

Gift

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature you can see within range. You take 1d20 necrotic damage, and the target regains hit points equal to the amount of damage you took.
Available for: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Healing
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Obojima: Tales from the Tall Grass

Sand Structure

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of seaglass
Duration: 1 minute
Damage/Effect: Utility
A wall of sand that is 5 feet tall, 5 feet wide, and 1 foot thick materializes from the ground up in an unoccupied space that you can see within range. The sand functions as solid stone while in its wall form. The wall has AC 13 and 10 hit points. Reducing the wall to 0 hit points destroys it and might cause connected walls to collapse at the GM’s discretion. You can end the spell early by using an action to dismiss it. When the spell ends, the wall crumbles back into sand.   If you cast the spell as a ritual, the wall lasts until it is destroyed or dismissed.
Available for: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1 (p.104)

Screaming Ray

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Psychic
You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 1

Telekinetic Parry

1-level Evocation

Casting Time: 1 reaction, which you take when an enemy makes an attack roll against you
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Protection
As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.
Available for: Bard, Sorcerer, Wizard

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.235)

Varina's Virtuous Valediction

1-level Evocation

Casting Time: 1 reaction, which you take when a creature that isn't a Construct or Undead drops to 0 hit points within 60 feet of you
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
You cause the spirit of a dying creature to briefly appear in a flash of holy light. Each creature of your choice within 10 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half the damage and isn’t blinded.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.238)

Whipcrack

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Thunder
You create a sound like a cracking whip next to one friendly creature and one hostile creature you can see within range. Spurred by the sudden snap of sound, the friendly target has advantage on the next attack roll or saving throw it makes before the start of your next turn.    Startled by the sound, the hostile target must make a Dexterity saving throw. On a failed save, the target takes 2d10 thunder damage and can’t take reactions until the start of its next turn. On a successful save, the target takes half the damage and can still take reactions.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Illusion

SRD

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Shapechanging
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   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 your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your 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.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Available for: Bard, Sorcerer, Wizard, Artificer

Acquisitions Incorporated

Distort Value

1-level Illusion

Casting Time: 1 minute
Range/Area: Touch (1 ft. cube)
Components: Verbal
Duration: 8 hours
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.   You cast this spell on an object no more than 1 foot on a side, doubling the object’s perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fey Glamer

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of powdered mica
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You lay a glamer upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.
Available for: Bard, Sorcerer

Deep Magic Volume 1

Glamer of Mundanity

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of powdered iron
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage.    The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer.
Available for: Bard, Sorcerer

SRD

Illusory Script

1-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Somatic, Material
Materials: a lead-based ink worth at least 10 gp, which the spell consumes
Duration: 10 days
Damage/Effect: Communication
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear.   A creature with truesight can read the hidden message.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.198)

Malaise

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a scrap of handkerchief from a fever victim
Duration: 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You craft an illusion around a creature that isn’t a Construct or Undead, creating phantom symptoms of a disease. The target must succeed on a Wisdom saving throw or suffer one or more of the following symptoms of your choice for the duration:
  • An illusory fever where the target feels feverish and hot to the touch.
  • The target has a persistent, scratchy throat, prompting occasional coughs.
  • The target sees minor spots or has blurry vision at their periphery.
  • The target’s skin manifests illusory, itchy spots, boils, or rashes, prompting occasional scratching.
Until this spell ends, the target has disadvantage on ability checks. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a successful save, the spell ends. After failing three of these saving throws, the spell’s effects last for the duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 7th level or higher, the duration is 24 hours.
Available for: Bard, Cleric, Warlock, Wizard

SRD

Silent Image

1-level Illusion

Casting Time: 1 action
Range/Area: 60ft. (15 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of fleece
Duration: Concentration, 10 minutes
Damage/Effect: Control
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.233)

Uniting Sigil

1-level Illusion

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You project a symbol of your faith, your organization, your cause, or some other symbol with significance to you and your allies. The symbol appears on the armor, shield, or helmet or above the head of each friendly creature of your choice within 10 feet of you, including you, and sheds dim light in a 5-foot radius. Until the spell ends, each target can use its reaction to cause one of the following effects. The symbol then disappears from the target, ending the spell on that creature.
  • Resolve. When it fails a saving throw, the target can use its reaction to reroll the saving throw and must use the new roll.
  • Retreat. When it is targeted by a melee attack, the target can use its reaction to move up to half its speed without provoking opportunity attacks.
  • Revenge. When it takes damage from an attack or spell, the target can use its reaction to cause the attacker or caster of the triggering spell to take radiant damage equal to your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every two slot levels above 1st.
Available for: Bard, Cleric, Paladin

Necromancy

Deep Magic Volume 2 (p.168)

Doom of Fools

1-level Necromancy

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a small bell
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
All creatures within 10 feet of you must make a Wisdom saving throw. You must also make this save. On a failed save, targets become bumbling and inept for the duration of the spell. When you cast this spell, choose one from the following options:
  • Choose one ability score. While doomed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While doomed, the target falls prone at the start of each round, and its speed is halved.
  • While doomed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn, doing nothing.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration is up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is up to 8 hours. Using a spell slot of 4th level or higher grants a duration that doesn’t require concentration.
Available for: Bard, Wizard

Book of Ebon Tides

Doom of Poor Fortune

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dead clover
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Psychic
You turn luck against a creature of your choice within range. When the target makes an ability check, they must first make a Charisma saving throw or the check fails. This spell persists once cast, even if the target moves out of range. If cast with a higher-level slot, each subsequent effect is added to the effect noted above.   If the target ultimately succeeds on the check (or saving throw or attack at higher levels), then you take 1 psychic damage. If you ever lose concentration on the spell, you take 1d4 psychic damage.
At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, when the target is required to make a saving throw, it must make a Charisma saving throw in place of the required one, unless the required one is more difficult to make. When you cast this spell with a 4th-level slot, when the target makes an attack roll, it must make a Charisma saving throw prior to making the attack. On a failed save, the attack fails. If you cast this spell with an 8th level slot, this spell persists for the duration without requiring concentration.
Available for: Bard, Cleric, Paladin, Sorcerer, Wizard

Deep Magic Volume 1

Heart to Heart

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of your blood
Duration: 1 hour
Damage/Effect: Buff
For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal.    If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.
Available for: Bard, Paladin, Sorcerer, Wizard

Deep Magic Volume 1

Withered Sight

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dried lizard's eye
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. 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 a creature that is blind or that doesn’t use its eyes to see.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric, Druid, Ranger, Warlock, Wizard

Transmutation

Deep Magic Volume 1

Adjust Position

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Control
You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
Available for: Bard, Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.138)

Anneal

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of iron filings
Duration: 1 hour
You touch a nonmagical melee weapon, temporarily making it stronger, sharper, and more destructive. Until the spell ends, the weapon deals an extra 1d6 damage of its type on a hit. This spell doesn’t make the weapon magical.
At higher levels: When you cast this spell using a slot of 3rd level or higher, you can target one additional weapon within your reach for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock

SRD

Feather Fall

1-level Transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area: 60ft.
Components: Verbal, Material
Materials: a small feather or piece of down
Duration: 1 minute
Damage/Effect: Exploration
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Bard, Sorcerer, Wizard, Artificer

Deep Magic Volume 1

Gordolay's Pleasant Aroma

1-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a few flower petals or a piece of fruit, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.
Available for: Bard, Druid, Sorcerer, Wizard

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of dirt
Duration: 1 hour
Damage/Effect: Buff
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Druid, Ranger, Wizard, Artificer

Deep Magic Volume 2 (p.198)

Magnetic Bolt

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 minute
The first time you hit with a ranged weapon attack before this spell ends, the ammunition becomes magically magnetized as it hits the target.    The magnetized ammunition clings to the target until removed. When the target moves into or through a space that is within 10 feet of a creature wearing metal armor or of a Small or larger metal object, such as an anvil, a statue, a decorative suit of armor hanging on a wall, or similar, the target treats that space as difficult terrain as the magnetized ammunition pulls the target toward that creature or object.    A creature with magnetized ammunition clinging to it can use its action to make a Strength check against your spell save DC. On a success, the ammunition is removed and crumbles to dust.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can magnetize one additional piece of ammunition for each slot level above 1st.
Available for: Bard, Ranger

Deep Magic Volume 1

Nourishing Repast

1-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Utility
You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten.    If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points. If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.223)

Skip Strike

1-level Transmutation

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a weapon attack
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You wrap threads of time around an attacker, pushing the attack moments into the future. The target must succeed on a Wisdom saving throw or you magically interrupt the triggering attack, causing it to happen on the target’s next turn instead. On the target’s next turn, it gains an additional action it must use to make the attack you interrupted, though the delayed attack can be directed toward any target within the weapon’s range. If the target is reduced to 0 hit points before its next turn or if it is otherwise prevented from making an attack on its next turn, the delayed attack doesn’t happen and is lost.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.227)

Steady

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You imbue yourself with magical balance and surety of foot. For the duration, you have advantage on ability checks and saving throws against being knocked prone and on ability checks and saving throws made to escape a grapple. In addition, you spend only 5 feet of movement to stand up from being prone.
Available for: Bard, Cleric, Paladin, Ranger

Obojima: Tales from the Tall Grass

Swallow Magic

1-level Transmutation

Casting Time: 1 reaction, which you take when a spell cast by another creature fails to affect you
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Buff
You chomp down on the threads of magic left in the air after the triggering spell fails to affect you, swallowing the now latent magic and gaining one of the following effects of your choice:
  • You regain hit points equal to 1d4 + your spellcasting ability modifier.
  • Your speed increases by 15 feet until the end of your next turn.
  • Once before the end of your next turn, you can roll a d4 and add the number rolled to one ability check of your choice.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.230)

Tongue Pick

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small wire
Duration: 1 hour
Damage/Effect: Utility
The tongue of a creature you touch changes into a long and slender—but still fleshy—skeleton key. For the duration, the target can use its transformed tongue to pick locks and disarm traps as if its tongue was a set of thieves’ tools. The target is proficient in using its tongue in this way.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the target doubles its proficiency bonus when using its tongue to pick locks and disarm traps. When you cast this spell using a spell slot of 7th level or higher, the target has advantage on its checks to pick locks and disarm traps with its tongue.
Available for: Bard, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Whelm Weapon

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of seawater
Duration: Concentration, 1 minute
Damage/Effect: Debuff
Up to three weapons of your choice that you can see within range become enveloped by water. Roll a d4; for the duration, any damage dealt by the targeted weapons is reduced by the number you rolled (to a minimum of 1).
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional weapons for each slot level above 1st.
Available for: Bard, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.240)

Zip

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You move up to three times your speed in a straight line. This movement ends early if you reach an occupied space or if you are hit by an attack.
Available for: Bard, Paladin, Ranger, Warlock

Specialized

Chaos Magic

Deep Magic Volume 1

Ill-Fated Word

1-level Divination

Casting Time: 1 reaction, which you take when an enemy makes an attack roll, ability check, or saving throw
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Debuff
You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it’s doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Undermine Armor

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2. Undermine armor has no effect on creatures that aren’t wearing armor.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Unruly Item

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.    Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature’s grasp.The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.    Armor: The creature’s armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.    Other Items: The effects on other carried items can vary at the GM’s discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Pendulum

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small pendulum or metronome made of brass and rosewood worth 10 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.
Available for: Bard, Cleric, Sorcerer, Wizard with Clockwork Specialization

Deep Magic Volume 1

Tireless

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Somatic, Material
Materials: an ever-wound spring worth 50 gp
Duration: 24 hours
Damage/Effect: Buff
You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.
Available for: Bard, Sorcerer, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Proselytize

1-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a holy symbol or religious tome, text, or pamphlet
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can’t take reactions until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.
Available for: Bard, Cleric, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Converse with Dragon

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.   This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwated telepathic contact can worsen the dragon's attitude toward you. 
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Kobold's Fury

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a kobold scale
Duration: 1 round
Damage/Effect: Buff
Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Guest of Honor

1-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Material
Materials: a signet ring worth 25 gp
Duration: 10 minutes
Damage/Effect: Buff
You whisper words of encouragement, and a creature you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.   Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional 10 minutes for each spellcaster other than yourself, up to a maximum duration of 90 minutes.   Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.
Available for: Bard, Wizard with Elven Ritual Specialization

Deep Magic Volume 1

Extract Essence

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a wooden bowl
Duration: Permanent
You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food. The original food appears unchanged, and though it’s still filling, it has no nutritional value.    Group Spellcasting. When other spellcasters aid you in casting this spell, an additional three days’ worth of food can be extracted for each spellcaster other than yourself, up to a maximum of 27 days’ worth of food extracted by the spell.    Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.
Available for: Bard, Druid, Warlock, Wizard with Elven Ritual Specialization

Labyrinth Magic

Deep Magic Volume 1

Broken Charge

1-level Enchantment

Casting Time: 1 reaction, which you take when an enemy approaches to within 5 feet of you
Range/Area: 10ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.
Available for: Bard, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Weakness

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Foretell Distraction

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Buff
Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Seer's Reaction

1-level Divination

Casting Time: 1 reaction, which you take at the start of another creature's turn
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard with Temporal Specialization

Deep Magic Volume 1

Auspicious Warning

1-level Enchantment

Casting Time: 1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.
Available for: Bard, Sorcerer, Wizard with Temporal Specialization
< Opera of Poise
Movements

Spellbinding Compositions

Etudes A-Z

By School

Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Chaos Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Labyrinth Magic
Temporal Magic

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