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Reverent Sonatas

1st Order Oratorios

Abjuration

Deep Magic Volume 2 (p.137)

Aegis of Honor

1-level Abjuration

Casting Time: 1 reaction which you take when a friendly creature you can see within 30 feet of you takes damage from an attack
Range/Area: 30ft.
Components: Verbal
Duration: Instant
You reach out toward the friendly target, placing a brief barrier between the target and the target’s attacker. The damage the target takes is reduced by 1d6 + your spellcasting ability modifier. If this effect reduces the damage to 0, you can turn the damage back on the attacker. Make a ranged spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you reduced.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage the target takes is reduced by an additional 1d6 for each slot level above 1st.
Available for: Cleric, Paladin

XGtE

Ceremony

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 25 gp worth of powdered silver, which the spell consumes
Duration: Instant
Damage/Effect: Buff
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.   Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.   Bless Water. You touch one vial of water and cause it to become holy water.   Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.   Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.   Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.   Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Available for: Cleric, Paladin

Book of Ebon Tides

Emerald Goblet

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a powdered acorn, which the spell consumes, and a drinking vessel
Duration: 24 hours
You touch a drinking vessel and sprinkle acorn dust into it, which creates a shining green vessel filled with a green potion. Any creature that drinks from the goblet is protected against shadow corruption for 1 day.   The protection grants several additional benefits: you gain advantage to checks used to gather food within the Shadow Realm, and you gain darkvision to 30 feet (or extend your existing darkvision by 30 feet).
Available for: Cleric, Paladin, Wizard

Deep Magic Volume 1

Gird the Spirit

1-level Abjuration

Casting Time: 1 reaction, which you take when you or a creature within 30 ft. of you is hit by an attack from an undead creature
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Protection
Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain  This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.
Available for: Cleric, Druid, Paladin

Deep Magic Volume 1

Kareef's Entreaty

1-level Abjuration

Casting Time: 1 reaction, which you take just before a creature makes a death saving throw
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Healing
Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.
Available for: Cleric

Deep Magic Volume 2 (p.194)

Last Strike

1-level Abjuration

Casting Time: 1 reaction, which you take when you drop to 0 hit points as a result of taking damage
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.
Available for: Cleric, Paladin, Wizard

SRD

Protection from Evil and Good

1-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron, which the spell consumes
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.   The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small silver mirror
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Available for: Cleric, Artificer

SRD

Shield of Faith

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small parchment with a bit of holy text written on it
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.225)

Spectral Perfume

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You call on your connection with spirits and the spiritual to exude a spectral scent similar to that exuded by ghostly Undead. Until the spell ends, each Undead within 30 feet of you prefers other targets to you, unless you attacked that Undead in the last minute. In addition, if you have taken no aggressive action against an Undead within the last minute, you have advantage on Charisma checks made to influence Undead within 30 feet of you.
Available for: Cleric

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.156)

Conjure Rats

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summon
You summon rats or ratfolk that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: Each rat disappears when it drops to 0 hit points or when the spell ends. The summoned rats are friendly to you and your companions. Roll initiative for the summoned rats as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), except the wererat. If you don’t issue any commands, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures’ statistics.
At higher levels: When you cast this spell using higher-level spell slots, you can choose one of the summoning options above, and more creatures appear: one additional creature with a 2nd-level slot or three additional creatures with a 4th-level slot. Any summoned wererats obey verbal commands.
Available for: Cleric, Druid

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

SRD

Detect Evil and Good

1-level Divination

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.   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.
Available for: Cleric, Paladin

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

Detect Poison and Disease

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, Material
Materials: a yew leaf
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   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.
Available for: Cleric, Druid, Paladin, Ranger

Deep Magic Volume 2 (p.164)

Detect Shapechanger

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
For the duration, you sense the presence of shapechangers within 30 feet of you and can pinpoint their locations in that area. You also learn whether the creature is in its true form or a different form. This spell detects only creatures whose bodies have been transformed in some way, such as a werewolf ’s Change Shape or the Alter Self spell. It doesn’t detect creatures disguised by illusions or other similar magic, such as a hag’s Illusory Appearance or the Disguise Self spell.    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.
Available for: Cleric, Paladin, Ranger

Deep Magic Volume 1

Find Kin

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a freshly dug up tree root that is consumed by the spell
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Utility
You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.
Available for: Cleric, Paladin

Deep Magic Volume 1

Insightful Maneuver

1-level Divination

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.205)

Oneiromancy

1-level Divination

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and a bit of mushroom
Duration: Concentration, 8 hours
Damage/Effect: Communication
Dreams can be gateways to understanding, and you can induce such prophetic and insightful dreams in yourself and others. You touch a willing creature of your choice. The creature immediately falls into an enchanted dream state and remains that way for the full length of a normal long rest for that creature, unless awakened or if the target chooses to end the spell early.    During this long rest, the target experiences dreams and visions centering around one event or question of its choice, specified at the casting of the spell. The answer in the dreams may be literal, or it may be wrapped in symbolism, omens, and metaphor and left to the dreamer to interpret. This spell doesn’t disrupt the target’s long rest, and the target can still gain the benefits of a long rest if it finishes the long rest while affected by this spell.    If the target’s sleep is interrupted, this spell ends and must be cast again for the target to experience the dreams again.    Elves and other creatures with immunity to magical sleep can choose whether or not to be affected by this spell.    This spell has no effect on Constructs or Undead.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 2 (p.207)

Plague Doctor's Call

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 parcel of dried flowers and herbs
Duration: Concentration, 1 hour
Damage/Effect: Buff
You inhale deeply of the herb-and-flower parcel and attune yourself to the ebb and flow of pestilent spirits. For the duration, whenever you are within 1 mile of an active epidemic (a contagious disease currently affecting 10 or more creatures within 1,000 feet of each other), the scent of the herbs and flowers intensifies. This scent becomes stronger when you are pointed in the direction of the nearest victim of the epidemic and for as long as you continue moving in its direction. The scent vanishes and the spell ends when you are within 30 feet of a victim of an epidemic you sensed with this spell.
Available for: Cleric

Deep Magic Volume 1 (p.107)

Speak with Inanimate Object

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Communication
You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions.    The spirit is indifferent toward you unless you have done something to harm or help it.    The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.
Available for: Cleric, Wizard

Enchantment

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

SRD

Bless

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a sprinkling of holy water
Duration: Concentration, 1 minute
Damage/Effect: Buff
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to 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: Cleric, Paladin

SRD

Command

1-level Enchantment

Casting Time: 1 action
Range/Area: 60 ft.
Components: Verbal
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Prone
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
    [lu]Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
  • Drop. The target drops whatever it is holding and then ends its turn.
  • Flee. The target spends its turn moving away from you by the fastest available means.
  • Grovel. The target falls prone and then ends its turn.
  • Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
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. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.154)

Compel Mercy

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you hits another creature with a weapon attack
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
You force the attacking target to be merciful. The target must succeed on a Wisdom saving throw or the damage from the triggering attack is halved. If the damage would still reduce the attacker’s target to 0 hit points, that creature is knocked but stable instead.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.177)

Expel Heresy

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a strip of sacred cloth formed into a loop
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You prevent heresy from escaping the lips of a creature you can see within range. The target must succeed on a Wisdom saving throw or be unable to speak against your deity or faith. For the duration, the target coughs and chokes each time it attempts to speak a heresy of your faith or it attempts to speak anything hateful or negative about your deity, faith, or the faithful. In addition, if the target attempts to cast a spell with a verbal component targeting you or another member of your faith, or if it attempts to cast a spell with a verbal component while in a place dedicated to your deity, it must make a Constitution saving throw. On a failed save, the spell fails to cast, expending the action used to cast it but not the spell slot or use.    At the end of each of its turns, the target can make another Wisdom saving throw. The target has disadvantage on this saving throw if it is in a location sacred to your deity or faith, such as a temple or shrine. On a success, the spell ends.
Available for: Cleric

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)

Frightful Shout

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a tuft of fur from a celestial canine
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When casting this spell, you let out a terrible yell toward a creature you can see within range. If the target has an alignment opposed to yours (good/evil, lawful/chaotic) and it can hear you, it must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you until the end of its next turn. On a successful save, the target takes half the damage and isn’t frightened.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the duration of the frightened condition increases by 1 round for each slot level above 1st. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Cleric, Sorcerer, Warlock, 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

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

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

Twist the Skein

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check
Range/Area: 30ft.
Components: Somatic
Duration: Instant
Damage/Effect: Control
You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.
Available for: Cleric, 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

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

Deep Magic Volume 2 (p.163)

Dehydration

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell.
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 for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Druid, Sorcerer, Wizard

Book of Ebon Tides

Fireflies

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (15 ft. sphere)
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Fey
You summon a large volume of fireflies to illuminate a 15-foot-radius sphere for the duration. A few of the fireflies will settle on hidden or invisible creatures, making them somewhat easier to find. Attack rolls against invisible creatures in the area are no longer made with disadvantage, though attack rolls made by invisible creatures are still made with advantage, for only their general position is clearer by firefly light, not their specific movements. All Hide actions taken in the area are made with disadvantage.
Available for: Cleric, Druid

SRD

Guiding Bolt

1-level Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: Ranged
Damage/Effect: Radiant
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
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: Cleric

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

Deep Magic Volume 2 (p.190)

Infernal Rebound

1-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you deals damage to you
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Fire
A creature that damaged you is temporarily engulfed in infernal flames. The creature must succeed on a Wisdom saving throw or take 1d10 fire damage and be pushed up to 10 feet away from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the target is pushed an additional 5 feet for each slot level above 1st.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.197)

Lunarbolt Waxing

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: small spherical stone painted white
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Cold, Radiant
You hurl a bolt of concentrated moonlight at a creature you can see within range. The bolt expands in size and grows in strength as it travels. Make a ranged spell attack against the target. On a hit, a target takes 1d10 cold damage and suffers additional damage based on the distance between you and the target, as detailed below:
  • If the target is between 35 and 60 feet away from you, it takes an additional 1d4 radiant damage.
  • If the target is between 65 and 90 feet away from you, it takes an additional 2d4 radiant damage.
  • If the target is between 95 and 120 feet away from you, it takes an additional 3d4 radiant damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d10 for every two slot levels above 1st. When you cast this spell using a spell slot of 3rd level or higher, the d4s of the additional radiant damage become d6s.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

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

Illusion

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

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 1

Bolster Undead

1-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sprinkle of unholy water
Duration: 1 hour
Damage/Effect: Buff
You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, 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

Hobble Mount

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Bludgeoning
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.
Available for: Cleric, Druid, Ranger, Warlock, Wizard

SRD

Inflict Wounds

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee
Damage/Effect: Necrotic
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
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: Cleric

Deep Magic Volume 1

Life Transferrence Arrow

1-level Necromancy

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Necrotic
You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.
  • The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points.
  • You take 2d6 necrotic damage, and the target heals the same amount of hit points.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.
Available for: Cleric

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 1

Ancestor's Strength

1-level Transmutation

Casting Time: 1 actrion
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 8 hours
Damage/Effect: Buff
Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.
Available for: Cleric, Druid, Paladin

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

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft. (30 ft. cube)
Components: Verbal, Somatic, Material
Materials: a drop of water if creating water or a few grains of sand if destroying it
Duration: Instant
Damage/Effect: Creation
You either create or destroy water.   Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available for: Cleric, Druid

Deep Magic Volume 1

Deep Breath

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 2 hours
Damage/Effect: Buff
The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Hone Blade

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a chip of whetstone or lodestone
Duration: Instant
Damage/Effect: Buff
You magically sharpen the edge of any bladed weapon or object you are touching.The target weapon gets a +1 bonus to damage on its next successful hit.
Available for: Cleric, Druid, 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

SRD

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft. (5 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Utility
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Cleric, Druid, Paladin, Artificer

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

Deep Magic Volume 1

Strength of an Ox

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a 1-pound weight
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart.
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: Cleric, Sorcerer, Warlock, Wizard

Specialized

Angelic Magic

Deep Magic Volume 1

Angelic Guardian

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC. Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Blood Scarab

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a drop of the caster's blood, and the exoskeleton of a scarab beetle
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.
Available for: Cleric, Warlock with Blood Specialization

Deep Magic Volume 1

Bloody Smite

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.
Available for: Cleric, Druid, Ranger, Wizard with Blood Specialization

Deep Magic Volume 1

Stanch

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
The target ’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.
Available for: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Blood 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

Dark Magic

Deep Magic Volume 1

Brimstone

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage. The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Dexterity saving throw or take 1d8 fire damage.   The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, its fire damage increases by 1d8 for each slot level above 1st.
Available for: Cleric, Sorcerer, Warlock, Wizard with Dark Specialization

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

Deep Magic Volume 1

Grim Siphon

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the skull of a tiny mammal or bird
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st.
Available for: Cleric, Druid, Sorcerer, Warlock with Dark Specialization

Deep Magic Volume 1

Withering Smite

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 necrotic damage. If the target of that attack was a creature, it must make a successful Constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon’s hit increases by 1d6 for each slot level above 1st. Subsequent necrotic damage doesn’t increase.
Available for: Cleric 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

Fiendish Magic

Deep Magic Volume 1

Mammon's Avarice

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Utility
By casting this spell, you tap into the power of greed that is Mammon’s sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.
Available for: Cleric, Warlock, Wizard with Fiendish 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
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