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Sanctified Etudes

6th Order Oratorios

Abjuration

Deep Magic Volume 1

Ally Aegis

6-level Abjuration

Casting Time: 1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage.
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Protection
When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.
Available for: Bard, Cleric, Sorcerer, Wizard

SRD

Forbiddance

6-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Touch (40,000ft. squared)
Components: Verbal, Somatic, Material
Materials: a sprinkling of holy water, rare incense, and powdered ruby worth at least 1000 gp
Duration: 1 day
Damage/Effect: Control
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.   In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).   When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.   The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Available for: Cleric

Conjuration

Deep Magic Volume 2 (p.164)

Dimensional Rending

6-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crystal knife worth at least 500 gp
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Damage, Control
You conjure swirling, magical vortexes around one creature you can see within range. The vortexes flank the creature and pull it in opposite directions, tearing limbs and flesh. The target must make a Strength saving throw. On a failed save, it takes 3d10 force damage and its speed is halved until the end of its next turn. On a successful save, it takes half the damage and its speed isn’t reduced. Until the spell ends, you can use a bonus action on each of your turns to force this creature to repeat the saving throw, taking damage and reducing its speed as normal. The spell ends early if the target is ever outside the spell’s range.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.174)

Een's Armor of Glass

6-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a glass marble inlaid with silver worth at least 50 gp
Duration: 1 hour
Damage/Effect: Buff
You conjure a magical suit of glass armor over your existing armor and apparel for the duration. The glass armor appears in any color and style you choose. If you are wearing heavy armor, you have disadvantage on attack rolls as the bulk of the glass armor on top of the heavy armor limits your range of movement. Until this spell ends, your AC increases by 3 and you have advantage on saving throws against spells and effects that would alter your form.    When you cast this spell, the armor has a number of charges equal to your spellcasting ability modifier. Whenever you take cold, fire, lightning, or poison damage, you can use your reaction to expend a charge and reduce that damage to zero. The spell ends early if all charges are expended.    If you take thunder damage while wearing this glass armor, you must make a Constitution saving throw as if you were concentrating on a spell. On a failed save, this spell ends, as the glass armor shatters from the thunder damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

SRD

Heroe's Feast

6-level Conjuration

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a gem-encrusted bowl worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Buff, Social
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.   A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.192)

Kindness of Angels

6-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: diamond dust worth at least 100 gp, which the spell consumes
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Radiant
You create a burst of glorious, glowing golden feathers centered on a point you choose within range. Each friendly creature in the burst regains 4d6 hit points and is no longer charmed or frightened, if it suffered those conditions. Each hostile creature in the burst must make a Wisdom saving throw. On a failed save, a creature takes 4d6 radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half the damage and isn’t blinded.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the healing and damage both increase by 1d6 for each slot level above 6th.
Available for: Cleric

Deep Magic Volume 2 (p.201)

Monsoon

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (40 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a dark rain cloud in the shape of a cylinder that is 10 feet tall with a 40-foot radius, centered on the point you can see 100 feet in the sky directly above you. The spell fails if you can’t see a point in the air where the rain cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud remains centered on you in the sky above you, and moving to a place where you don’t have a clear path to the sky ends the spell early.    Until the spell ends, heavy rain and hailstones fall in the area within 40 feet of you, pummeling creatures and objects and loosening the ground. Nonmagical fires in the area are extinguished, the area is lightly obscured, and the ground in the area is difficult terrain. Any creature other than you that starts its turn in the area must make a Dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.206)

Part Clouds

6-level Conjuration

Casting Time: 1 minute
Range/Area: Self (1 mile radius)
Components: Verbal, Somatic, Material
Materials: a sun-bleached wind instrument carved from wood
Duration: Concentration, 1 hour
Damage/Effect: Utility
The clouds miraculously part within 1 mile of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.    When you cast this spell, nonmagical smoke, clouds, fog, and other obscuring mists, including the clouds in the sky, disperse in the area. Magical smoke, clouds, fog, and other obscuring mists disperse after 1 minute in the area. Until the spell ends, you can’t become lost while you travel, and the area is filled with bright sunlight if it is day or dim light if it is night.
Available for: Cleric, Druid, Wizard

SRD

Planar Ally

6-level Conjuration

Casting Time: 10 minutes
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Summoning
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice).   When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.   Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.   As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.   After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.   A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Available for: Cleric

Deep Magic Volume 2 (p.230)

Thresh the Battlefield

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: wheat dipped in giant's blood
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Slashing
You create a magical threshing blade that spins and grows as it flies out from you. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d10 slashing damage and is lacerated for 1 minute. On a successful save, a creature takes half the damage and isn’t lacerated. A lacerated creature takes 1d10 slashing damage at the start of each of its turns and can’t regain hit points until the laceration ends.    At the end of each of its turns, a lacerated creature can make a Constitution saving throw. On a success, the laceration ends. Alternatively, a creature can take an action to stanch the laceration with a successful Wisdom (Medicine) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage (both initial and later) increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid

SRD

Word of Recall

6-level Conjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.   You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
Available for: Cleric

Divination

SRD

Find the Path

6-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a set of divinatory tools-such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find
Duration: Concentration, 1 day
Damage/Effect: Detection
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.   For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Available for: Bard, Cleric, Druid

SRD

True Seeing

6-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Duration: 1 hour
Damage/Effect: Detection
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 1

Heavenly Crown

6-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small golden crown worth 50 gp.
Duration: Concentration, 1 minute
Damage/Effect: Buff
A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.
Available for: Cleric, Wizard

Evocation

SRD

Blade Barrier

6-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Slashing
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.   When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Available for: Cleric

Deep Magic Volume 2 (p.145)

Bombard

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a shard of cooled magma
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A barrage of fiery projectiles begins falling in the shape of a cylinder that is 30 feet tall with a 15-foot-radius centered on a point within range. A creature that starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. As a bonus action on your turn, you can move the sphere up to 20 feet.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fault Line

6-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Permanent
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Heal

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Available for: Cleric, Druid

Deep Magic Volume 1

Smiting Arrow

6-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an arrow and a drop of blood, strand of hair, or small personal item
Duration: 24 hours
Attack/Save: CON Save
Damage/Effect: Radiant
By casting this spell, you imbue a piece of ammunition to have greater effect on a specific target. To this end, you need something directly associated with the creature for which the arrow is intended—a drop of its blood, a strand of its hair, an item of clothing it recently wore, or something similar—which is consumed in the casting of the spell. For the next 24 hours, if the ammunition is used to make a ranged attack against the specific target and it hits, it deals an extra 6d10 radiant damage to the target and stuns it for 1 round. If the target makes a successful Constitution saving throw, it takes half as much radiant damage and is not stunned. If the attack is a critical hit, the creature has disadvantage on its saving throw.
Available for: Cleric

Necromancy

Deep Magic Volume 1

Animate Greater Undead

6-level Necromancy

Casting Time: 1 hour
Range/Area: 15ft.
Components: Verbal, Somatic, Material
Materials: a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes
Duration: Instant
Damage/Effect: Summoning
Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available. The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.
Available for: Cleric, Wizard

SRD

Create Undead

6-level Necromancy

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse
Duration: Instant
Damage/Effect: Control, Creation
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)   As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At higher levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Available for: Cleric, Warlock, Wizard

Deep Magic Volume 1

Extract Knowledge

6-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a blank page
Duration: Instant
Damage/Effect: Communication
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.
Available for: Bard, Cleric, Warlock, Wizard

Book of Ebon Tides

Grim Harvest

6-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of gray sand and a bone chip
Duration: Instant
Attack/Save: CON Save
You reap the life force of a dying creature and use it to empower the next spell you cast. Your target must be at 0 hit points and dying or must have died within the last round. If the target is dying, it must succeed on a Constitution saving throw or die. The next time you cast a spell, you gain 1d10 + your spellcasting ability modifier in temporary hit points and can choose one of the following effects to inflict on the target in addition to the usual effects of the spell you are casting. If you do not cast another spell within 1 minute of casting this one, the effect is lost.
  • Clumsiness. Your target’s speed is halved for 1 minute, and it has disadvantage on Dexterity ability checks and saving throws. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends.
  • Fatiguing. Your target must make a Constitution saving throw, gaining 1d4 levels of exhaustion on a failed save or 1 level of exhaustion on a successful one.
  • Vampiric. You recover a number of hit points equal to half the damage you dealt. If you dealt damage to multiple creatures, you recover half the amount of damage you dealt to one of the targets.
  • Weakness. The target deals the minimum possible damage on melee attacks, if it hits, for 1 minute. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends.
  • Withering. You deal an extra 4 dice of damage of the same type as the damage dice of the spell and all damage dealt by your spell becomes necrotic damage.
Available for: Cleric, Druid, Warlock, Wizard

SRD

Harm

6-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Available for: Cleric

Deep Magic Volume 2 (p.207)

Plague Hysteria

6-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of ashes
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
Your touch curses a creature that isn’t a Construct or Undead with the symptoms of a disease of your choice, which can include cackle fever, sewer plague, or any of the diseases caused by the contagion spell or found in the Random Disease table. The target must succeed on a Wisdom saving throw or become convinced it is suffering from a disease, including manifesting physical symptoms. However, it suffers no actual damage, conditions, or penalties from this disease. All symptoms are superficial and vanish when the spell ends. This is a curse, not a disease, and as such, spells and effects that cure or detect diseases have no effect.    While cursed and manifesting symptoms, the target emits an aura of hysterical fear. A creature that isn’t a Construct or Undead and that comes within 60 feet of the target must succeed on a Wisdom saving throw or become frightened of the target.    While frightened, that creature must take the Dash action and move away from the target by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the cursed target, the creature can make a Wisdom saving throw against your spell save DC, ending the frightened condition on itself on a success. If a creature’s saving throw is successful or the frightened effect ends for it, the creature can’t be frightened by this spell again for the next 24 hours.
d10DiseaseDescription
1Blinding SicknessPain grips the creature's mind, and its eyes turn milky white.
2Cackle FeverThis disease targets humanoids, though gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname the shrieks.
3Filth FeverA raging fever sweeps through the creature's body, making it feel weak.
4Flesh RotThe creature's flesh visibly decays.
5MindfireThe creature's mind becomes feverish.
6Rotten PoxThe creature feels exhausted, as if suffering from one level of exhaustion and develops oozing black sores all over its body.
7SeizureThe creature is overcome with shaking.
8Sewer PlagueThe creature feels exhausted, as if suffering from one level of exhaustion, struggling with fatigue and painful cramps.
9Sight RotThe creature suffers with bleeding from the eyes and seems to gradually lose its sight, with its vision becoming blurry toward the end of the first 24 hours.
10Slimy DoomThe creature begins to bleed uncontrollably.
Available for: Cleric, Warlock

Deep Magic Volume 1

Raise Elder

6-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Summoning
This spell is identical to Raise Dead, but it works only on a creature that died of old age. The spell grants the raised elder one additional year of life. The raised creature has entirely white hair, its eyes are weak, and it loses 2 points each from Strength and Constitution; no magic less potent than a Wish can restore these lost points. In all other respects, the creature can live out its life normally until the added year elapses. Raise elder has no effect if it’s cast on the same creature a second time.
Available for: Cleric

Deep Magic Volume 1

Raise Questing Dead

6-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Summoning
This spell is identical to Raise Dead, except it empowers you to impose a Geas on the creature you raise. The targeted soul can opt to decline the Geas, in which case it isn’t restored to life. If the creature accepts your Geas, it must complete the task within 30 days. If it accepts but fails to meet the conditions of the Geas, it dies on the dawn of the 31st day and its spirit again departs the mortal world. If it accomplishes the task, it’s free to live out the remainder of its restored life as it chooses.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the creature has a year to fulfill its geas, allowing for much more complex demands. When you cast this spell using a spell slot of 9th level, the Geas lasts until it’s fulfilled, no matter how long that takes, or until it’s ended by Remove Curse, Greater Restoration, or Wish.
Available for: Cleric

Deep Magic Volume 1

Tolling Doom

6-level Necromancy

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a bronze bell
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Debuff
A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell. This spell has no effect on a target that has an Intelligence score lower than 3.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can affect one additional target for each slot level above 6th.
Available for: Cleric, Warlock

Deep Magic Volume 2 (p.237)

Wave of Putrefaction

6-level Necromancy

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a withered bone
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You unleash a wave of putrefying necrotic energy in a 60-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 necrotic damage and is afflicted with a putrefying disease until cured or until it finishes a long rest. On a successful save, a creature takes half the damage and isn’t afflicted with a disease. A creature afflicted with this disease can’t regain hit points.    This spell induces a magical disease in the target that can’t be cured by most effects that remove or ameliorate diseases. A Greater Restoration or Heal spell cast on the target removes this magical disease.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Available for: Cleric

Transmutation

Deep Magic Volume 1

Aspect of the Firebird

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a lit candle and the tail feather of a bird
Duration: Concentration, 8 hours
Damage/Effect: Buff
You take on the aspect of a Firebird, including some physical attributes. A fiery mantle descends upon you, resembling feathery wings and an expansive tail. You gain immunity to fire and a flying speed of 60 feet. Any creatures within 5 feet of you gain immunity to natural, environmental cold. As an action, you can emit a blast of light 5 feet wide and 50 feet long.    All creatures in its path take 6d6 fire damage and are blinded for 1d4 rounds. A successful Dexterity saving throw reduces the damage by half and negates the blindness. Each time you use this feature of the spell, its duration is reduced by 1 hour. When you expend the last hour of the duration, the spell ends at the start of your next turn.
Available for: Cleric, Sorcerer

Deep Magic Volume 1

Firewalk

6-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

Specialized

Angelic Magic

Deep Magic Volume 1

Celestial Fanfare

6-level Evocation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: miniature trumpet worth 100 gp
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder, Radiant
A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take 4d6 thunder damage and 4d6 radiant damage and are blinded and deafened for 2d4 rounds. A successful Constitution saving throw reduces the damage and the duration of the blinded and deafened conditions by half. Neutral or unaligned creatures within the area take half as much damage and are blinded and deafened for 1d4 rounds. A successful save reduces the damage to one-quarter and negates the blinding and deafening effects. Good-aligned creatures are not harmed by this spell.
Available for: Cleric, Wizard with Angelic Specialization

Dark Magic

Deep Magic Volume 1

Investiture of Blight

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of ectopasm or ghostly essence
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell’s duration. Until the spell ends, you gain the following benefits:
  • You have immunity to necrotic damage and resistance to poison damage.
  • Creatures that miss on melee attacks against you become frightened of you until the end of their next turn.
  • You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Elven Ritual Magic

Deep Magic Volume 1

Encroaching Shadows

6-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a drop of blood smeared on a silver rod worth 100 gp
Duration: 12 hours
Damage/Effect: Control
You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area. A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.    Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional 12 hours for each spellcaster other than yourself, up to a maximum duration of 48 hours.    Ritual Focus. If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.
Available for: Cleric, Sorcerer, Wizard with Elven Ritual Specialization

Illumination Magic

Deep Magic Volume 1

Burning Radiance

6-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Radiant
A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. A successful saving throw halves the damage and prevents a creature from catching fire. The burning radiance ignites flammable objects in the area that aren’t being worn or carried.
Available for: Cleric, Wizard with Illumination Specialization

Temporal Magic

Deep Magic Volume 1

Time Loop

6-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a metal loop
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn.    If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Temporal Specialization
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