Spells of Deep Magic Volume 1
Cantrips
Deep Magic Volume 1
Bless the Dead
0-level (Cantrip) Abjuration
Deep Magic Volume 1
Iron Hand
0-level (Cantrip) Abjuration
Deep Magic Volume 1
Ale-dritch Blast
0-level (Cantrip) Conjuration
Deep Magic Volume 1
Pummelstone
0-level (Cantrip) Conjuration
Deep Magic Volume 1
Enumerate
0-level (Cantrip) Divination
Deep Magic Volume 1
Uncanny Avoidance
0-level (Cantrip) Divination
Deep Magic Volume 1
Abhorrence
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Bewilderment
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Lesser Charm
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Obtuse
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Caustic Touch
0-level (Cantrip) Evocation
Deep Magic Volume 1
Hamstring
0-level (Cantrip) Evocation
Deep Magic Volume 1
Hobble
0-level (Cantrip) Evocation
Deep Magic Volume 1
Tree Heal
0-level (Cantrip) Evocation
Deep Magic Volume 1
Wind Lash
0-level (Cantrip) Evocation
Deep Magic Volume 1
Clumsiness
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Dark Maw
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Decay
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Frailty
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Impotence
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Memento Mori
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Acumen
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Allure
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Animated Scroll
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Brawn Boost
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Encrypt/Decrypt
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Exceptional Wit
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Fortitude
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Nimbleness
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Scribe
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Telekinetic Trap
0-level (Cantrip) Transmutation
Level 1 Spells
Deep Magic Volume 1
Feather Field
1-level Abjuration
Deep Magic Volume 1
Gird the Spirit
1-level Abjuration
Deep Magic Volume 1
Gliding Step
1-level Abjuration
Deep Magic Volume 1
Kareef's Entreaty
1-level Abjuration
Deep Magic Volume 1
Nature's Aegis
1-level Abjuration
Deep Magic Volume 1
Tidal Barrier
1-level Abjuration
Deep Magic Volume 1
Conjure Mock Animals
1-level Conjuration
Deep Magic Volume 1 (p.95)
Mud Pack
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Alter Arrow's Fortune
1-level Divination
Deep Magic Volume 1
Avoid Grievous Injury
1-level Divination
Deep Magic Volume 1
Candle's Insight
1-level Divination
Deep Magic Volume 1
Find Kin
1-level Divination
Deep Magic Volume 1
Illuminate Spoor
1-level Divination
Deep Magic Volume 1
Insightful Maneuver
1-level Divination
Deep Magic Volume 1
Litany of Sure Hands
1-level Divination
Deep Magic Volume 1 (p.107)
Speak with Inanimate Object
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Tree Speak
1-level Divination
Deep Magic Volume 1
Blinding Pain
1-level Enchantment
Deep Magic Volume 1
Charm of Long Standing
1-level Enchantment
Deep Magic Volume 1
Earworm Melody
1-level Enchantment
Deep Magic Volume 1
Hard Heart
1-level Enchantment
Deep Magic Volume 1
Hunter's Endurance
1-level Enchantment
Deep Magic Volume 1
Liar's Gift
1-level Enchantment
Deep Magic Volume 1 (p.106)
Slippery Fingers
1-level Enchantment
Deep Magic Volume 1
Trick Question
1-level Enchantment
Deep Magic Volume 1
Twist the Skein
1-level Enchantment
Deep Magic Volume 1
Unluck on That
1-level Enchantment
Deep Magic Volume 1
Agonizing Mark
1-level Evocation
Deep Magic Volume 1
Anchoring Rope
1-level Evocation
Deep Magic Volume 1
Cure Beast
1-level Evocation
Deep Magic Volume 1 (p.104)
Screaming Ray
1-level Evocation
Deep Magic Volume 1
Telekinetic Parry
1-level Evocation
Deep Magic Volume 1
Wind Tunnel
1-level Evocation
Deep Magic Volume 1
Fey Glamer
1-level Illusion
Deep Magic Volume 1
Forest Affinity
1-level Illusion
Deep Magic Volume 1
Glamer of Mundanity
1-level Illusion
Deep Magic Volume 1
Bleed
1-level Necromancy
Deep Magic Volume 1
Bolster Undead
1-level Necromancy
Deep Magic Volume 1
Disquieting Gaze
1-level Necromancy
Deep Magic Volume 1
Heart to Heart
1-level Necromancy
Deep Magic Volume 1
Hobble Mount
1-level Necromancy
Deep Magic Volume 1
Life Transferrence Arrow
1-level Necromancy
- 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.
Deep Magic Volume 1
Mosquito Bane
1-level Necromancy
Deep Magic Volume 1
Withered Sight
1-level Necromancy
Deep Magic Volume 1
Adjust Position
1-level Transmutation
Deep Magic Volume 1
Ancestor's Strength
1-level Transmutation
Deep Magic Volume 1
Bloodhound
1-level Transmutation
Deep Magic Volume 1
Cobra Fangs
1-level Transmutation
Deep Magic Volume 1
Deep Breath
1-level Transmutation
Deep Magic Volume 1
Doom of the Cracked Shield
1-level Transmutation
Deep Magic Volume 1
Fire Under the Tongue
1-level Transmutation
Deep Magic Volume 1
Forest Native
1-level Transmutation
Deep Magic Volume 1
Goat's Hoof Charm
1-level Transmutation
Deep Magic Volume 1
Gordolay's Pleasant Aroma
1-level Transmutation
Deep Magic Volume 1
Green Mantle
1-level Transmutation
Deep Magic Volume 1
Hone Blade
1-level Transmutation
Deep Magic Volume 1
Maw of Needles
1-level Transmutation
Deep Magic Volume 1
Nourishing Repast
1-level Transmutation
Deep Magic Volume 1
Scentless
1-level Transmutation
Deep Magic Volume 1
Spur Mount
1-level Transmutation
Deep Magic Volume 1
Step Like Me
1-level Transmutation
Deep Magic Volume 1
Strength of an Ox
1-level Transmutation
Deep Magic Volume 1
Thin the Ice
1-level Transmutation
Deep Magic Volume 1
Wolfsong
1-level Transmutation
Deep Magic Volume 1
Writhing Arms
1-level Transmutation
Level 2 Spells
Deep Magic Volume 1
Conjure Mantelet
2-level Abjuration
Deep Magic Volume 1
Dome of Silence
2-level Abjuration
Deep Magic Volume 1
Holy Warding
2-level Abjuration
Deep Magic Volume 1
Instant Snare
2-level Abjuration
Deep Magic Volume 1
Mantle of the Brave
2-level Abjuration
Deep Magic Volume 1
Althea's Travel Tent
2-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Carmello-Volta's Irksome Preserves
2-level Conjuration
Deep Magic Volume 1
Champion's Weapon
2-level Conjuration
Deep Magic Volume 1
Conjure Scarab Swarm
2-level Conjuration
Deep Magic Volume 1
Conjure Spectral Dead
2-level Conjuration
Deep Magic Volume 1
Doom of the Slippery Rogue
2-level Conjuration
Deep Magic Volume 1
Gift of Shifting
2-level Conjuration
Deep Magic Volume 1
Poisoned Volley
2-level Conjuration
Deep Magic Volume 1
Thorn Cage
2-level Conjuration
Deep Magic Volume 1
Weiler's Ward
2-level Conjuration
Deep Magic Volume 1
Animal Spy
2-level Divination
Deep Magic Volume 1
Ashen Memories
2-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
By the Light of the Moon
2-level Divination
Deep Magic Volume 1
Comprehend Wild Shape
2-level Divination
Deep Magic Volume 1
Discern Weakness
2-level Divination
Deep Magic Volume 1
Distracting Divination
2-level Divination
Deep Magic Volume 1
Distraction Cascade
2-level Divination
Deep Magic Volume 1
Gift of Luck
2-level Divination
Deep Magic Volume 1
Grain of Truth
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Heartstrike
2-level Divination
Deep Magic Volume 1
Hunter's Cunning
2-level Divination
Deep Magic Volume 1
Mark Prey
2-level Divination
Deep Magic Volume 1
Read Object
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longer- The item’s name, if it has one
- A visual image of the last creature to handle the item
- An impression of the emotional state of the creature that last used the item
- If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it
- A visual image of the item’s owner or crafter
- Information regarding the item’s historical significance, if any
Deep Magic Volume 1
Warning Shout
2-level Divination
Deep Magic Volume 1
Bedazzling Charm
2-level Enchantment
Deep Magic Volume 1
Beguiling Bet
2-level Enchantment
Deep Magic Volume 1
Bestial Fury
2-level Enchantment
Deep Magic Volume 1
Bleating Call
2-level Enchantment
Deep Magic Volume 1
Blessed Rest
2-level Enchantment
Deep Magic Volume 1
Charm of Great Fondness
2-level Enchantment
Deep Magic Volume 1
Convoluted Dictum
2-level Enchantment
Deep Magic Volume 1
Daggerhawk
2-level Enchantment
Deep Magic Volume 1
Gift of Resilience
2-level Enchantment
Deep Magic Volume 1
Heartache
2-level Enchantment
Deep Magic Volume 1
Hypnotic Missive
2-level Enchantment
Deep Magic Voume 1
Indecision
2-level Enchantment
Deep Magic Volume 1
Power Word Kneel
2-level Enchantment
Deep Magic Volume 1
Snap the Leash
2-level Enchantment
Deep Magic Volume 1
Black Swan Storm
2-level Evocation
Deep Magic Volume 1
Doom of Consuming Fire
2-level Evocation
Deep Magic Volume 1
Fire Darts
2-level Evocation
Deep Magic Volume 1
Grudge Match
2-level Evocation
Deep Magic Volume 1
Lacerate
2-level Evocation
Deep Magic Volume 1
Rolling Thunder
2-level Evocation
Deep Magic Volume 1
Shared Sacrifice
2-level Evocation
Deep Magic Volume 1
Solitary Fireball
2-level Evocation
Deep Magic Volume 1
Wresting Wind
2-level Evocation
Deep Magic Volume 1
Dead Walking
2-level Illusion
Deep Magic Volume 1
Nip at the Heels
2-level Illusion
Deep Magic Volume 1
Animate Ghoul
2-level Necromancy
Deep Magic Volume 1
As You Were
2-level Necromancy
Deep Magic Volume 1
Revive Beast
2-level Necromancy
Deep Magic Volume 1
Rotting Corpse
2-level Necromancy
Deep Magic Volume 1
Stench of Rot
2-level Necromancy
Deep Magic Volume 1
Unholy Defiance
2-level Necromancy
Deep Magic Volume 1
Aspect of the Ape
2-level Transmutation
Deep Magic Volume 1
Aspect of the Ram
2-level Transmutation
Deep Magic Volume 1
Batsense
2-level Transmutation
Deep Magic Volume 1
Boulder Toss
2-level Transmutation
Deep Magic Volume 1
Enhance Familiar
2-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Exude Acid
2-level Transmutation
Deep Magic Volume 1
Feather Travel
2-level Transmutation
Deep Magic Volume 1
Iron Stomach
2-level Transmutation
Deep Magic Volume 1
Kavelin's Instant Aerosol
2-level Transmutation
Deep Magic Volume 1
Lock Armor
2-level Transmutation
Deep Magic Volume 1
Poisonous Flesh
2-level Transmutation
Deep Magic Volume 1
Spy My Shadow
2-level Transmutation
Deep Magic Volume 1
Tree Running
2-level Transmutation
Deep Magic Volume 1
Trench
2-level Transmutation
Deep Magic Volume 1
Vomit Tentacles
2-level Transmutation
Level 3 Spells
Deep Magic Volume 1
Aura of Protection or Destruction
3-level Abjuration
Deep Magic Volume 1
Doom of Disenchantment
3-level Abjuration
Deep Magic Volume 1
Holy Vow
3-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Iron Mind
3-level Abjuration
Deep Magic Volume 1
Laugh in the Face of Fear
3-level Abjuration
Deep Magic Volume 1
Rune of Imprisonment
3-level Abjuration
Deep Magic Volume 1
Soothing Chant
3-level Abjuration
Deep Magic Volume 1
Bolstering Brew
3-level Conjuration
Deep Magic Volume 1
Cloak of Vermin
3-level Conjuration
Deep Magic Volume 1
Conjure Undead
3-level Conjuration
Deep Magic Volume 1
Dryad's Kiss
3-level Conjuration
Deep Magic Volume 1
Freezing Fog
3-level Conjuration
Deep Magic Volume 1
Gloomwrought Barrier
3-level Conjuration
Deep Magic Volume 1
Hedren's Birds of Clay
3-level Conjuration
Deep Magic Volume 1
Impending Ally
3-level Conjuration
Deep Magic Volume 1
Jeweled Fissure
3-level Conjuration
Deep Magic Volume 1
Legion of Rabid Squirrels
3-level Conjuration
Deep Magic Volume 1
Portal Jaunt
3-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Riptide
3-level Conjuration
- Riptide. The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.
- Undertow. The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.
Deep Magic Volume 1
Terrifying Lash
3-level Conjuration
Deep Magic Volume 1
Breeze Compass
3-level Divination
Deep Magic Volume 1
Compelling Fate
3-level Divination
- You have advantage on attack rolls against the target.
- For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.
- As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.
Deep Magic Volume 1
Hematomancy
3-level Divination
- The target’s most common name (if any).
- The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).
- The target’s current status (alive, dead, sick, wounded, healthy, etc.).
- The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).
Deep Magic Volume 1
Life Sense
3-level Divination
Deep Magic Volume 1
Mortal Insight
3-level Divination
Deep Magic Volume 1
Opportunistic Foresight
3-level Divination
Deep Magic Volume 1
Sidestep Arrow
3-level Divination
Deep Magic Volume 1
Targeting Foreknowledge
3-level Divination
Deep Magic Volume 1
Tracer
3-level Divination
Deep Magic Volume 1
Alone
3-level Enchantment
Deep Magic Volume 1
Aura of Listlessness
3-level Enchantment
Deep Magic Volume 1
Chilling Words
3-level Enchantment
Deep Magic Volume 1
Compelled Movement
3-level Enchantment
Deep Magic Volume 1
Cynophobia
3-level Enchantment
Deep Magic Volume 1
Monstrous Empathy
3-level Enchantment
Deep Magic Volume 1
Reaver Spirit
3-level Enchantment
Deep Magic Volume 1
Booster Shot
3-level Evocation
Deep Magic Volume 1
Deep Focus
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Deep Magic Thunderclap
3-level Evocation
Deep Magic Volume 1
Delayed Healing
3-level Evocation
Deep Magic Volume 1
Drown
3-level Evocation
Deep Magic Volume 1
Frozen Razors
3-level Evocation
Deep Magic Volume 1
Invested Champion
3-level Evocation
Deep Magic Volume 1
Lance of the Sun God
3-level Evocation
Deep Magic Volume 1
Nightfall
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Phase Bolt
3-level Evocation
Deep Magic Volume 1
Slow-Burn Fireball
3-level Evocation
Deep Magic Volume 1
Storm God's Doom
3-level Evocation
Deep Magic Volume 1
Sudden Dawn
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Thunderous Wave
3-level Evocation
Deep Magic Volume 1
Closing In
3-level Illusion
Deep Magic Volume 1
Doom of Dancing Blades
3-level Illusion
Deep Magic Volume 1
Going in Circles
3-level Illusion
Deep Magic Volume 1
Illusory Trap
3-level Illusion
Deep Magic Volume 1
Outflanking Boon
3-level Illusion
Deep Magic Volume 1
Tongue of Sand
3-level Illusion
Deep Magic Volume 1
Blood Offering
3-level Necromancy
Deep Magic Volume 1
Command Undead
3-level Illusion
Deep Magic Volume 1
Curse of Hostility
3-level Necromancy
- In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.
- A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.
- The target has disadvantage on any Charisma-based checks made against creatures of the chosen type.
Deep Magic Volume 1
Curse of Incompetence
3-level Necromancy
d4 | Table of Failure |
---|---|
1 | Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll |
2 | Target stands transfixed and blinking, takes no action |
3 | Target flees or fights (50 percent chance of each) |
4 | Target charges directly at caster, enraged. |
Deep Magic Volume 1
Dark Heraldry
3-level Necromancy
Deep Magic Volume 1
Life from Death
3-level Necromancy
Deep Magic Volume 1
Mass Hobble Mount
3-level Necromancy
Deep Magic Volume 1
Raise Ghost
3-level Necromancy
Deep Magic Volume 1
Seeping Death
3-level Necromancy
Deep Magic Volume 1
Soul Borrowing
3-level Necromancy
Deep Magic Volume 1
Spiteful Weapon
3-level Necromancy
Deep Magic Volume 1
Touch of the Unliving
3-level Necromancy
Deep Magic Volume 1
Aspect of the Serpent
3-level Transmutation
Deep Magic Volume 1
Bones of Stone
3-level Transmutation
Deep Magic Volume 1
Defensive Quills
3-level Transmutation
Deep Magic Volume 1
Doom of Blue Crystal
3-level Transmutation
Deep Magic Volume 1
Ears of the Bat
3-level Transmutation
Deep Magic Volume 1
Flesh to Paper
3-level Transmutation
Deep Magic Volume 1
Hero's Steel
3-level Transmutation
Deep Magic Volume 1
Ire of the Mountain
3-level Transmutation
Deep Magic Volume 1
Mire
3-level Transmutation
Deep Magic Volume 1
Potency of the Pack
3-level Transmutation
- Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
- Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.
Deep Magic Volume 1
Quench
3-level Transmutation
Deep Magic Volume 1
Remove Scent
3-level Transmutation
Deep Magic Volume 1
Sir Mittinz's Move Curse
3-level Transmutation
Deep Magic Volume 1
Sting of the Scorpion Goddess
3-level Transmutation
Deep Magic Volume 1
The Throes of Ecstasy
3-level Transmutation
Level 4 Spells
Deep Magic Volume 1
Cloak of Serpents
4-level Abjuration
Deep Magic Volume 1
Cursed Gift
4-level Abjuration
Deep Magic Volume 1
True Light of Revelation
4-level Abjuration
Deep Magic Volume 1
Chains of Torment
4-level Conjuration
Deep Magic Volume 1
Doom of the Pit
4-level Conjuration
Deep Magic Volume 1
Hunting Stand
4-level Conjuration
Deep Magic Volume 1
Reposition
4-level Conjuration
Deep Magic Volume 1
Spectral Herd
4-level Conjuration
Deep Magic Volume 1
Storm of Wings
4-level Conjuration
- Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.
- Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks.
- Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.
Deep Magic Volume 1
Sudden Stampede
4-level Conjuration
Deep Magic Volume 1
By the Light of the Watchful Moon
4-level Divination
Deep Magic Volume 1
Consult the Storm
4-level Divination
Deep Magic Volume 1
Energy Foreknowledge
4-level Divination
Deep Magic Volume 1
Deep Magic Power Word Pain
4-level Enchantment
Deep Magic Volume 1
Harry
4-level Enchantment
Deep Magic Volume 1
Inspiring Speech
4-level Enchantment
Deep Magic Volume 1
Lovesick
4-level Enchantment
d10 | Actions |
---|---|
1-3 | The creature spends its turn moping like a lovelorn teenager; it doesn't move or take actions. |
4-5 | The creature bursts into tears, takes the Dash action, and uses all of its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. |
6 | The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. |
7-8 | The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. |
9 | The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. |
10 | The creature can act and move normally. |
Deep Magic Volume 1
Visage of Madness
4-level Enchantment
Deep Magic Volume 1
Cherub's Burning Blade
4-level Evocation
Deep Magic Volume 1
Dessicating Breath
4-level Evocation
Deep Magic Volume 1
Distressing Resonance
4-level Evocation
Deep Magic Volume 1
Doom of the Earthen Maw
4-level Evocation
Deep Magic Volume 1
Drain Item
4-level Evocation
Deep Magic Volume 1
Echoes of Steel
4-level Evocation
Deep Magic Volume 1
Flame Wave
4-level Evocation
Deep Magic Volume 1
Shocking Shroud
4-level Evocation
Deep Magic Volume 1
Staff of Violet Fire
4-level Evocation
- By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage.
- By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each.
Deep Magic Volume 1
Abhorrent Apparition
4-level Illusion
Deep Magic Volume 1
Fog of War
4-level Illusion
Deep Magic Volume 1
Night Terrors
4-level Illusion
Deep Magic Volume 1
Binding Oath
4-level Necromancy
Deep Magic Volume 1
Doom of Serpent Coils
4-level Necromancy
Deep Magic Volume 1
Dread Wings
4-level Necromancy
Deep Magic Volume 1
Keening Wail
4-level Necromancy
Deep Magic Volume 1
Not Dead Yet
4-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Raise Hero
4-level Necromancy
Deep Magic Volume 1
Raise Shade
4-level Necromancy
Deep Magic Volume 1
Ray of Life Suppression
4-level Necromancy
Deep Magic Volume 1
Sacrificial Healing
4-level Necromancy
Deep Magic Volume 1
Shroud of Death
4-level Necromancy
Deep Magic Volume 1
Visage of the Dead
4-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Blade of My Brother
4-level Transmutation
Deep Magic Volume 1
Earthskimmer
4-level Transmutation
Deep Magic Volume 1
Endow Attribute
4-level Transmutation
Deep Magic Volume 1
Giant's Jest
4-level Transmutation
Deep Magic Volume 1
Heart-Seeking Arrow
4-level Transmutation
Deep Magic Volume 1
Instant Siege Weapon
4-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longer- Mangonel
- Ballista
- Cannon
- Suspended Cauldron
- Ram
- Boilerdrak (DSDQ)
- Gnomeflinger (DSDQ)
Deep Magic Volume 1
Lava Stone
4-level Transmutation
Deep Magic Volume 1
Looping Trail
4-level Transmutation
Deep Magic Volume 1
Pitfall
4-level Transmutation
Deep Magic Volume 1
Sand Ship
4-level Transmutation
Deep Magic Volume 1
Wayward Strike
4-level Transmutation
Level 5 Spells
Deep Magic Volume 1
Energy Absorption
5-level Abjuration
Deep Magic Volume 1
Fey Crown
5-level Abjuration
Deep Magic Volume 1
Not This Day!
5-level Abjuration
Deep Magic Volume 1
Surprise Blessing
5-level Abjuration
- blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.
- charmed: The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.
- frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.
- paralyzed: The target can use one extra bonus action or reaction per round.
- petrified: The target gains a +2 bonus to AC.
- poisoned: The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.
- stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.
Deep Magic Volume 1
Animated Object Swarm
5-level Conjuration
Armor Class 18
Hit Points 20
Str 4; Dex 18
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Melee Weapon Attack +8 to hit, reach 0 ft., one target in the swarm’s space. Hit: 6 (1d4 + 4) damage.
Deep Magic Volume 1
Conjure Fey Hound
5-level Conjuration
Deep Magic Volume 1
Dark Web of the Spider Monarch
5-level Conjuration
Deep Magic Volume 1
Rain of Blades
5-level Conjuration
Deep Magic Volume 1
Swift Exchange
5-level Conjuration
Deep Magic Volume 1
Battle Mind
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longer- One ally gains advantage on its next attack roll, saving throw, or ability check.
- An enemy has disadvantage on the next attack roll it makes against you or an ally.
- You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.
- Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.
Deep Magic Volume 1
See Beyond
5-level Divination
Deep Magic Volume 1
Harrying Hounds
5-level Enchantment
Deep Magic Volume 1
Moonlight Charm
5-level Enchantment
Deep Magic Volume 1
Tongue Tied
5-level Enchantment
Deep Magic Volume 1
Forest of Spears
5-level Evocation
Deep Magic Volume 1
Holy Ground
5-level Evocation
Deep Magic Volume 1
Lay to Rest
5-level Evocation
Deep Magic Volume 1
Magnetize
5-level Evocation
Deep Magic Volume 1
Prismatic Ray
5-level Evocation
d8 | Ray Color |
---|---|
1 | Red: 8d10 fire damage, Dexterity save |
2 | Orange: 8d10 acid damage, Dexterity save |
3 | Yellow: 8d10 lightning damage, Dexterity save |
4 | Green: Target poisoned, Constitution save |
5 | Blue: Target deafened, Constitution save |
6 | Indigo: Target frightened, Wisdom save |
7 | Violet: Target stunned, Constitution save |
8 | Shifting ray: Target blinded, Constitution save |
Deep Magic Volume 1
Recharge
5-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Ancient Shade
5-level Necromancy
Deep Magic Volume 1
Grasp of the Tupilak
5-level Necromancy
Deep Magic Volume 1
Kiss of the Succubus
5-level Necromancy
Deep Magic Volume 1
Maim
5-level Necromancy
- Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.
- Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.
- Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead.
Deep Magic Volume 1
Necrotic Leech
5-level Necromancy
Deep Magic Volume 1
Raise Nemesis
5-level Necromancy
Deep Magic Volume 1
Earth Wave
5-level Transmutation
Deep Magic Volume 1
Eidetic Memory
5-level Transmutation
Deep Magic Volume 1
Essence Instability
5-level Transmutation
Deep Magic Volume 1
Instant Fortification
5-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Killing Fields
5-level Transmutation
- Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn’t incapacitated.
- Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature.
- Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.
Deep Magic Volume 1
Primal Infusion
5-level Transmutation
- You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated.
- Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.
- You gain a +2 bonus to AC.
- You have proficiency on Constitution saving throws.
Deep Magic Volume 1
Sun's Bounty
5-level Transmutation
Level 6 Spells
Deep Magic Volume 1
Absorbing Field
6-level Abjuration
Deep Magic Volume 1
Ally Aegis
6-level Abjuration
Deep Magic Volume 1
Conjure Forest Defender
6-level Conjuration
Deep Magic Volume 1
Heavenly Crown
6-level Enchantment
Deep Magic Volume 1
Bouncing Fireball
6-level Evocation
Deep Magic Volume 1
Fault Line
6-level Evocation
Deep Magic Volume 1
Smiting Arrow
6-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Animate Greater Undead
6-level Necromancy
Deep Magic Volume 1
Avronin's Astral Assembly
6-level Necromancy
Deep Magic Volume 1
Extract Knowledge
6-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Raise Elder
6-level Necromancy
Deep Magic Volume 1
Raise Questing Dead
6-level Necromancy
Deep Magic Volume 1
Tolling Doom
6-level Necromancy
Deep Magic Volume 1
Aspect of the Firebird
6-level Transmutation
Deep Magic Volume 1
Entomb
6-level Transmutation
Deep Magic Volume 1
Firewalk
6-level Transmutation
Deep Magic Volume 1
Icy Manipulation
6-level Transmutation
Deep Magic Volume 1
Storm Form
6-level Transmutation
Level 7 Spells
Deep Magic Volume 1
Volley Shield
7-level Abjuration
Deep Magic Volume 1
Conjure Greater Spectral Dead
7-level Conjuration
-
One Wraith
- One Spectral Guardian
- One Swarm of Wolf Spirits
Deep Magic Volume 1
Ice Soldiers
7-level Conjuration
Deep Magic Volume 1
Starry Vision
7-level Divination
Deep Magic Volume 1
Symbol of Sorcery
7-level Evocation
Deep Magic Volume 1
Talons of a Hungry Land
7-level Evocation
Deep Magic Volume 1
Curse of Dust
7-level Necromancy
Deep Magic Volume 1
Curse of the Grave
7-level Necromancy
- The target fails death saving throws on any roll but a 20.
- If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
- The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.
Deep Magic Volume 1
Death God's Touch
7-level Necromancy
Deep Magic Volume 1
Defile Healing
7-level Necromancy
Deep Magic Volume 1
Amplify Gravity
7-level Transmutation
Deep Magic Volume 1
Arcane Parasite
7-level Transmutation
Deep Magic Volume 1
Create Thunderstaff
7-level Transmutation
Deep Magic Volume 1
Walking Wall
7-level Transmutation
Level 8 Spells
Deep Magic Volume 1
Malevolent Waves
8-level Abjuration
Deep Magic Volume 1
Wind of the Hereafter
8-level Conjuration
Deep Magic Volume 1
Arcane Sight
8-level Divination
Deep Magic Volume 1
Lower the Veil
8-level Divination
Deep Magic Volume 1
Harsh Light of Summer's Glare
8-level Enchantment
Deep Magic Volume 1
Costly Victory
8-level Evocation
Deep Magic Volume 1
Disruptive Aura
8-level Evocation
Deep Magic Volume 1
Black Sunshine
8-level Illusion
Deep Magic Volume 1
Awaken Object
8-level Transmutation
Size | HP | AC | Attack | STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|---|---|---|---|
Tiny | 20 | 18 | +8 to hit, 1d4+4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |
Small | 25 | 16 | +6 to hit, 1d8+2 damage | 6 | 14 | 10 | 3d6 | 2d6 | 2d6 |
Medium | 40 | 13 | +5 to hit, 2d6+1 damage | 10 | 12 | 10 | 3d6 | 3d6 | 2d6 |
Large | 50 | 10 | +6 to hit, 2d10+2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6+2 |
Huge | 70 | 10 | +8 to hit, 2d12+4 damage | 18 | 10 | 10 | 3d6 | 3d6 | 3d6 |
Deep Magic Volume 1
Ghoul King's Cloak
8-level Transmutation
- Its Armor Class increases by 2, to a maximum of 20.
- When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.
- It is immune to necrotic damage and radiant damage.
- It can’t be reduced to less than 1 hit point.
Level 9 Spells
Deep Magic Volume 1
Forest Sanctuary
9-level Abjuration
Deep Magic Volume 1
Mammon's Due
9-level Conjuration
Deep Magic Volume 1
Pyroclasm
9-level Evocation
Deep Magic Volume 1
Form of the Gods
9-level Transmutation
- Your size becomes Large, unless you were already at least that big.
- You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.
- You gain a Multiattack action option, allowing you to make two slam attacks and a bite.
- Your ability scores change to reflect your new form, as shown in the Avatar Form stat block.
Deep Magic Volume 1
Unleash Effigy
9-level Transmutation
Magic Specialization
Alkemancy Magic
Deep Magic Volume 1
Brimstone Infusion
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Bottomless Stomach
1-level Transmutation
Deep Magic Volume 1
Boiling Oil
2-level Conjuration
Deep Magic Volume 1
Delay Potion
2-level Transmutation
Deep Magic Volume 1
Mephitic Croak
2-level Conjuration
Deep Magic Volume 1
Gluey Globule
3-level Conjuration
Deep Magic Volume 1
Salt Lash
3-level Conjuration
Deep Magic Volume 1
Quicksilver Mantle
4-level Transmutation
Deep Magic Volume 1
Ray of Alchemical Negation
4-level Transmutation
Deep Magic Volume 1
Acid Rain
5-level Conjuration
Deep Magic Volume 1
Bottled Arcana
5-level Transmutation
Deep Magic Volume 1
Alchemical Form
6-level Transmutation
- you are immune to acid and poison damage and to the poisoned and stunned conditions
- you have resistance to nonmagical fire, piercing, and slashing damage
- you can’t speak, cast spells, use items or weapons, or manipulate objects
- your gear melds into your body and reappears when the spell ends
- you don't need to breathe
- your speed is 20 feet
- your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller
- you gain the following action: Melee Weapon Attack: spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; Hit: 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn
Deep Magic Volume 1
Acid Gate
7-level Conjuration
Deep Magic Volume 1
Caustic Torrent
8-level Conjuration
Deep Magic Volume 1
Life Hack
8-level Necromancy
Deep Magic Volume 1
Blood to Acid
9-level Transmutation
Angelic Magic
Deep Magic Volume 1
Benediction
0-level (Cantrip) Abjuration
Deep Magic Volume 1
Angelic Guardian
1-level Conjuration
Deep Magic Volume 1
Blessed Halo
2-level Evocation
Deep Magic Volume 1
Blade of Wrath
3-level Evocation
Deep Magic Volume 1
Deva's Wings
4-level Transmutation
Deep Magic Volume 1
Blazing Chariot
5-level Conjuration
Deep Magic Volume 1
Celestial Fanfare
6-level Evocation
Deep Magic Volume 1
Seal of Sanctuary
7-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Quintessence
8-level Transmutation
Deep Magic Volume 1
Greater Seal of Sanctuary
9-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerBlood Magic
Deep Magic Volume 1
Blood Tide
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Blood Scarab
1-level Necromancy
Deep Magic Volume 1
Bloody Hands
1-level Necromancy
Deep Magic Volume 1
Bloody Smite
1-level Necromancy
Deep Magic Volume 1
Stanch
1-level Transmutation
Deep Magic Volume 1
Weapon of Blood
1-level Transmutation
Deep Magic Volume 1
Blood Lure
2-level Enchantment
Deep Magic Volume 1
Bloodshot
2-level Conjuration
Deep Magic Volume 1
Caustic Blood
2-level Transmutation
Deep Magic Volume 1
Blood Armor
3-level Necromancy
Deep Magic Volume 1
Vital Mark
3-level Transmutation
Deep Magic Volume 1
Blood and Steel
4-level Transmutation
Deep Magic Volume 1
Blood Puppet
4-level Transmutation
Deep Magic Volume 1
Blood Spoor
4-level Divination
Deep Magic Volume 1
Boiling Blood
4-level Necromancy
Deep Magic Volume 1
Cruor of Visions
5-level Divination
Deep Magic Volume 1
Exsanguinate
5-level Divination
Deep Magic Volume 1
Exsanguinating Cloud
5-level Necromancy
Deep Magic Volume 1
Sanguine Horror
5-level Conjuration
Chaos Magic
Deep Magic Volume 1
Ill-Fated Word
1-level Divination
Deep Magic Volume 1
Roaming Pain
1-level Necromancy
d6 | Effect |
---|---|
1 | Head - Incapacitate |
2 | Throat - Unable to speak coherently or cast spells with verbal components |
3 | Chest - Cannot take bonus actions |
4 | Abdomen - Disadvantage on CON saving throws |
5 | Arm - Disadvantage on attack rolls, STR and DEX skill checks |
6 | Leg - Movement halved |
Deep Magic Volume 1
Undermine Armor
1-level Transmutation
Deep Magic Volume 1
Unruly Item
1-level Transmutation
Deep Magic Volume 1
Bad Timing
2-level Divination
Deep Magic Volume 1
Chaotic Vitality
2-level Conjuration
Range | Adjustment |
---|---|
1-9 | 0 |
10-39 | 1 |
40-69 | 25% |
70-84 | 50% |
85-94 | 75% |
95-99 | 100% |
100 | 200% + Haste |
Deep Magic Volume 1
Elemental Twist
2-level Evocation
Deep Magic Volume 1
Frenzied Bolt
2-level Evocation
d6 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Deep Magic Volume 1
Mist of Wonders
2-level Conjuration
Deep Magic Volume 1
Shifting the Odds
2-level Divination
Deep Magic Volume 1
Timely Distraction
2-level Evocation
d4 | Condition |
---|---|
1 | blinded |
2 | stunned |
3 | deafened |
4 | prone |
Deep Magic Volume 1
Calm of the Storm
3-level Abjuration
Deep Magic Volume 1
Entropic Damage Field
3-level Transmutation
Deep Magic Volume 1
Surge Dampener
3-level Abjuration
Deep Magic Volume 1
Chaotic Form
4-level Transmutation
Deep Magic Volume 1
Fluctuating Alignment
4-level Enchantment
d20 | Alignment |
---|---|
1-2 | Chaotic Good |
3-4 | Chaotic Neutral |
5-7 | Chaotic Evil |
8-9 | Neutral Evil |
10-11 | Lawful Evil |
12-14 | Lawful Good |
15-16 | Lawful Neutral |
17-18 | Neutral Good |
19-20 | Neutral |
Deep Magic Volume 1
Wild Shield
4-level Abjuration
Deep Magic Volume 1
Babble
5-level Enchantment
Deep Magic Volume 1
Mass Surge Dampener
5-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Chaotic World
6-level Illusion
Deep Magic Volume 1
Misfortune
6-level Necromancy
Deep Magic Volume 1
Uncontrollable Transformation
7-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerd10 | Mutation |
---|---|
1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |
2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the DamageType table in the frenzied bolt spell description). |
3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air.The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |
4 | A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |
5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |
6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |
7 | You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |
8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |
9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence andWisdom ability checks and can levitate up to 5 feet above the ground. |
10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |
Deep Magic Volume 1
Wild Trajectory
7-level Transmutation
Deep Magic Volume 1
Paragon of Chaos
8-level Transmutation
Deep Magic Volume 1
Roaring Winds of Limbo
8-level Conjuration
Deep Magic Volume 1
Unshackled Magic
9-level Enchantment
Clockwork Magic
Deep Magic Volume 1
Clockwork Bolt
0-level (Cantrip) Evocation
Deep Magic Volume 1
Fist of Iron
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Analyze Device
1-level Divination
Deep Magic Volume 1
Pendulum
1-level Enchantment
Deep Magic Volume 1
Tireless
1-level Transmutation
Deep Magic Volume 1
Gear Barrage
2-level Conjuration
Deep Magic Volume 1
Greater Analyze Device
2-level Conjuration
Deep Magic Volume 1
Spin
2-level Enchantment
Deep Magic Volume 1
Heartstop
2-level Necromancy
Deep Magic Volume 1
Thousand Darts
3-level Evocation
Deep Magic Volume 1
Steam Blast
4-level Evocation
Deep Magic Volume 1
Clockwork Bodyguard
5-level Conjuration
- One Clockwork Huntsman
- Two Clockwork Hound
- Four Clockwork Watchman
Deep Magic Volume 1
Chains of the Goddess
5-level Enchantment
Deep Magic Volume 1
Clockwork Catapult
6-level Transmutation
Deep Magic Volume 1
Steam Whistle
8-level Evocation
Dark Magic
Deep Magic Volume 1
Hand of Doom
0-level (Cantrip) Necromancy
Deep Magic Volume 1
Brimstone
1-level Conjuration
Deep Magic Volume 1
Grim Siphon
1-level Necromancy
Deep Magic Volume 1
Proselytize
1-level Enchantment
Deep Magic Volume 1
Withering Smite
1-level Necromancy
Deep Magic Volume 1
Grave Sense
2-level Divination
Deep Magic Volume 1
Jerilyn's Cadaverous Uprising
2-level Necromancy
Deep Magic Volume 1
Magma Spray
2-level Transmutation
Deep Magic Volume 1
Prayer of Resolve
2-level Evocation
Deep Magic Volume 1
Foreceful Repurposing
3-level Abjuration
Deep Magic Volume 1
Glimpse the End
3-level Divination
Deep Magic Volume 1
Hellfire Blitz
3-level Evocation
Deep Magic Volume 1
Aura of Entropy
4-level Abjuration
Deep Magic Volume 1
Caustic Waste
4-level Evocation
Deep Magic Volume 1
Servant of Doom
4-level Transmutation
Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits:
- You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground.
- You gain truesight out to a range of 60 feet.
- Creatures have disadvantage on Wisdom saving throws against your spells and abilities.
- You have advantage on Intelligence- or Wisdom-based attack rolls.
- You ignore difficult terrain for movement purposes.
- You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier’s thickness in feet.
- You have advantage on Strength- or Dexterity-based attack rolls.
- Your melee weapon attacks deal an extra 1d6 slashing damage on a hit.
Deep Magic Volume 1
Detonate Corpses
5-level Necromancy
Deep Magic Volume 1
Souleater
5-level Evocation
Deep Magic Volume 1
Investiture of Blight
6-level Transmutation
- 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.
Deep Magic Volume 1
Transmogrification
7-level Transmutation
- Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered.
- Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.
- Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.
- Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.
- Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.
- Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone.
- Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.
Deep Magic Volume 1
Frailform
8-level Enchantment
Deep Magic Volume 1
Black Hole
9-level Conjuration
Dragon Magic
Deep Magic Volume 1
Dragon Roar
0-level (Cantrip) Evocation
Deep Magic Volume 1
Puff of Smoke
0-level (Cantrip) Evocation
Deep Magic Volume 1
Thunder Bolt
0-level (Cantrip) Evocation
Deep Magic Volume 1
Converse with Dragon
1-level Divination
Deep Magic Volume 1
Draconic Smite
1-level Evocation
Deep Magic Volume 1
Kobold's Fury
1-level Transmutation
Deep Magic Volume 1
Waft
1-level Transmutation
Deep Magic Volume 1
Detect Dragons
2-level Divination
Deep Magic Volume 1
Enhance Greed
2-level Divination
Deep Magic Volume 1
Lair Sense
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Shade
2-level Abjuration
Deep Magic Volume 1
Treasure Chasm
2-level Enchantment
Deep Magic Volume 1
Catch the Breath
3-level Transmutation
Deep Magic Volume 1
Draconic Majesty
3-level Enchantment
Deep Magic Volume 1
Dragon's Pride
3-level Enchantment
Deep Magic Volume 1
Phantom Dragon
3-level Illusion
Deep Magic Volume 1
Draconic Senses
4-level Divination
Deep Magic Volume 1
Overwhelming Greed
4-level Enchantment
Deep Magic Volume 1
Raid the Lair
4-level Abjuration
- Attack rolls resulting directly from lair actions are made with disadvantage.
- Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.
- Lair actions occur on an initiative count 10 lower than normal.
Deep Magic Volume 1
Scale Rot
4-level Necromancy
Deep Magic Volume 1
Scaly Hide
4-level Transmutation
Deep Magic Volume 1
Torrent of Fire
4-level Conjuration
Deep Magic Volume 1
Claws of the Earth Dragon
5-level Evocation
Deep Magic Volume 1
Dragon Breath
5-level Evocation
Dragon Type | Breath Weapon |
---|---|
Black | 30-ft-line, 5 ft. wide; 6d6 acid damage |
Blue | 30-ft-line, 5 ft wide; 6d6 lightning damage |
Green | 15-ft cone; 6d6 poison damage |
Red | 15-ft cone; 6d6 fire damage |
White | 15-ft cone; 6d6 cold damage |
Deep Magic Volume 1
Thunderstorm
5-level Transmutation
Deep Magic Volume 1
Cave Dragon's Dominance
6-level Transmutation
- Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing.
- You gain blindsight out to a range of 60 feet.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned.
- Finally, you gain a climbing speed of 40 feet.
Deep Magic Volume 1
Claim Lair
6-level Abjuration
-
Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die.The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Part of the ceiling collapses above one creature you can see within 60 feet of you.The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.
- A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
Deep Magic Volume 1
Fire Dragon's Fury
6-level Transmutation
- Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit.
- You are resistant to fire.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
- Finally, the wings grant you a flying speed of 40 feet.
Deep Magic Volume 1
Mithral Dragon's Might
6-level Transmutation
- Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit.
- You have resistance to to acid and thunder damage.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
- Finally, the wings grant you a flying speed of 40 feet.
Deep Magic Volume 1
Aspect of the Dragon
7-level Transmutation
Deep Magic Volume 1
Legend Killer
7-level Divination
Deep Magic Volume 1
Deadly Sting
8-level Transmutation
Elven Ritual Magic
Deep Magic Volume 1
Extract Essence
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Guest of Honor
1-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Clearing the Field
2-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Shadows Brought to Light
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Vine Trestle
2-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Song of the Forest
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Shadowy Retribution
4-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Encroaching Shadows
6-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Celebration
7-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Bloom
8-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer- A field planted with vegetables, ready for harvest.
- A thick forest of stout trees and ample undergrowth.
- A grassland with wildflowers and fodder for grazing.
- An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.
Deep Magic Volume 1
Desolation
8-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Afflict Line
9-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerFiendish Magic
Deep Magic Volume 1
Mammon's Avarice
1-level Divination
Deep Magic Volume 1
Cloak of Fiendish Menace
2-level Transmutation
Deep Magic Volume 1
Plaguebearer
2-level Abjuration
Deep Magic Volume 1
Chains of Perdition
3-level Conjuration
Deep Magic Volume 1
Demon Within
3-level Conjuration
Shadow Demon
Quasit
Dretch
Deep Magic Volume 1
Nest of Infernal Vipers
3-level Conjuration
Deep Magic Volume 1
Wave of Corruption
3-level Necromancy
Deep Magic Volume 1
Conjure Fiends
4-level Conjuration
- One fiend of challenge rating 2 or lower (Wind Demon, Space Clown)
- Two fiends of challenge rating 1 or lower (Quasit, Imp)
- Four fiends of challenge rating 1/2 or lower (Cackler, Nupperibo)
- Eight fiends of challenge rating 1/4 or lower(Dretch, Lemure)
Deep Magic Volume 1
Tome Curse
4-level Necromancy
- While the target is cursed, it is blinded.
- Beasts are unusually hostile to the target while it is cursed; they gain advantage on attack rolls against the target.
- While cursed, the target is an attractive mark to pickpockets and other thieves, and such individuals will try to steal the target’s valuables when the opportunity presents itself. (Even if in the target’s possession, the cursed book does not count as one of the target’s valuables.)
- A cursed target that either receives magical healing or rolls Hit Dice to recover hit points after a long rest must roll twice and use the lower result.
Deep Magic Volume 1
Channel Fiendish Power
5-level Transmutation
- Darkvision with a range of 120 feet, unimpeded by magical darkness.
- Immunity to fire damage.
- Immunity to poison damage and the poisoned condition.
- Advantage on saving throws against spells and other magical effects.
- Resistance to one of the following damage types: cold, fire, or lightning.
- Resistance to bludgeoning, piercing, and slashing damage from weapons that aren’t silvered.
- Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- Claws that grant you a melee weapon attack that deals 1d8 slashing damage.
- Wings that grant you a flying speed of 60 feet.
Deep Magic Volume 1
Conjure Nightmare
5-level Conjuration
Deep Magic Volume 1
Dark Lord's Mantle
5-level Enchantment
Deep Magic Volume 1
Fiendish Brand
5-level Necromancy
Deep Magic Volume 1
Aura of Wrath
6-level Enchantment
Illumination Magic
Deep Magic Volume 1
Starburst
0-level (Cantrip) Evocation
Deep Magic Volume 1
Amplify Light
1-level Transmutation
Deep Magic Volume 1
Guiding Star
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Orb of Light
2-level Evocation
Deep Magic Volume 1
Phantom Light
2-level Illusion
Deep Magic Volume 1
Protective Nimbus
3-level Abjuration
Deep Magic Volume 1
Shield of Starlight
3-level Abjuration
Deep Magic Volume 1
Tracking Beacon
4-level Divination
Deep Magic Volume 1
Searing Sun
4-level Transmutation
Deep Magic Volume 1
Greater Protective Nimbus
5-level Abjuration
Deep Magic Volume 1
Starfall
5-level Evocation
Deep Magic Volume 1
Burning Radiance
6-level Evocation
Deep Magic Volume 1
Last Rays of the Dying Sun
7-level Evocation
Deep Magic Volume 1
Soothing Incandescence
7-level Evocation
Deep Magic Volume 1
Summon Star
8-level Conjuration
Deep Magic Volume 1
Star's Heart
9-level Transmutation
Labyrinth Magic
Deep Magic Volume 1
Misstep
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Broken Charge
1-level Enchantment
Deep Magic Volume 1
Thunderous Charge
1-level Transmutation
Deep Magic Volume 1
Elemental Horns
2-level Evocation
Deep Magic Volume 1
Crushing Trample
2-level Transmutation
Deep Magic Volume 1
Furious Hooves
2-level Transmutation
Deep Magic Volume 1
Thunderous Stampede
2-level Transmutation
Deep Magic Volume 1
Dimensional Shove
3-level Conjuration
Deep Magic Volume 1
Lesser Maze
3-level Conjuration
Deep Magic Volume 1
Confound Senses
3-level Enchantment
Deep Magic Volume 1
Moon Trap
4-level Abjuration
Deep Magic Volume 1
Labyrinth Mastery
4-level Divination
Deep Magic Volume 1
Labyrinthine Howl
5-level Illusion
Deep Magic Volume 1
Walk the Twisted Path
6-level Conjuration
Deep Magic Volume 1
Greater Maze
9-level Conjuration
Mythos Magic
Deep Magic Volume 1
Black Goat's Blessing
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Semblance of Dread
0-level (Cantrip) Illusion
Deep Magic Volume 1
Voorish Sign
1-level Divination
Deep Magic Volume 1
Ectoplasm
2-level Necromancy
Deep Magic Volume 1
Mind Exchange
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Sleep of the Deep
3-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Unseen Strangler
3-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Emanation of Yoth
4-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Green Decay
4-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerThe flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage.
Deep Magic Volume 1
Hunger of Leng
4-level Enchantment
Deep Magic Volume 1
Yellow Sign
4-level Enchantment
Deep Magic Volume 1
Curse of Yig
5-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Eldritch Communion
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Summon Eldritch Servitor
5-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer- Two Ghast of Leng
- One Shantak
Deep Magic Volume 1
Warp Mind and Matter
6-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Sign of Koth
7-level Abjuration
- The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.
- They cannot hear any sounds that originate inside the cylinder.
- They have disadvantage on attack rolls against targets inside the cylinder.
- They can’t charm, frighten, or possess creatures inside the cylinder.
Deep Magic Volume 1
Seed of Destruction
8-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Summon Avatar
9-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer- Avatar of Cthulhu. The incarnation is a Deep One that can innately cast Command and Sleep of the Deep at will.
- Avatar of Nyarlathotep. The incarnation is a Dark Voice that can innately cast Bane and Semblance of Dread at will.
- Avatar of Shub-Niggurath. The incarnation is a Goat-Man that can innately cast Black Goat's Blessing and Unseen Strangler at will.
- Avatar of Yog-Sothoth. The incarnation is a human with 1d4 + 1 flesh warps that can innately cast Gift of Resilience and Thunderwave at will.
Ring Magic
Deep Magic Volume 1
Hoarfrost
0-level (Cantrip) Evocation
Deep Magic Volume 1
Circle of Wind
1-level Abjuration
Deep Magic Volume 1
Ring Strike
1-level Transmutation
Deep Magic Volume 1
Bitter Chains
2-level Transmutation
Deep Magic Volume 1
Reverberate
2-level Evocation
Deep Magic Volume 1
Innocuous Aspect
3-level Illusion
Deep Magic Volume 1
Spinning Axes
4-level Evocation
Deep Magic Volume 1
Curse Ring
5-level Necromancy
Deep Magic Volume 1
Enchant Ring
6-level Enchantment
Deep Magic Volume 1
Ring Ward
7-level Enchantment
Deep Magic Volume 1
Create Ring Servant
8-level Transmutation
Deep Magic Volume 1
Circle of Destruction
9-level Evocation
Shadow Magic
Deep Magic Volume 1
Claws of Darkness
0-level (Cantrip) Evocation
Deep Magic Volume 1
Douse Light
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Shadow Bite
0-level (Cantrip) Illusion
Deep Magic Volume 1
Shadow Blindness
0-level (Cantrip) Illusion
Deep Magic Volume 1
Silhouette
0-level (Cantrip) Illusion
Deep Magic Volume 1
Black Ribbons
1-level Conjuration
Deep Magic Volume 1
Cloak of Shadow
1-level Illusion
Deep Magic Volume 1
Shadow Armor
1-level Abjuration
Deep Magic Volume 1
Shadow Hands
1-level Evocation
Deep Magic Volume 1
Dark Path
2-level Conjuration
Deep Magic Volume 1
Darkbolt
2-level Evocation
Deep Magic Volume 1
Negative Image
2-level Conjuration
Deep Magic Volume 1
Shadow Puppets
2-level Illusion
Deep Magic Volume 1
Slither
2-level Transmutation
Deep Magic Volume 1
Call Shadow Mastiff
3-level Conjuration
Deep Magic Volume 1
Legion
3-level Conjuration
Deep Magic
Shadow Tendrils
3-level Necromancy
Deep Magic Volume 1
Shadow Trove
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Black Hand
4-level Necromancy
Deep Magic Volume 1
Hide in One's Shadow
4-level Transmutation
Deep Magic Volume 1
Shadow Monsters
4-level Illusion
Deep Magic Volume 1
Shadow Step
4-level Conjuration
Deep Magic Volume 1
Dark Dementing
5-level Illusion
Deep Magic Volume 1
Shadow Gateway
5-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 1
Become Nightwing
6-level Enchantment
Deep Magic Volume 1
Black Well
6-level Necromancy
Deep Magic Volume 1
Shadow Metamorphosis
6-level Transmutation
Deep Magic Volume 1
Conjure Shadow Titan
7-level Conjuration
Deep Magic Volume 1
Dying of the Light
7-level Evocation
Deep Magic Volume 1
Creeping Darkness
8-level Conjuration
Deep Magic Volume 1
Umbral Storm
9-level Necromancy
Temporal Magic
Deep Magic Volume 1
Quicken
0-level (Cantrip) Transmutation
Deep Magic Volume 1
Anticipate Weakness
1-level Divination
Deep Magic Volume 1
Auspicious Warning
1-level Enchantment
Deep Magic Volume 1
Chronal Lance
1-level Transmutation
Deep Magic Volume 1
Foretell Distraction
1-level Divination
Deep Magic Volume 1
Seer's Reaction
1-level Divination
Deep Magic Volume 1
Anticipate Attack
2-level Divination
Deep Magic Volume 1
Decelerate
2-level Transmutation
Deep Magic Volume 1
Time Step
2-level Conjuration
Deep Magic Volume 1
Accelerate
3-level Transmutation
Deep Magic Volume 1
Anticipate Arcana
3-level Divination
Deep Magic Volume 1
Flickering Fate
4-level Divination
Deep Magic Volume 1
Quick Time
4-level Conjuration
Deep Magic Volume 1
Reset
4-level Transmutation
Deep Magic Volume 1
Scry Ambush
4-level Divination
Deep Magic Volume 1
Time Vortex
4-level Evocation
d10 | Behavior |
---|---|
1-2 | The creature is affected as if by a slow spell until the start of its next turn. |
3-5 | The creature is stunned until the start of its next turn. |
6-8 | The creature's current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative. |
9-10 | The creature's speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. |
Deep Magic Volume 1
Wall of Time
5-level Abjuration
Deep Magic Volume 1
Time Loop
6-level Transmutation
Deep Magic Volume 1
Alter Time Flow
7-level Transmutation
Deep Magic Volume 1
Ravages of Time
7-level Transmutation
Deep Magic Volume 1
Right the Stars
7-level Divination
Deep Magic Volume 1
Time Jaunt
7-level Transmutation
- Give a creature advantage or disadvantage on a saving throw it is about to make.
- Give a creature advantage or disadvantage on an attack roll it is about to make.
- Alter the location of a mobile object to provide or remove cover for a creature.
- Shift objects into the path of a creature; the first 10 feet of terrain it must travel becomes difficult terrain.
- After an attack roll is determined to be successful, adjust the angle of the strike or the positioning of the target, either causing the strike to deal half as much damage or providing a bonus to damage equal to half your level.
Deep Magic Volume 1
Time Jump
8-level Transmutation
Deep Magic Volume 1
Time Slippage
8-level Enchantment
Deep Magic Volume 1
Time in a Bottle
9-level Transmutation
Void Magic
Deep Magic Volume 1
Crushing Curse
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Word of Misfortune
0-level (Cantrip) Enchantment
Deep Magic Volume 1
Protection From the Void
1-level Abjuration
Deep Magic Volume 1
Destructive Resonance
2-level Enchantment
Deep Magic Volume 1
Maddening Whispers
2-level Enchantment
Deep Magic Volume 1
Void Strike
3-level Evocation
Deep Magic Volume 1
Nether Weapon
4-level Enchantment
Deep Magic Volume 1
Conjure Minor Voidborn
5-level Conjuration
- One creature of challenge rating 2 or lower
- Two creatures of challenge rating 1 or lower
- Four creatures of challenge rating 1/2 or lower
- Eight creatures of challenge rating 1/4 or lower
Deep Magic Volume 1
Living Shadows
5-level Enchantment
Deep Magic Volume 1
Life Drain
6-level Evocation
Deep Magic Volume 1
Conjure Voidborn
7-level Conjuration
Deep Magic Volume 1
Icy Grasp of the Void
7-level Evocation
Deep Magic Volume 1
Glimpse of the Void
8-level Enchantment
Deep Magic Volume 1
Void Rift
9-level Evocation
Winter Magic
Deep Magic Volume 1
Biting Arrow
0-level (Cantrip) Evocation
Deep Magic Volume 1
Shiver
0-level (Cantrip) Evocation
Deep Magic Volume 1
Breathtaking Wind
1-level Evocation
Deep Magic Volume 1
Flurry
1-level Transmutation
Deep Magic Volume 1
Freeze Potion
1-level Transmutation
Deep Magic Volume 1
Icicle Dagger
1-level Conjuration
Deep Magic Volume 1
Snowy Coat
1-level Transmutation
Deep Magic Volume 1
Boreas's Breath
2-level Transmutation
Deep Magic Volume 1
Creeping Ice
2-level Conjuration
Deep Magic Volume 1
Entomb in Ice
2-level Evocation
Deep Magic Volume 1
Ice Hammer
2-level Conjuration
Deep Magic Volume 1
Sculpt Snow
2-level Transmutation
Deep Magic Volume 1
Sheen of Ice
2-level Evocation
Deep Magic Volume 1
Snow Fort
2-level Conjuration
Deep Magic Volume 1
Freeze Blood
3-level Transmutation
Deep Magic Volume 1
Frostbitten Fingers
3-level Evocation
Deep Magic Volume 1
Ice Burn
3-level Conjuration
Deep Magic Volume 1
Protective Ice
3-level Abjuration
Deep Magic Volume 1
Steal Warmth
3-level Necromancy
Deep Magic Volume 1
Brittling
4-level Transmutation
Deep Magic Volume 1
Deep Freeze
4-level Evocation
Deep Magic Volume 1
Evercold
4-level Necromancy
Deep Magic Volume 1
Fusillade of Ice
4-level Evocation
Deep Magic Volume 1
Snow Boulder
4-level Transmutation
d4 | Damage |
---|---|
1 | Small - 1d6 bludgeoning |
2 | Medium - 2d6 bludgeoning |
3 | Large - 4d6 bludgeoning |
4 | Huge - 6d6 bludgeoning |
Deep Magic Volume 1
Wintry Glide
4-level Conjuration
Deep Magic Volume 1
Clash of Glaciers
5-level Evocation
Deep Magic Volume 1
Control Ice
5-level Transmutation
- Crack. You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice—ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing 4d10 bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain.
- Reshape. You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube, or create 20 feet (up to 20 feet wide) of a bridge across a chasm, or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell.
- Thicken/Thin. You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on.
Deep Magic Volume 1
Winter Frostbite
5-level Evocation
Deep Magic Volume 1
Ice Fortress
5-level Conjuration
Deep Magic Volume 1
Winter Frostbite
5-level Evocation
Deep Magic Volume 1
Curse of Boreas
6-level Transmutation
Deep Magic Volume 1
Winterdark
6-level Transmutation
Deep Magic Volume 1
Winter's Radiance
6-level Evocation
Deep Magic Volume 1
Blizzard
7-level Conjuration
Deep Magic Volume 1
Glacial Fog
7-level Evocation
Deep Magic Volume 1
Triumph of Ice
7-level Transmutation
- Air. Vapor condenses into snowfall. If the effect of a Fog Cloud spell, a Stinking Cloud, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).
- Earth. Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.
- Fire. Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.
- Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.
Deep Magic Volume 1
Glacial Cascade
8-level Evocation
< PHB: Spells
Cantrips
- Bless the Dead
- Iron Hand
- Ale-dritch Blast
- Pummelstone
- Enumerate
- Uncanny Avoidance
- Abhorrence
- Bewilderment
- Lesser Charm
- Obtuse
- Caustic Touch
- Hamstring
- Hobble
- Tree Heal
- Wind Lash
- Clumsiness
- Dark Maw
- Decay
- Frailty
- Impotence
- Memento Mori
- Acumen
- Allure
- Animated Scroll
- Brawn Boost
- Encrypt/Decrypt
- Exceptional Wit
- Fortitude
- Nimbleness
- Scribe
- Telekinetic Trip
Level 1 Spells
- Feather Field
- Gird the Spirit
- Gliding Step
- Kareef's Entreaty
- Nature's Aegis
- Tidal Barrier
- Conjure Mock Animals
- Mud Pack
- Alter Arrow's Fortune
- Avoid Grievous Injury
- Candle's Insight
- Find Kin
- Illuminate Spoor
- Insightful Maneuver
- Litany of Sure Hands
- Speal with Inanimate Object
- Tree Speak
- Blinding Pain
- Charm of Long Standing
- Earworm Melody
- Hard Heart
- Hunter's Endurance
- Liar's Gift
- Slippery Fingers
- Trick Question
- Twist the Skein
- Unluck On That
- Agonizing Mark
- Anchoring Rope
- Cure Beast
- Screaming Ray
- Telekinetic Parry
- Wind Tunnel
- Fey Glamer
- Forest Affinity
- Glamer of Mundanity
- Bleed
- Bolster Undead
- Disquieting Gaze
- Heart to Heart
- Hobble Mount
- Life Transferrence Arrow
- Mosquito Bane
- Withered Sight
- Adjust Position
- Ancestor's Strength
- Bloodhound
- Cobra Fangs
- Deep Breath
- Doom of the Cracked Shield
- Fire Under the Tongue
- Forest Native
- Goat's Hoof Charm
- Gordolay's Pleasant Aroma
- Green Mantle
- Hone Blade
- Maw of Needles
- Nourishing Repast
- Scentless
- Spur Mount
- Step Like Me
- Strength of an Ox
- Thin the Ice
- Wolfsong
- Writhing Arms
Level 2 Spells
- Conjure Mantelet
- Dome Of Silence
- Holy Warding
- Instant Snare
- Mantle of the Brave
- Althea's Travel Tent
- Carmello-Volta's Irksome Preserves
- Champion's Weapon
- Conjure Scarab Swarm
- Conjure Spectral Dead
- Doom Of The Slippery Rogue
- Glyph of Shifting
- Poisoned Volley
- Thorn Cage
- Weiler's Ward
- Animal Spy
- Ashen Memories
- By the Light of the Moon
- Comprehend Wild Shape
- Discern Weakness
- Distracting Divination
- Distraction Cascade
- Gift of Luck
- Grain of Truth
- Heartstrike
- Hunter's Cunning
- Mark Prey
- Read Object
- Warning Shout
- Bedazzling Charm
- Beguiling Bet
- Bestial Fury
- Bleating Call
- Blessed Rest
- Charm of Great Fondness
- Convoluted Dictum
- Daggerhawk
- Gift of Resilience
- Heartache
- Hypnotic Missive
- Indecision
- Power Word Kneel
- Snap the Leash
- Black Swan Storm
- Doom of Consuming Fire
- Fire Darts
- Grudge Match
- Lacerate
- Rolling Thunder
- Shared Sacrifice
- Solitary Fireball
- Wresting Wind
- Dead Walking
- Nip at the Heels
- Animate Ghoul
- As You Were
- Revive Beast
- Rotting Corpse
- Stench of Rot
- Unholy Defiance
- Aspect of the Ape
- Aspect of the Ram
- Batsense
- Boulder Toss
- Enhance Familiar
- Exude Acid
- Feather Travel
- Iron Stomach
- Kavelin's Instant Aerosol
- Lock Armor
- Poisonous Flesh
- Spy My Shadow
- Tree Running
- Trench
- Vomit Tentacles
Level 3 Spells
- Aura of Protection or Destruction
- Doom of Disenchantment
- Holy Vow
- Iron Mind
- Laugh In The Face Of Fear
- Rune of Imprisonment
- Soothing Chant
- Bolstering Brew
- Cloak of Vermin
- Conjure Undead
- Dryad's Kiss
- Freezing Fog
- Gloomwrought Barrier
- Hedren's Birds of Clay
- Impending Ally
- Jeweled Fissure
- Legion Of Rabid Squirrels
- Portal Jaunt
- Riptide
- Terrifying Lash
- Breeze Compass
- Compelling Fate
- Hematomancy
- Life Sense
- Mortal Insight
- Opporunistic Foresight
- Sidestep Arrow
- Targeting Foreknowledge
- Tracer
- Alone
- Aura of Listlessness
- Chilling Words
- Compelled Movement
- Cynophobia
- Monstrous Empathy
- Reaver Spirit
- Booster Shot
- Deep Focus
- Deep Magic Thunderclap
- Delayed Healing
- Drown
- Frozen Razors
- Invested Champion
- Lance of the Sun God
- Nightfall
- Phase Bolt
- Slow-Burn Fireball
- Storm God's Doom
- Sudden Dawn
- Thunderous Wave
- Closing In
- Doom of Dancing Blades
- Going in Circles
- Illusory Trap
- Outflanking Boon
- Tongue of Sand
- Blood Offering
- Command Undead
- Curse of Hostility
- Curse of Incompetence
- Dark Heraldry
- Life From Death
- Mass Hobble Mount
- Raise Ghost
- Seeping Death
- Soul Borrowing
- Spiteful Weapon
- Touch of the Unliving
- Aspect of the Serpent
- Bones of Stone
- Defensive Quills
- Doom of Blue Crystal
- Ears of the Bat
- Flesh to Paper
- Hero's Steel
- Ire of the Mountain
- Mire
- Potency of the Pack
- Quench
- Remove Scent
- Sir Mittinz's Move Curse
- Sting of the Scorpion Goddess
- Throes of Ecstasy
Level 4 Spells
- Cloak of Serpents
- Cursed Gift
- True Light of Revelation
- Chains of Torment
- Doom of the Pit
- Hunting Stand
- Reposition
- Spectral Herd
- Storm of Wings
- Sudden Stampede
- By the Light of the Watchful Moon
- Consult the Storm
- Energy Foreknowledge
- Deep Magic Power Word Pain
- Harry
- Inspiring Speech
- Lovesick
- Visage of Madness
- Cherub's Burning Blade
- Dessicating Breath
- Distressing Resonance
- Doom of the Earthen Maw
- Drain Item
- Echoes of Steel
- Flame Wave
- Shocking Shroud
- Staff of Violet Fire
- Abhorrent Apparition
- Fog of War
- Night Terrors
- Binding Oath
- Doom of Serpent Coils
- Dread Wings
- Keening Wail
- Not Dead Yet
- Raise Hero
- Raise Shade
- Ray of Life Suppression
- Sacrificial Healing
- Shroud of Death
- Visage of the Dead
- Blade of My Brother
- Earthskimmer
- Endow Attribute
- Giant's Jest
- Heart-Seeking Arrow
- Instant Siege Weapon
- Lava Stone
- Looping Trail
- Pitfall
- Sand Ship
- Wayward Strike
Level 5 Spells
- Energy Absorption
- Fey Crown
- Not This Day!
- Surprise Blessing
- Animated Object Swarm
- Conjure Fey Hound
- Dark Web of the Spider Monarch
- Rain of Blades
- Swift Exchange
- Battle Mind
- See Beyond
- Harrying Hounds
- Moonlight Charm
- Tongue Tied
- Forest of Spears
- Holy Ground
- Lay to Rest
- Magnetize
- Prismatic Ray
- Recharge
- Ancient Shade
- Grasp of the Tupilak
- Kiss of the Succubus
- Maim
- Necrotic Leech
- Raise Nemesis
- Earth Wave
- Eidetic Memory
- Essence Instability
- Instant Fortification
- Killing Fields
- Primal Infusion
- Sun's Bounty
Level 6 Spells
Level 7 Spells
Level 8 Spells
Level 9 Spells
Magic Specialization
Alkemancy MagicAngelic Magic
Blood Magic
Chaos Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Fiendish Magic
Illumination Magic
Labyrinth Magic
Mythos Magic
Ring Magic
Shadow Magic
Temporal Magic
Void Magic
Winter Magic
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