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The Basilic Oblation

4th Level Supplications

Abjuration

PHB

Aura of Life

4-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Healing
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Available for: Paladin

PHB

Aura of Purity

4-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Available for: Paladin

SRD

Banishment

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an item distasteful to the target
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Banishment, Control
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.   If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.   If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard

SRD

Death Ward

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Buff
You touch a creature and grant it a measure of protection from death.   The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.   If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Available for: Cleric, Paladin

Deep Magic Volume 1

True Light of Revelation

4-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of phosphorous
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
A golden radiance spreads out from you, providing bright light up to 30 feet away, and dim light for an additional 30 feet. Any creatures or objects in the area of bright light that are invisible become visible while they are within 30 feet of you. Likewise, any magical disguises or illusions within 30 feet of you become feeble and transparent, their illusory nature obvious. These magical effects return to full potency if they move more than 30 feet away from you, or vice versa.   When a creature that has taken a different form—through spells such as Polymorph or Shapechange, or from inborn abilities, such as a druid’s wildshape feature—enters the bright light, it must succeed on a Constitution saving throw or be forced to return to its original form. Likewise, a creature attempting to change shape within the bright light must succeed on a Constitution saving throw in order to do so.
Available for: Cleric, Paladin

Conjuration

XGtE

Find Greater Steed

4-level Conjuration

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Summoning
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a Griffon, a Pegasus, a Peryton, a Dire Wolf, a Rhinoceros, or a Saber-toothed Tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.   You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.   The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.   You can’t have more than one mount bonded by this spell or Find Steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.   Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Available for: Paladin

Deep Magic Volume 1

Spectral Herd

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be Large or smaller. If it gets a failure on a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained.   It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing. The target also takes 3d6 bludgeoning damage from being dragged across the ground. While the target is restrained in this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can’t change it, but the ponies do swerve around impassable obstacles. They ignore difficult terrain and are immune to damage. The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can’t be severed.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.
Available for: Cleric, Paladin

Divination

Deep Magic Volume 1

By the Light of the Watchful Moon

4-level Divination

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow. The glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

SRD

Locate Creature

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of fur from a bloodhound
Duration: Concentration, 1 hour
Damage/Effect: Detection
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.   The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.   This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Enchantment

Deep Magic Volume 1

Inspiring Speech

4-level Enchantment

Casting Time: 10 minutes
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Buff
The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.
Available for: Bard, Paladin

Evocation

Deep Magic Volume 1

Cherub's Burning Blade

4-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Fire, Radiant
A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action. You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire; until someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.
Available for: Cleric, Paladin

Deep Magic Volume 1

Echoes of Steel

4-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Thunder
Whenyou hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.
Available for: Paladin

Deep Magic Volume 2 (p.206)

Phalanx of Light

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a tiny statue of a soldier
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing, Radiant
You conjure a spectral battalion of soldiers wielding spears and shields made of light. The soldiers fill a 20-foot cube centered on a point you can see within range. The cube is filled with bright light, and you and friendly creatures within the cube have half cover. The cube is difficult terrain for hostile creatures. As a bonus action on your turn, you can move the cube up to 20 feet. A hostile creature that enters the cube for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking 2d8 piercing damage and 2d8 radiant damage on a failed save, or half as much damage on a successful one.
Available for: Cleric, Paladin

PHB

Staggering Smite

4-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Available for: Paladin

Obojima: Tales from the Tall Grass

Storm Stallion

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. line)
Components: Verbal, Somatic, Material
Materials: the stem of a windbloom
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
Choose a 5-foot-cube space that you can see within range. A Medium elemental stallion appears in that space out of a twisting gust of wind and charges in a direction you choose in a straight line up to 60 feet long. If the stallion appears in a space occupied by a creature that is Medium or smaller, that creature must succeed on a Dexterity saving throw or be carried along with the stallion as it moves. A creature can choose to fail this saving throw.   Each creature in the stallion’s path (excluding the creature it’s carrying, if any) must make a Dexterity saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The stallion then vanishes.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Druid, Paladin, Ranger, Sorcerer, Warlock

Necromancy

Deep Magic Volume 1

Binding Oath

4-level Necromancy

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Dispel
Damage/Effect: Control
You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the Bestow Curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details. The curse effect of binding oath can’t be dismissed by Dispel Magic, but it can be removed with Dispel Evil and Good, Remove Curse, or Wish. Remove Curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.
Available for: Bard, Cleric, Paladin

Book of Ebon Tides

Drayfn's Curse of Incompetence

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a teardrop
Duration: Concentration, 1 minute
Attack/Save: INT Save
Your target momentarily forgets its technical abilities. Select a creature within range that has an Intelligence of 3 or higher. Your target must make an Intelligence saving throw or be unable to add its proficiency bonus to any ability checks, attack rolls, or saving throws it makes. An affected creature can make a new saving throw at the end of each of its turns, regaining its proficiency bonus on a success.
At higher levels: If you cast this spell using a 5th‑level slot, the duration increases to concentration, up to 10 minutes. If you cast it using a 6th-level slot, the duration increases to concentration up to 1 hour. If you cast it using a 7th-level slot, the duration is 1 hour.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Raise Hero

4-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: 24 hours
Damage/Effect: Summoning
This spell is identical to Raise Dead in every way except duration; the creature is restored to life for only 24 hours. The spell can be recast on the same creature, but on the second and subsequent castings, the caster must roll a d20. If the roll equals or is less than the number of prior castings on the same creature, the spell fails and cannot affect that creature again. Each new casting resets the clock to 24 hours; it doesn’t stack another 24 hours onto a previous casting.
Available for: Bard, Cleric, Paladin

Deep Magic Volume 1

Raise Shade

4-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 Ghost in every way, except the ghostly figure can manipulate, hold, or carry objects weighing up to 5 pounds. Note that while 5 pounds of force is enough to pick up many melee weapons, it’s not sufficient to wield one in combat, or to draw a bow.
Available for: Bard, Cleric, Paladin, Warlock

Transmutation

Deep Magic Volume 1

Blade of My Brother

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: melee weapon owned by a dead ally of the target
Duration: Concentration, 4 rounds
Damage/Effect: Summoning
You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends. The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.
Available for: Cleric, Paladin

Specialized

Angelic Magic

Deep Magic Volume 1

Deva's Wings

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a wing feather from any bird
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Dark Magic

Deep Magic Volume 1

Aura of Entropy

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 10 minute
Damage/Effect: Control
Sickening energy radiates out from you in a sphere with a 30-foot radius. While the spell lasts, the sphere remains centered on you and moves with you. Each hostile creature in the sphere has disadvantage on saving throws against becoming frightened, paralyzed, poisoned, or stunned. Creatures in the sphere can’t gain temporary hit points, and any effect that restores hit points to a creature within the sphere has those hit points reduced by an amount equal to your spellcasting ability modifier (minimum of 1).
Available for: Paladin with Dark Specialization

Temporal Magic

Deep Magic Volume 1

Reset

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.
Available for: Bard, Cleric, Druid, Paladin, Wizard with Temporal Specialization

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