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The Bloody Praise

3rd Level Supplications

Abjuration

Deep Magic Volume 1

Aura of Protection or Destruction

3-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.148)

Bury the Dead

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt from a coffin
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You point at an Undead you can see within range that doesn’t have the Incorporeal Movement trait. The target must be standing on the surface of an area of earth or stone that is large enough to contain the target’s entire body and that is at least 6 feet deep, or the spell fails. The target must make a Wisdom saving throw. On a successful save, the target is restrained by earth or stone until the end of its next turn. On a failed save, the target is dragged up to 6 feet under the surface and is incapacitated and restrained until the spell ends. The displaced earth or stone becomes a mound on the surface in the space the target previously occupied. When the spell ends, the target is harmlessly pushed to the surface in the space it previously occupied or the nearest unoccupied space. If you concentrate on this spell for the full duration, the target remains restrained underground until it or another creature digs it out.
Available for: Cleric, Paladin

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 1

Holy Vow

3-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of holy water
Duration: 24 hours
Damage/Effect: Buff
You willingly take a vow to complete a task or carry out a service. This task or service cannot conflict with your alignment or your sacred oath. While you serve under the vow, for as long as the spell lasts, your hit point maximum and current hit points increase by 10. Whenever you make an attack roll or a saving throw, roll a d4 and add the result to the attack roll or saving throw. These benefits apply only when you are involved in activities that directly relate to your avowed task, or to situations you encounter that interfere with your ability to carry out that task (such as random encounters while traveling). If you willingly forsake your vow, the spell ends, and you take 4d10 psychic damage. At the GM’s discretion, you might suffer other penalties and need to atone for your decision. See the “Breaking Your Oath” sidebar in the paladin class description for more details. Failing to complete the task does not incur any penalties as long as you remain true to your vow, nor are you penalized if some form of outside coercion, magical or otherwise, leads you to forsake your vow (being charmed, for instance, or if a villain threatens the lives of innocents if you do not break the vow).
Available for: Paladin

Deep Magic Volume 1

Iron Mind

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell’s duration.
Available for: Bard, Cleric, Paladin

SRD

Magic Circle

3-level Abjuration

Casting Time: 1 minute
Range/Area: 10ft. (10 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
Duration: 1 hour
Attack/Save: CHA Save
Damage/Effect: Control, Debuff
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.   Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:   The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
  • When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

SRD

Remove Curse

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
Available for: Cleric, Paladin, Warlock, Wizard

Conjuration

Deep Magic Volume 2 (p.150)

Chains of Justice

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
Chains erupt from a point on the ground you can see within range. The chains cover the ground in a 20-foot radius centered on that point. For the duration, the chains turn the ground in the area into difficult terrain  When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Dexterity saving throw. On a success, it wriggles free of the chains.    Until the spell ends, you can use a bonus action on each of your subsequent turns to tighten the chains around one creature restrained by the chains. The target must succeed on a Strength saving throw or take 2d6 radiant damage and be knocked prone.
Available for: Cleric, Paladin

SRD

Create Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Creation
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Available for: Cleric, Paladin, Artificer

Obojima: Tales from the Tall Grass

Vegetable Blade

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a strip of grass
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Slashing
A lush bunch of vegetable fronds suddenly springs from the ground in an unoccupied space you can see within range. As a bonus action, a creature can pull the fronds from the ground, revealing a root vegetable of your choice that has been grown in the shape of a blade. For the duration, a creature can use the vegetable blade as a melee weapon with which it is proficient. The blade deals 1d12 slashing damage on a hit (adding your ability modifier to the damage roll as normal), and it has the finesse property.   Additionally, on subsequent turns, the wielder or one of its allies can use a bonus action to take a bite out of the blade. Doing so heals the creature for a number of hit points equal to the blade’s damage die + your spellcasting ability modifier. Once a creature has taken a bite out of the blade, its damage die is reduced by one size—from a d12 to a d10, for example. If the blade is reduced beyond a d4, it is destroyed and the spell ends early.
Available for: Bard, Druid, Paladin, Ranger, Sorcerer

Divination

Deep Magic Volume 1

Life Sense

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clear piece of quartz
Duration: Concentration, 10 minutes
Attack/Save: CHA Save
Damage/Effect: Utility
For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Enchantment

Deep Magic Volume 2 (p.160)

Critical Exchange

3-level Enchantment

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
Reaching forward in time, you gather potential from among future martial successes and trade them for immediate triumph. The first time you hit a creature with an attack during this spell’s duration, the attack is a critical hit. You then have disadvantage on all attack rolls for 1 minute.
Available for: Bard, Cleric, Paladin

Evocation

PHB

Aura of Vitality

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Healing
Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Available for: Paladin

PHB

Blinding Smite

3-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.   A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Available for: Paladin

PHB

Crusader's Mantle

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Radiant
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.
Available for: Paladin

SRD

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. sphere)
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Control
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer

Deep Magic Volume 2 (p.163)

Densini's Radiance

3-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
You call down an explosion of radiant fire from the heavens on a point you can see in range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is marked with holy radiance until the end of your next turn. On a successful save, a creature takes half the damage and isn’t marked. The next attack roll against a marked creature before the end of your next turn has advantage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.190)

Impaling Glory

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing, Radiant
You call down glowing spears to skewer and pin your enemies. The golden spears fall on up to three creatures on the ground you can see within range. Make a ranged spell attack against each target. On a hit, a creature takes 1d8 piercing damage and 1d8 radiant damage and is restrained as the glowing spear pierces it and pins it to the ground. A creature restrained by a spear can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage or radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 1

Invested Champion

3-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a vial of holy water
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf.    While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion’s attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.    If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.    Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.
Available for: Cleric, Paladin

Deep Magic Volume 1

Lance of the Sun God

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Force, Radiant
You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance.    On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage. You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.238)

Wings of Retribution

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Radiant
Wings of light momentarily sprout from your back. You fly up to 60 feet and land in an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.    When you land at your destination, each hostile creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 6d6 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 and the radius increases by 5 feet for every two slot levels above 3rd.
Available for: Cleric, Paladin, Sorcerer

Necromancy

Deep Magic Volume 1

Life from Death

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Radiant
The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can’t heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Paladin

Deep Magic Volume 1

Mass Hobble Mount

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.
Available for: Cleric, Druid, Paladin, Ranger, Warlock, Wizard

Deep Magic Volume 1

Raise Ghost

3-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
You return a dead creature you touch to a ghostly and incorporeal form, provided it has been dead no longer than 10 days. The creature can see and hear, and it can speak in a hollow, sepulchral tone if it chooses to. Whether it’s willing to speak to you depends on its whim and its prior relationship with you, if any. The affected creature is not undead; it is alive but incorporeal, with 1 hit point. It can’t interact with the physical world, attack or cause damage, or cast spells. It is immune to nonmagical damage. It can move through creatures and objects as if they were difficult terrain, but it takes 1d10 force damage if it ends its turn inside an object. It regains hit points normally through resting or spending hit dice but never recovers hit points via magic spells, items, or potions.    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t remove magical diseases, curses, or similar effects; if these aren’t removed prior to casting the spell, they take effect when the creature returns to life. The spell also closes mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.    Coming back from the dead is an ordeal. The target has a −4 penalty to saving throws and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. A creature affected by raise ghost is restored to normal, physical life by Raise Dead or comparable magic. Raise ghost has no effect if cast on an undead creature.
Available for: Bard, Cleric, Paladin, Warlock

SRD

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamonds worth 300 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Cleric, Paladin, Artificer

Tasha's Cauldron of Everything

Spirit Shroud

3-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Cold
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.   Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.   In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Available for: Cleric, Paladin, Warlock, Wizard

Transmutation

PHB

Elemental Weapon

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Damage
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At higher levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Available for: Paladin, Artificer

Book of Ebon Tides

Faerie Toast

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: wine worth 100 gp, which the spell consumes, and a cup for each participant
Duration: 8 hours
You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting.
Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.
Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands.
Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them).
Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute.
Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground.
Restfulness. Each of the participants gains advantage on saving throws against being charmed and can’t be put to sleep by a spell or other magical effect for the duration.
Available for: Bard, Cleric, Druid, Paladin, Ranger

Deep Magic Volume 1

Hero's Steel

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a warrior's amulet worth 5 gp
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Buff
You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.212)

Radiant Shield

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a shield
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Radiant
You channel divine power into a shield you are wielding and throw it at a target you can see within range. The shield then bounces from that target to up to three other targets of your choice within 10 feet of the first target. Make a melee spell attack against each target, including the first. On a hit, a target takes 2d8 radiant damage. After the shield bounces off the last target, it returns to your open hand. A target can be a creature or an object and can be targeted by the shield only once.    After casting this spell, you lose your shield bonus to your AC until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the shield can bounce to one additional target for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the subsequent targets must be within 20 feet of the first target. When you cast this spell using a spell slot of 7th level or higher, the subsequent targets must be within 30 feet of the first target.
Available for: Cleric, Paladin

Deep Magic Volume 1

Sir Mittinz's Move Curse

3-level Transmutation

Casting Time: 1 hour
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a finely crafter hollow glass sphere and incense worth 50 gp, which the spell consumes
Duration: Instant
Damage/Effect: Control
When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.
Available for: Bard, Druid, Paladin, Warlock, Wizard

Specialized

Angelic Magic

Deep Magic Volume 1

Blade of Wrath

3-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a rebuke of evil, written in Celestial
Duration: Concentration, 10 minutes
Damage/Effect: Creation
You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action. You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Dark Magic

Deep Magic Volume 1

Hellfire Blitz

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn’t provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You leave a 5-foot-wide line of hellfire burning behind you in your path.    This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Paladin, Sorcerer, Warlock with Dark Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Arcana

3-level Divination

Casting Time: 1 reaction, which you take when an enemy you can see casts a spell
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.
Available for: Cleric, Paladin, Sorcerer, Warlock, Wizard with Temporal Specialization

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