The Feral
(3) Feral Telluric Charms
Abjuration
SRD
Nondetection
3-level Abjuration
SRD
Protection from Energy
3-level Abjuration
Conjuration
Obojima: Tales from the Tall Grass
Butterfly Storm
3-level Conjuration
SRD
Conjure Animals
3-level Conjuration
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
CR | Creature Name |
---|---|
0 | |
1/8 | |
1/4 | |
1/2 | |
1 | |
2 |
PHB
Conjure Barrage
3-level Conjuration
Obojima: Tales from the Tall Grass
Conjure Ocean
3-level Conjuration
Deep Magic Volume 1
Conjure Undead
3-level Conjuration
Tal'Dorei Campaign Setting Reborn
Freedom of the Waves
3-level Conjuration
Deep Magic Volume 1
Hedren's Birds of Clay
3-level Conjuration
Deep Magic Volume 2 (p.191)
Kel's Antlion Trap
3-level Conjuration
Deep Magic Volume 1
Legion of Rabid Squirrels
3-level Conjuration
Tasha's Cauldron of Everything
Summon Fey
3-level Conjuration
Tasha's Cauldron of Everything
Fey Spirit CR: PB
STR
13 +1
DEX
16 +3
CON
14 +2
INT
14 +2
WIS
11 +0
CHA
16 +3
Actions
Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down). Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:
- Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
- Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
- Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Obojima: Tales from the Tall Grass
Vegetable Blade
3-level Conjuration
Divination
Deep Magic Volume 1
Life Sense
3-level Divination
Deep Magic Volume 1
Mortal Insight
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
Enchantment
Deep Magic Volume 1
Cynophobia
3-level Enchantment
Book of Ebon Tides
Lost
3-level Enchantment
Deep Magic Volume 1
Monstrous Empathy
3-level Enchantment
Deep Magic Volume 1
Reaver Spirit
3-level Enchantment
Evocation
Deep Magic Volume 1
Booster Shot
3-level Evocation
Deep Magic Volume 2 (p.148)
Burst of Pollen
3-level Evocation
SRD
Daylight
3-level Evocation
SRD
Wind Wall
3-level Evocation
Illusion
Deep Magic Volume 2 (p.172)
Dream Canopy
3-level Illusion
Mesmerleaf. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Charisma saving throw or have disadvantage on attack rolls until the start of your next turn, as the plants dream of the mesmerizing dance of leaves caught in autumnal wind.
Scintillating Bough. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or be blinded until the start of your next turn, as the plants dream of speckled sunlight peeking through leaves.
Sprigs and Twigs. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or take 3d8 force damage, as the plants dream of twigs, thorns, and bare tree limbs poking out from all angles.
Deep Magic Volume 1
Going in Circles
3-level Illusion
Necromancy
Deep Magic Volume 1
Blood Offering
3-level Necromancy
Deep Magic Volume 1
Mass Hobble Mount
3-level Necromancy
Deep Magic Volume 1
Spiteful Weapon
3-level Necromancy
Transmutation
Fizban's Treasury of Dragons
Ashardalon's Stride
3-level Transmutation
Deep Magic Volume 2 (p.142)
Beast Essence
3-level Transmutation
Deep Magic Volume 1
Bones of Stone
3-level Transmutation
Deep Magic Volume 2 (p.160)
Daisy Regrowth
3-level Transmutation
Deep Magic Volume 1
Defensive Quills
3-level Transmutation
Deep Magic Volume 2 (p.174)
Earth Glide
3-level Transmutation
Book of Ebon Tides
Faerie Toast
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerCommiseration. 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.
XGtE
Flame Arrows
3-level Transmutation
Deep Magic Volume 1
Hero's Steel
3-level Transmutation
PHB
Lightning Arrow
3-level Transmutation
Deep Magic Volume 2 (p.203)
Nimble Dance
3-level Transmutation
SRD
Plant Growth
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 2 (p.223)
Shifting Sand Form
3-level Transmutation
SRD
Speak with Plants
3-level Transmutation
SRD
Water Breathing
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
Water Walk
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 2 (p.239)
Woodland Walk
3-level Transmutation
Specialized
Elven Ritual Magic
Deep Magic Volume 1
Song of the Forest
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerGuide
Telluric Charms
Mesmers A-Z- Ashardalon's Stride
- Beast Essence
- Blood Offering
- Bones of Stone
- Booster Shot
- Burst of Pollen
- Butterfly Storm
- Conjure Animals
- Conjure Barrage
- Conjure Ocean
- Conjure Undead
- Cynophobia
- Daisy Regrowth
- Daylight
- Defensive Quills
- Dream Canopy
- Earth Glide
- Faerie Toast
- Flame Arrows
- Freedom of the Waves
- Going in Circles
- Hedren's Birds of Clay
- Hero's Steel
- Kel's Antlion Trap
- Legion Of Rabid Squirrels
- Life Sense
- Lightning Arrow
- Lost
- Mass Hobble Mount
- Monstrous Empathy
- Mortal Insight
- Nimble Dance
- Nondetection
- Plant Growth
- Potency of the Pack
- Protection from Energy
- Quench
- Reaver Spirit
- Remove Scent
- Shifting Sand Form
- Sidestep Arrow
- Speak with Plants
- Spiteful Weapon
- Summon Fey
- Targeting Foreknowledge
- Tracer
- Vegetable Blade
- Water Breathing
- Water Walk
- Wind Wall
- Woodland Walk
By School
AbjurationConjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
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