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The Firmament

(5) Celestial Telluric Charms

Abjuration

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

Casting Time: 1 minute
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a glass orb, which is consumed when the spell detonates
Duration: 8 hr.
Attack/Save: DEX Save
Damage/Effect: Damage
You infuse yourself with devastating energy to be unleashed upon your death. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, necrotic, radiant, or thunder. When you die, your body detonates, releasing an explosion of energy in a 30-foot-radius sphere centered on your body. Alternatively, you can use your reaction when you are reduced to 0 hit points to trigger this spell, detonating your body and dying immediately.    Each hostile creature within that explosion must make a Dexterity saving throw, taking 10d6 damage of the chosen type on a failed save, or half as much damage on a successful one. The creature that inflicted the fatal damage to you has disadvantage on the saving throw, and all 1s on the damage dice are treated as 2s when determining the amount of damage that creature takes. Your body and all nonmagical objects you are wearing and carrying are destroyed when you detonate. If this spell destroys your body, you can be restored to life only by means of a True Resurrection or Wish spell.    You can use only one death’s retribution spell at a time. If you cast this spell again, the previous effect ends and is replaced by the new casting.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fey Crown

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: five flowers of different colors
Duration: 1 hour
Damage/Effect: Utility
By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed.   As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.
Available for: Bard, Druid, Ranger, Warlock

Tal'Dorei Campaign Setting Reborn

Freedom of the Winds

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a scrap of sailcloth
Duration: Concentration, 10 minutes
Damage/Effect: Buff, Teleportation
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.   When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.
Available for: Druid, Ranger, Sorcerer

Conjuration

Deep Magic Volume 1

Conjure Fey Hound

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wooden or metal whistle
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a fey hound to fight by your side. A Hound of the Night appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends. The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns.   It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.
Available for: Druid, Ranger, Sorcerer, Wizard

PHB

Conjure Volley

5-level Conjuration

Casting Time: 1 action
Range/Area: 150ft. (40 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: one piece of ammunition or one thrown weapon
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Additional Damage
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Available for: Ranger

XGtE

Steel Wind Strike

5-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic, Material
Materials: a melee weapon worth at least 1 sp
Duration: Instant
Attack/Save: Melee
Damage/Effect: Force
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.   You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Available for: Ranger, Wizard

Obojima: Tales from the Tall Grass

Submerge

5-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Teleportation
This spell creates a magical link between a body of water within range and another body of water, at any location within 500 miles, on the same plane of existence. You must have seen or touched the destination body of water at least once before. For the duration, any creature can step into the target body of water and exit from the destination body of water by using 5 feet of movement.   Both bodies of water must be large enough for the creature attempting to pass through to become fully submerged. If either body of water isn’t large enough for the creature to become fully submerged, there’s a 25 percent chance that the creature exits from a random body of water on the same plane of existence.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Summon Jack-O'-Lantern

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: bits of jack-o'-lantern
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Summon
A giant jack-o’-lantern rapidly grows around up to four Medium or smaller creatures or one Large creature within a 5-foot radius centered on a point you can see within range. An unwilling creature in the area can make a Dexterity saving throw, leaping 5 feet outside the jack-o’-lantern on a success.   While inside the jack-o’-lantern, creatures can only see through its eyes and mouth, which are on one side of the jack-o’-lantern, selected by you when you cast this spell. The creatures can make attacks with ranged or reach weapons only from this side. Creatures outside the jack-o’- lantern only see a warm, glowing light when looking into its mouth or eyes. While the jack-o’-lantern remains, no creature in, or outside of it can pass or reach through it.   The jack-o’-lantern weighs 5,000 pounds, has an AC of 15, and has 100 hit points. The lantern naturally loses 20 hit points every year. When the lantern is reduced to 0 hit points, it is destroyed.
Available for: Bard, Druid, Ranger, Sorcerer, Warlock

SRD

Tree Stride

5-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Movement, Teleportation
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.   You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Available for: Druid, Ranger

Divination

SRD

Commune with Nature

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Environment, Exploration, Foreknowledge, Utility
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.   You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Available for: Druid, Ranger

Deep Magic Volume 1

See Beyond

5-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a transparent crystal
Duration: Concentration, 1 hour
Damage/Effect: Control
This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.    Although the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a Geas spell, however, because geas needs only a visible target.
Available for: Bard, Druid, Ranger, Wizard

Enchantment

Deep Magic Volume 1

Harrying Hounds

5-level Enchantment

Casting Time: 1 action
Range/Area: 180ft.
Components: Verbal, Somatic, Material
Materials: a tuft of fur from a hunting dog
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn’t traveling, it is frightened of your chosen direction.   The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success.   An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can’t safely move in the opposite direction from your chosen direction, it cowers in place, defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell’s effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Lost and Wandering

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Fey
As the Lost spell, and in addition to forgetting all navigation skills and landmarks, the target is compelled to wander off at a walk (attacking only in self-defense). The target must make a Wisdom saving throw, and if the saving throw fails, the spell removes all memory of particular locations, landmarks, and routes for the duration of the spell, even well-known ones such as locations within a city, a home forest, and well-known hills and roads. After 16 hours, the target can make another Wisdom saving throw. On a failure, the creature falls into an exhausted long rest.   A Remove Curse or Greater Restoration spell ends this effect.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 7th level or higher, a target experiences the spell for a second day, making a Wisdom saving throw after they wake up to continue wandering. If you use a spell slot of 9th level or higher, a target experiences this spell every day for a week.
Available for: Bard, Cleric, Druid, Ranger

Evocation

XGtE

Wrath of Nature

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft. (60 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control, Damage
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.   Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.   Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.   Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.   Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Available for: Druid, Ranger

Transmutation

Deep Magic Volume 2 (p.153)

Chrysalis

5-level Transmutation

Casting Time: 1 reaction, which you take when a friendly creature you can see within 60 feet of you is reduced to 0 hit points
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: 1 round
Damage/Effect: Healing
A protective chrysalis surrounds a creature you can see within range as it is reduced to 0 hit points. While protected in this way, the target is still from being reduced to 0 hit points, but unlike when a creature is normally , attacks from attackers within 5 feet aren’t automatically critical hits. In addition, the target has three-quarters cover and isn’t prone while protected. The target must make applicable death saving throws, as normal.    The chrysalis has hit points equal to 5d8 + three times your spellcasting ability modifier. When the protected target would take damage, the chrysalis takes the damage instead. The chrysalis is destroyed when it has 0 hit points.    If the chrysalis remains at the end of your next turn, the target regains hit points equal to the chrysalis’s remaining hit points, then the chrysalis crumbles to dust and is destroyed. As the chrysalis crumbles, spectral wings manifest on the target’s back, and the target gains a flying speed of 30 feet for 1 minute.
Available for: Druid, Ranger

Deep Magic Volume 1

Killing Fields

5-level Transmutation

Casting Time: 10 minutes
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a game animal, which must be sacrificed as part of casting the spell
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can’t include manufactured structures and if such a structure exists in the area, the spell ends. While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.   When you cast this spell, you can specify individuals that are helped by the area’s effects. All other creatures in the area are hindered by the area’s effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area’s effects. Killing fields creates the following effects within the area:
  • 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.
You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don’t end the spell.
Available for: Ranger

Deep Magic Volume 1

Primal Infusion

5-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of fur from a carnivorous animal
Duration: Concentration, 1 minute
Damage/Effect: Buff
You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:
  • 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.
Available for: Ranger

Deep Magic Volume 1

Sun's Bounty

5-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Healing
The sun’s life-giving energy heals and sustains your body or that of a creature you touch. For the duration, you heal 1 hit point at the start of each of your turns whenever you are bathed in direct sunlight; 30 minutes or more of exposure also provides a day’s normal nourishment. In dim light, the spell’s healing is reduced to 1 hit point per minute. Normal or magical darkness suppresses the spell’s effect entirely. While in sunlight, the target can ignore one level of exhaustion. (The level is only temporarily removed.) Undead are especially vulnerable to this spell. If a targeted undead fails its Wisdom save, it gains the poisoned condition and suffers radiant damage instead of healing while in sunlight.
Available for: Druid, Ranger

PHB

Swift Quiver

5-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a quiver containing at least one piece of ammunition
Duration: Concentration, 1 minute
Damage/Effect: Buff
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.   On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Available for: Ranger

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