BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The Primitive

(1) Primitive Telluric Charms

Abjuration

XGtE

Absorb Elements

1-level Abjuration

Casting Time: 1 reaction which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: Somatic
Duration: 1 round
Damage/Effect: Damage, Warding
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

SRD

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a tiny bell and a piece of fine silver wire
Duration: 8 hours
Damage/Effect: Detection
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Available for: Ranger, Wizard, Artificer

Deep Magic Volume 2 (p.154)

Concentration Smash

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Debuff
The next attack you make before the start of your next turn has advantage if the target of the attack is concentrating on a spell. If the attack hits, the target has disadvantage on the Constitution saving throw it makes to maintain concentration after being damaged by your attack. If the attack is a critical hit, the target automatically fails the saving throw to maintain its concentration.
Available for: Paladin, Ranger

Deep Magic Volume 1

Feather Field

1-level Abjuration

Casting Time: 1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: fletching from an arrow
Duration: 1 round
Damage/Effect: Buff
A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.
At higher levels: When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.
Available for: Druid, Ranger, Warlock, Wizard

Deep Magic Volume 1

Gliding Step

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Buff
Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.
Available for: Druid, Ranger

Deep Magic Volume 1

Nature's Aegis

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an area of natural vegetation
Duration: 1 hour
Damage/Effect: Buff
Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. You can use an action to dismiss this spell. Nature’s aegis gives you an Armor Class of 14 + your Dexterity modifier. The armor weighs 8 pounds and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation.
Available for: Druid, Ranger

XGtE

Snare

1-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: Somatic, Material
Materials: 25 feet of rope, which the spell consumes
Duration: 8 hours
Attack/Save: DEX Save
Damage/Effect: Restrained
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.   This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.   The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.   A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.   After the trap is triggered, the spell ends when no creature is restrained by it.
Available for: Artificer, Druid, Ranger, Wizard

Conjuration

Obojima: Tales from the Tall Grass

Armament

1-level Conjuration

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: metal powder
Duration: 8 hours
Damage/Effect: Buff
Up to five simple or martial weapons of your choice materialize in an unoccupied space you can see within range. The weapons are nonmagical, but they are well-made and stylistically look however you would like. The weapons vanish when the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can summon three additional simple or martial weapons of your choice for each slot level above 1st.
Available for: Bard, Cleric, Paladin, Ranger, Wizard

Deep Magic Volume 1

Conjure Mock Animals

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Summon
You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance.    When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round. Exploding mock animals do not deal this damage to other mock animals.
Available for: Druid, Ranger

PHB

Ensnaring Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Piercing
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.   While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Ranger

SRD

Fog Cloud

1-level Conjuration

Casting Time: 1 action
Range/Area: 120ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Control
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Forest Guard

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 10 minutes
Attack/Save: Ranged
Damage/Effect: Summoning
You create a Small animated shrub, which grows from the ground in an unoccupied space of your choice that you can see within range. The shrub has a number of human-like characteristics, such as a wooden body and face, but it lacks hands and arms and can’t move.   Any creature hostile to you that moves to a space within 10 feet of the shrub for the first time on a turn or starts its turn there, is targeted by the shrub’s leaf attack. The shrub makes a ranged weapon attack, using your spell attack modifier. On a hit, a creature takes (1d4) slashing damage.   On your turn, you can use a bonus action to make a shrub use its leaf attack against one creature within 10 feet of it. If multiple shrubs created by you are within 10 feet of the target, this attack deals (1d4) slashing damage per shrub on a hit.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional shrub for every two slot levels above 1st.
Available for: Druid, Ranger, Sorcerer

PHB

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
Available for: Ranger

Deep Magic Volume 2 (p.188)

Hemmen's Low Blow

1-level Conjuration

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.
Available for: Bard, Ranger, Sorcerer, Wizard

Deep Magic Volume 1 (p.95)

Mud Pack

1-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a clump of mud
Duration: 1 hour
Damage/Effect: Buff
This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.   If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.
Available for: Druid, Ranger, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Sprout Foliage

1-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: flower seeds
Duration: 1 hour
Attack/Save: INT Save
Damage/Effect: Bludgeoning
You sprout and rapidly grow a lush leafy foliage that covers the entirety of your body. When casting this spell, you can choose if the foliage has other features, such as flowers or berries.   While prone and motionless, you are indistinguishable from a normal bush. If a creature hasn’t observed you move or act, it must succeed on an Intelligence (Investigation) check against your spell save DC to discern that you aren’t a bush. To become disguised again from a creature that has discerned you for what you are, you must take the Hide action while you’re unseen by the creature.   For the duration, you can use your action to create and hurl a pinecone, berry, or flower bud. When you do so, make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier.
Available for: Druid, Ranger, Sorcerer

Obojima: Tales from the Tall Grass

Summon Vehicle

1-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of rubber
Duration: 10 minutes
Damage/Effect: Utility
You summon a bicycle or moving machine in an unoccupied space within 5 feet of you. The vehicle can be no larger than a 5-foot cube, and it can only carry one creature that is Medium or smaller. The vehicle has a walking speed of 60 feet, which you can use while riding it, provided you have at least one free hand to operate the vehicle.   You can end the spell early by using an action to dismiss it. When the spell ends, the vehicle vanishes.
Available for: Bard, Ranger, Wizard

Divination

Deep Magic Volume 1

Alter Arrow's Fortune

1-level Divination

Casting Time: 1 reaction, which you take when an enemy makes a ranged attack that hits
Range/Area: 100ft.
Components: Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Protection
You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.138)

Amplify Sound

1-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a small cup and a bit of string
Duration: Concentration, 1 minute
You turn your attention to a point you can see within range, creating an invisible sensor in that location. For the duration of the spell, you hear sounds from that point as if you were in its space.   If the space where the point is located is subjected to thunder damage, you take the thunder damage as if you were in the space, but you don’t suffer other effects associated with that thunder damage. For example, if a creature casts the thunderwave spell, and the point you chose is within the spell’s area, you take thunder damage as if you failed the saving throw, but you aren’t pushed. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a thin, luminous string winding from the sensor to you.
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard

XGtE

Beast Bond

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of fur wrapped in a cloth
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
Available for: Druid, Ranger

SRD

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • Abjuration - a glowing nimbus of white
  • Conjuration - an ethereal cerulean fog
  • Divination - a translucent gray mist
  • Enchantment - a teasing, verdant tryst of fey hues (light green)
  • Evocation - an ebb and flow of opposing oranges and blues
  • Illusion - a basic brown with subtle hints of depth
  • Necromancy - a viscous, oily residue (black and dark purple with prismatic rainbows)
  • Transmutation - a lustrous golden sheen
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Artificer

SRD

Detect Poison and Disease

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a yew leaf
Duration: Concentration, 10 minutes
Damage/Effect: Detection
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Druid, Paladin, Ranger

Deep Magic Volume 2 (p.164)

Detect Shapechanger

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
For the duration, you sense the presence of shapechangers within 30 feet of you and can pinpoint their locations in that area. You also learn whether the creature is in its true form or a different form. This spell detects only creatures whose bodies have been transformed in some way, such as a werewolf ’s Change Shape or the Alter Self spell. It doesn’t detect creatures disguised by illusions or other similar magic, such as a hag’s Illusory Appearance or the Disguise Self spell.    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Paladin, Ranger

Basic Rules

Hunter's Mark

1-level Divination

Casting Time: 1 bonus action
Range/Area: 90ft.
Components: Verbal
Duration: Concentration, 1 hour
Damage/Effect: Additional Damage
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Ranger

Deep Magic Volume 1

Illuminate Spoor

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a firefly
Duration: Concentration, 1 hour
Damage/Effect: Utility
You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks. If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change.    Until the spell ends, you can use an action to touch and illuminate a new set of tracks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.
Available for: Druid, Ranger

Deep Magic Volume 1

Insightful Maneuver

1-level Divination

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.
Available for: Cleric, Ranger, Sorcerer, Warlock, Wizard

SRD

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Communication
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Available for: Bard, Druid, Ranger

Enchantment

Basic Rules

Animal Friendship

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a morsel of food
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control, Social
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Available for: Bard, Druid, Ranger

Deep Magic Volume 1

Hunter's Endurance

1-level Enchantment

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a fingernail, lock of hair, but of fur, or drop of blood from the target, if unfamiliar
Duration: 24 hours
Damage/Effect: Utility
You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren’t familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a Geas  In addition, you don’t suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.
Available for: Ranger, Warlock

Evocation

Deep Magic Volume 1

Agonizing Mark

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.138)

Ambusher's Regret

1-level Evocation

Casting Time: 1 reaction, which you take when you are hit by a ranged attack from an attacker you can't see
Range/Area: 120ft.
Components: Somatic
Duration: 1 round
You release an arcane arrow that traces the path of the triggering attack back to your unseen attacker, provided the attacker is in range. That creature must succeed on a Dexterity saving throw or be outlined in light until the end of your next turn. While outlined in light, the creature sheds dim light in a 10-foot radius, any attack roll against it is made with advantage if the attacker can see the creature, and the creature can’t benefit from being invisible.
Available for: Ranger

Deep Magic Volume 1

Anchoring Rope

1-level Evocation

Casting Time: 1 action or 1 reaction, that you take while falling
Range/Area: 30ft.
Components: Verbal, Somtic
Duration: 5 minutes
Damage/Effect: Utility
You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast.    If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.
Available for: Druid, Ranger

Deep Magic Volume 1

Cure Beast

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger

SRD

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Artificer

Obojima: Tales from the Tall Grass

Gift

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Choose a creature you can see within range. You take 1d20 necrotic damage, and the target regains hit points equal to the amount of damage you took.
Available for: Bard, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.185)

Grit in the Eye

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Piercing
The next time you hit a creature with a melee weapon attack before the spell ends, sand sloughs off your hands and blows into your target’s eyes. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 piercing damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn’t blinded. If you hit the target with an unarmed strike, the target has disadvantage on the saving throw. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer blinded.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Available for: Druid, Ranger

Obojima: Tales from the Tall Grass

Sand Structure

1-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small piece of seaglass
Duration: 1 minute
Damage/Effect: Utility
A wall of sand that is 5 feet tall, 5 feet wide, and 1 foot thick materializes from the ground up in an unoccupied space that you can see within range. The sand functions as solid stone while in its wall form. The wall has AC 13 and 10 hit points. Reducing the wall to 0 hit points destroys it and might cause connected walls to collapse at the GM’s discretion. You can end the spell early by using an action to dismiss it. When the spell ends, the wall crumbles back into sand.   If you cast the spell as a ritual, the wall lasts until it is destroyed or dismissed.
Available for: Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Water Bullet

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: bludgeoning
You create a sphere of swirling water that spins rapidly in your hand or mouth before you hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes bludgeoning damage based on how far it is away from you.
  • 1–10 feet: 5d6
  • 11–60 feet: 4d6
  • 61–90 feet: 3d6
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Illusion

Deep Magic Volume 1

Forest Affinity

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Somatic, Material
Materials: a raven's feather or a bit of panther fur
Duration: 1 hour
Damage/Effect: Buff
The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll.The spell ends if you attack or cast a spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any other target of this spell attacks or casts a spell.
Available for: Druid, Ranger, Sorcerer, Wizard

Necromancy

Book of Ebon Tides

Blade of Blood and Bone

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dagger or short sword, which is not consumed in the casting
Duration: 24 hours
Attack/Save: Melee
Damage/Effect: Slashing
When you cast this spell, you cut your body with the material component, your hit point maximum decreases by 3 and the material component disappears. For the duration, you can use a bonus action to draw a blade made of your own bone, blood, and sinew from your body. The blade is a magical weapon, uses your spell attack bonus when you attack with it, and deals 1d6 slashing damage on a hit. You are considered proficient with the blade. As a bonus action, you can slide the blade back into your body to conceal it. When the duration ends, the incision in your body disappears, your hit point maximum is restored, and the material component reappears.
At higher levels: When you cast this spell using a spell slot of 2nd-level or higher, the damage dealt by the blade increases by 1d6 for every two slot levels above 2nd, and your hit point maximum decreases by an additional amount equal to the level of the slot used.
Available for: Paladin, Ranger, Warlock

Deep Magic Volume 1

Bleed

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of blood
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).    Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.
Available for: Ranger, Warlock

Deep Magic Volume 1

Hobble Mount

1-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Bludgeoning
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast 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 2d6 bludgeoning damage.
Available for: Cleric, Druid, Ranger, Warlock, Wizard

Deep Magic Volume 1

Withered Sight

1-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dried lizard's eye
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Cleric, Druid, Ranger, Warlock, Wizard

Transmutation

Deep Magic Volume 2 (p.140)

Azalea Skin

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an azalea vine
Duration: 1 minute
Dozens of azaleas blossom on your skin. Until this spell ends, if a creature hits you with an attack while within 5 feet of you, it takes 1d6 poison damage. If a creature within 5 feet of you scores a critical hit against you, the azaleas release a burst of poisonous pollen. Each creature within 5 feet of you must succeed on a Constitution saving throw or take 2d6 poison damage and be poisoned until the end of its next turn. The spell then ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.
Available for: Druid, Ranger

Deep Magic Volume 1

Bloodhound

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of ammonia
Duration: 8 hours
Damage/Effect: Utility
You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Cobra Fangs

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a drop of snake venom or a patch of snakeskin
Duration: 1 minute
Damage/Effect: Buff
The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. If the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls.    The damage is piercing and the damage die is a d4. When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Available for: Ranger

Deep Magic Volume 2 (p.155)

Concussive Punch

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a stone from a shrine dedicated to a storm deity or a storm maiden
Duration: Concentration, 1 minute
Damage/Effect: Thunder
Your hands vibrate and emit a low hum upon casting this spell. For the duration, each time you hit a creature with an unarmed strike, the creature takes an extra 1d6 thunder damage.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.175)

Elemental Infusion

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You infuse an ally’s weapon with the power of the elements. Choose a weapon worn or carried by a friendly creature within range and choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, that weapon’s damage type changes from its normal type to the chosen type. The spell ends early if the weapon is held by a hostile creature at the start of your turn or if the weapon is not in the possession of a friendly creature for more than 1 minute.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional weapon for each slot level above 1st. All affected weapons are changed to the same damage type.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Fire Under the Tongue

1-level Transmutation

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Utility
You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet.    Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.
Available for: Druid, Ranger, Warlock

Deep Magic Volume 1

Goat's Hoof Charm

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a goat's hoof
Duration: 1 minute
Damage/Effect: Buff
A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.
Available for: Druid, Ranger, Sorcerer, Wizard

Basic Rules

Goodberry

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sprig of mistletoe
Duration: Instant
Damage/Effect: Healing
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.   The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Available for: Druid, Ranger

Deep Magic Volume 1

Green Mantle

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a plant from the surrounding terrain
Duration: 1 hour
Damage/Effect: Buff
You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, one additional creature is affected for each slot level above 1st.
Available for: Druid, Ranger

Deep Magic Volume 1

Hone Blade

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a chip of whetstone or lodestone
Duration: Instant
Damage/Effect: Buff
You magically sharpen the edge of any bladed weapon or object you are touching.The target weapon gets a +1 bonus to damage on its next successful hit.
Available for: Cleric, Druid, Ranger

SRD

Jump

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a grasshopper's hind leg
Duration: 1 minute
Damage/Effect: Movement
You touch a creature. The creature's jump distance is tripled until the spell ends.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

Deep Magic Volume 2 (p.194)

Leaden Wings

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wing claw from a gargoyle
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You hinder the wings of a creature you can see within range that has a flying speed. The target must succeed on a Constitution saving throw or its flying speed can’t be higher than 30 feet for the duration. In addition, if the target flies on its turn, it must end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Druid, Ranger, Sorcerer, Wizard

SRD

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of dirt
Duration: 1 hour
Damage/Effect: Buff
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Druid, Ranger, Wizard, Artificer

Deep Magic Volume 2 (p.198)

Magnetic Bolt

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 minute
The first time you hit with a ranged weapon attack before this spell ends, the ammunition becomes magically magnetized as it hits the target.    The magnetized ammunition clings to the target until removed. When the target moves into or through a space that is within 10 feet of a creature wearing metal armor or of a Small or larger metal object, such as an anvil, a statue, a decorative suit of armor hanging on a wall, or similar, the target treats that space as difficult terrain as the magnetized ammunition pulls the target toward that creature or object.    A creature with magnetized ammunition clinging to it can use its action to make a Strength check against your spell save DC. On a success, the ammunition is removed and crumbles to dust.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can magnetize one additional piece of ammunition for each slot level above 1st.
Available for: Bard, Ranger

Deep Magic Volume 1

Maw of Needles

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines.    If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.
Available for: Druid, Ranger

Deep Magic Volume 1

Scentless

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 1 ounce of pure water
Duration: 1 hour
Damage/Effect: Utility
You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.222)

Shapechanger-Bane Weapon

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls against shapechangers. You can use a bonus action and reduce the duration by 10 minutes to have advantage on attack rolls with the weapon against shapechangers until the start of your next turn.    For the purpose of this spell, “shapechanger” refers to any creature with the Change Shape bonus action or the Shapechanger trait or any creature that isn’t in its true form, such as from the Polymorph spell.
Available for: Paladin, Ranger

Deep Magic Volume 1

Spur Mount

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an apple or a sugar cube
Duration: 1 round
Damage/Effect: Utility
You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.
Available for: Ranger

Deep Magic Volume 2 (p.227)

Steady

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You imbue yourself with magical balance and surety of foot. For the duration, you have advantage on ability checks and saving throws against being knocked prone and on ability checks and saving throws made to escape a grapple. In addition, you spend only 5 feet of movement to stand up from being prone.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 1

Step Like Me

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: blood, hair, or a personal item of the target
Duration: 24 hours
Attack/Save: CON Save
Damage/Effect: Control
Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target’s kind.
Available for: Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Thin the Ice

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of sunstone
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Cold
You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice.    If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Obojima: Tales from the Tall Grass

Whelm Weapon

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of seawater
Duration: Concentration, 1 minute
Damage/Effect: Debuff
Up to three weapons of your choice that you can see within range become enveloped by water. Roll a d4; for the duration, any damage dealt by the targeted weapons is reduced by the number you rolled (to a minimum of 1).
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target two additional weapons for each slot level above 1st.
Available for: Bard, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Wolfsong

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Communication
You emit a howl that can be heard clearly from 300 feet away outdoors.The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell. If you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away.    A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.
Available for: Druid, Ranger

XGtE

Zephyr Strike

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Force
You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.   Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Available for: Ranger

Deep Magic Volume 2 (p.240)

Zip

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You move up to three times your speed in a straight line. This movement ends early if you reach an occupied space or if you are hit by an attack.
Available for: Bard, Paladin, Ranger, Warlock

Specialized

Blood Magic

Deep Magic Volume 1

Bloody Smite

1-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.
Available for: Cleric, Druid, Ranger, Wizard with Blood Specialization

Deep Magic Volume 1

Stanch

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
The target ’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.
Available for: Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Blood Specialization

Dragon Magic

Deep Magic Volume 1

Converse with Dragon

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.   This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwated telepathic contact can worsen the dragon's attitude toward you. 
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard with Dragon Specialization

Labyrinth Magic

Deep Magic Volume 1

Thunderous Charge

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.
Available for: Ranger, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Anticipate Weakness

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Foretell Distraction

1-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Somatic
Duration: Instant
Damage/Effect: Buff
Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

Deep Magic Volume 1

Seer's Reaction

1-level Divination

Casting Time: 1 reaction, which you take at the start of another creature's turn
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff
Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard with Temporal Specialization
< Lexicon of Primal Power
Guide

Telluric Charms

Mesmers A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Blood Magic
Dragon Magic
Labyrinth Magic
Temporal Magic

Comments

Please Login in order to comment!