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The Tempest

(4) Tempestual Telluric Charms

Abjuration

Deep Magic Volume 2 (p.141)

Bark Bulwark

4-level Abjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a piece of bark
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A nonmagical wall of bark erupts from the ground to protect you and your allies. Choose a space in front of or behind you. The wall forms in that space, extending 15 feet out from that space along the ground in opposite directions for a total length of 30 feet. The wall is 5 feet high, 6 inches thick, opaque, and provides three-quarters cover to creatures behind it.    If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The wall can’t otherwise occupy the same space as a creature or object. The wall must be vertical and must rest on a firm foundation, such as the ground, the floor of a building, the deck of a ship, or similar.    The wall is an object made of bark that can be damaged and thus breached. Each 10-foot section of the wall has AC 15, 100 hit points, and vulnerability to fire damage. Reducing a section to 0 hit points destroys it.    If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Available for: Druid, Ranger

SRD

Freedom of Movement

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a leather strap, bound around the arm or a similar appendage
Duration: 1 horu
Damage/Effect: Buff
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.   The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.
Available for: Bard, Cleric, Druid, Ranger, Artificer

SRD

Stoneskin

4-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamond dust worth 100 gp, which the spell consumes
Duration: Concentration, 1 hour
Damage/Effect: Buff
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

Conjuration

SRD

Conjure Woodland Beings

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: one holly berry per creature summoned
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower
A summoned creature disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The GM has the creatures' statistics. You can see some sample creatures below.
CR
Sample Woodland Creatures
1/4
1/2
1
2
At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Available for: Druid, Ranger

PHB

Grasping Vine

4-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.   Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Available for: Druid, Ranger

Deep Magic Volume 1

Hunting Stand

4-level Conjuration

Casting Time: 1 minute
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a crude model of the stand
Duration: 8 hours
Damage/Effect: Utility
You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.
Available for: Druid, Ranger

Deep Magic Volume 1

Storm of Wings

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of honey
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm. As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.
  • Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.
  • Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks.
  • Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.
Available for: Druid, Ranger

Deep Magic Volume 1

Sudden Stampede

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a horseshoe
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.
Available for: Bard, Druid, Ranger

Tasha's Cauldron of Everything

Summon Elemental

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Elemental Spirit CR: PB

Medium elemental, summoner's alignment
Armor Class: 11 + spell level (natural armor)
Hit Points: 50 +10 for each spell level above 4th
Speed: 40 ft , fly: 40 (air only) ft , burrow: 40 (earth only) ft , swim: 40 (water only) ft , can hover

STR

18 +4

DEX

15 +2

CON

17 +3

INT

4 -3

WIS

10 +0

CHA

16 +3

Damage Resistances: Acid (water only Lightning and Thunder (air only Piercing and Slashing (earth only)
Damage Immunities: Poison (fire only)
Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses: Darkvision 60ft., Passive Perception 10
Languages: Primordial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down).   Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

At higher levels: When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Ranger, Wizard

Divination

Deep Magic Volume 1

By the Light of the Watchful Moon

4-level Divination

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

SRD

Locate Creature

4-level Divination

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

Enchantment

Deep Magic Volume 1

Harry

4-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a bit of fur from a game animal
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.
Available for: Bard, Druid, Ranger, Sorcerer, Wizard

Evocation

Obojima: Tales from the Tall Grass

Storm Stallion

4-level Evocation

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

Transmutation

XGtE

Guardian of Nature

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff, Shapechanging
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.   Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • ou make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.186)

Harfang's Hoarfrost

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of ammunition for a ranged weapon
Duration: 1 hr.
Damage/Effect: Cold
Crackling ice coats a ranged weapon you touch. When you make a ranged weapon attack with that weapon during the spell’s duration, the ammunition becomes wreathed in frost. Make the attack roll as normal. On a hit, the weapon deals an extra 2d8 cold damage, and the target must succeed on a Constitution saving throw or become restrained by ice until the end of its next turn. The spell lasts for the duration or until you make six ranged weapon attacks with the weapon.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can make one additional ranged weapon attack with the weapon before the spell ends for each slot level above 4th. 
Available for: Ranger, Warlock, Wizard

Deep Magic Volume 1

Heart-Seeking Arrow

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Damage
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself, if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a True Resurrection or a Wish spell. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.
Available for: Ranger, Wizard

Deep Magic Volume 1

Looping Trail

4-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of rope twisted into a loop
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Specialized

Blood Magic

Deep Magic Volume 1

Blood Spoor

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of the quarry's blood
Duration: Concentration, 10 minutes
Damage/Effect: Control
By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly. If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers.This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.
Available for: Ranger with Blood Specialization

Dragon Magic

Deep Magic Volume 1

Raid the Lair

4-level Abjuration

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of the dragon whose lair you are raiding
Duration: Concentration, 1 hour
Damage/Effect: Protection
You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.
  • Attack rolls resulting directly from lair actions are made with disadvantage.
  • Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.
  • Lair actions occur on an initiative count 10 lower than normal.
The caster has advantage on Constitution saving throws to maintain concentration on this spell.
Available for: Bard, Ranger, Wizard with Dragon Specialization

Deep Magic Volume 1

Scale Rot

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of rotten meat
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Debuff
You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)    One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard with Dragon Specialization

Labyrinth Magic

Deep Magic Volume 1

Labyrinth Mastery

4-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of blank parchment
Duration: Concentration, 1 hour
Damage/Effect: Buff
Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.    You gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment. Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.
Available for: Bard, Ranger, Sorcerer, Warlock, Wizard with Labyrinth Specialization

Temporal Magic

Deep Magic Volume 1

Scry Ambush

4-level Divination

Casting Time: 1 reaction, which you take when an enemy tries to make a surprise attack against you
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat. If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard with Temporal Specialization

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