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(1) Familiar Declarations of Allegiance

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

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

Gird the Spirit

1-level Abjuration

Casting Time: 1 reaction, which you take when you or a creature within 30 ft. of you is hit by an attack from an undead creature
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Protection
Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow’s Strength Drain, or its hit point maximum, such as a specter’s Life Drain  This spell doesn’t prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.
Available for: Cleric, Druid, Paladin

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

Bubble Lift

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: 1 hour
Damage/Effect: Utility
You blow a bubble around any solid, granular, or liquid object that weighs 500 pounds or less, causing it to float 4 feet off the ground. No matter what the contents of the bubble are, the bubble weighs 10 pounds and can be pushed using an action. Strong winds or effects that would push a creature also push the bubble. The bubble always floats at least 4 feet off the ground, and descends from a fall at a speed of 10 feet per round.   As an action, a creature can pierce the outside of the bubble, causing it to pop and releasing its contents.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the weight the bubble can lift by 500 pounds for each slot level above 1st.
Available for: Druid, Sorcerer, 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

Deep Magic Volume 2 (p.156)

Conjure Rats

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summon
You summon rats or ratfolk that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: Each rat disappears when it drops to 0 hit points or when the spell ends. The summoned rats are friendly to you and your companions. Roll initiative for the summoned rats as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), except the wererat. If you don’t issue any commands, they defend themselves from hostile creatures but otherwise take no actions. The GM has the creatures’ statistics.
At higher levels: When you cast this spell using higher-level spell slots, you can choose one of the summoning options above, and more creatures appear: one additional creature with a 2nd-level slot or three additional creatures with a 4th-level slot. Any summoned wererats obey verbal commands.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.161)

Dance of the Fey

1-level Conjuration

Casting Time: 1 reaction, which you take when a medium or smaller creature you can see moves into a space within your reach
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You conjure fey energies around the creature that moved close to you. The creature must make a Charisma saving throw. On a failed save, you and the creature are teleported to unoccupied spaces you can see within 10 feet of where you each started, and the creature has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the creature has disadvantage on the next attack roll it makes before the start of your next turn, but neither of you are teleported.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the range of the teleportation increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 4th level or higher, you can affect a Large or smaller creature. When you cast this spell using a spell slot of 6th level or higher, you can affect a Huge or smaller creature. When you cast this spell using a spell slot of 8th level or higher, you can affect a Gargantuan or smaller creature.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Entangle

1-level Conjuration

Casting Time: 1 action
Range/Area: 90ft. (20 ft. square)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Restrained
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.
Available for: Druid

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

XGtE

Ice Knife

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (5 ft. sphere)
Components: Somatic, Material
Materials: a drop of water or a piece of ice
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Available for: Druid, 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

Deep Magic Volume 2 (p.226)

Spray

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure a powerful torrent of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. On a failed save, the creature suffers 3d6 bludgeoning damage, is pushed up to 15 feet away from you in a direction following the line, and knocked prone. On a successful save, the creature takes half the damage and isn’t pushed or knocked prone.
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, Sorcerer, Warlock, 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

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 1

Avoid Grievous Injury

1-level Divination

Casting Time: 1 reaction, which you take when you are struck by a critical hit
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, 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 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 2 (p.205)

Oneiromancy

1-level Divination

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and a bit of mushroom
Duration: Concentration, 8 hours
Damage/Effect: Communication
Dreams can be gateways to understanding, and you can induce such prophetic and insightful dreams in yourself and others. You touch a willing creature of your choice. The creature immediately falls into an enchanted dream state and remains that way for the full length of a normal long rest for that creature, unless awakened or if the target chooses to end the spell early.    During this long rest, the target experiences dreams and visions centering around one event or question of its choice, specified at the casting of the spell. The answer in the dreams may be literal, or it may be wrapped in symbolism, omens, and metaphor and left to the dreamer to interpret. This spell doesn’t disrupt the target’s long rest, and the target can still gain the benefits of a long rest if it finishes the long rest while affected by this spell.    If the target’s sleep is interrupted, this spell ends and must be cast again for the target to experience the dreams again.    Elves and other creatures with immunity to magical sleep can choose whether or not to be affected by this spell.    This spell has no effect on Constructs or Undead.
Available for: Cleric, Druid, 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

Deep Magic Volume 1

Tree Speak

1-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Communication
You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell.    Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned.    If you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.
Available for: Druid

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

Charm of Long Standing

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 day
Attack/Save: WIS Save
Damage/Effect: Control
As charm person but with a longer duration. The target of the spell remains charmed for one day per level you’ve attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you’re charmed this way, you won’t tolerate any harm, abuse, or mistreatment being directed toward the spell’s target.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Charm Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
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: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.191)

Jedza's Tidy Charm

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a nonmagical pot, sack, basket, or similar tiny container
Duration: 1 minute
Damage/Effect: Utility
Your touch imbues a container with a temporary pocket dimension. The container then animates, attempting to collect nearby objects in its pocket dimension. At the start of each of your turns, the container moves up to 30 feet and collects each object that isn’t being worn or carried and weighs 15 pounds or less along its path. You can choose the container’s path (no action required) or the container can move at random. The collected objects disappear into the container’s pocket dimension for the duration. The container is a Tiny object that can be attacked and destroyed. It has an AC equal to your spell save DC and hit points equal to twice your spellcasting ability modifier. If the container is destroyed, the spell ends. When the spell ends, all objects within the container are expelled harmlessly in a heap in the container’s space, potentially burying the container if it isn’t tipped over into something else first.
Available for: Bard, Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Pacify Person

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a gull's feather
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to pacify a humanoid you can see within range.   The target must make a Wisdom saving throw. If it fails the save, it is pacified by you until the spell ends. A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1 (p.106)

Slippery Fingers

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Trick Question

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

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 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

Deep Magic Volume 2 (p.163)

Dehydration

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell.
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 for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Druid, Sorcerer, Wizard

XGtE

Earth Tremor

1-level Evocation

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
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: Bard, Druid, Sorcerer, Wizard

SRD

Faerie Fire

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Debuff
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Available for: Bard, Druid, Artificer

Book of Ebon Tides

Fireflies

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (15 ft. sphere)
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Fey
You summon a large volume of fireflies to illuminate a 15-foot-radius sphere for the duration. A few of the fireflies will settle on hidden or invisible creatures, making them somewhat easier to find. Attack rolls against invisible creatures in the area are no longer made with disadvantage, though attack rolls made by invisible creatures are still made with advantage, for only their general position is clearer by firefly light, not their specific movements. All Hide actions taken in the area are made with disadvantage.
Available for: Cleric, Druid

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

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Healing
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

Deep Magic Volume 2 (p.197)

Lunarbolt Waxing

1-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: small spherical stone painted white
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Cold, Radiant
You hurl a bolt of concentrated moonlight at a creature you can see within range. The bolt expands in size and grows in strength as it travels. Make a ranged spell attack against the target. On a hit, a target takes 1d10 cold damage and suffers additional damage based on the distance between you and the target, as detailed below:
  • If the target is between 35 and 60 feet away from you, it takes an additional 1d4 radiant damage.
  • If the target is between 65 and 90 feet away from you, it takes an additional 2d4 radiant damage.
  • If the target is between 95 and 120 feet away from you, it takes an additional 3d4 radiant damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d10 for every two slot levels above 1st. When you cast this spell using a spell slot of 3rd level or higher, the d4s of the additional radiant damage become d6s.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

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

SRD

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Bard, Druid, Sorcerer, Wizard, Artificer

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

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

Mosquito Bane

1-level Necromancy

Casting Time: 1 action
Range/Area: 50ft.
Components: Verbal, Somatic
Duration: Instant
This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.
Available for: Druid, Sorcerer, 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 1

Ancestor's Strength

1-level Transmutation

Casting Time: 1 actrion
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 8 hours
Damage/Effect: Buff
Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.
Available for: Cleric, Druid, Paladin

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 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

SRD

Create or Destroy Water

1-level Transmutation

Casting Time: 1 action
Range/Area: 30ft. (30 ft. cube)
Components: Verbal, Somatic, Material
Materials: a drop of water if creating water or a few grains of sand if destroying it
Duration: Instant
Damage/Effect: Creation
You either create or destroy water.   Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.   Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Available for: Cleric, Druid

Deep Magic Volume 1

Deep Breath

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 2 hours
Damage/Effect: Buff
The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Doom of the Cracked Shield

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Debuff
Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC.    If the target doesn’t use armor or a shield, the spell is expended with no effect.
Available for: Druid

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

Forest Native

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a clump of soil from a forest
Duration: 1 hour
Damage/Effect: Buff
While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.
Available for: Druid

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

Gordolay's Pleasant Aroma

1-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a few flower petals or a piece of fruit, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.
Available for: Bard, Druid, Sorcerer, Wizard

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 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

SRD

Purify Food and Drink

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10ft. (5 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Utility
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Available for: Cleric, Druid, Paladin, Artificer

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 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

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

Dark Magic

Deep Magic Volume 1

Grim Siphon

1-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the skull of a tiny mammal or bird
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st.
Available for: Cleric, Druid, Sorcerer, Warlock with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Draconic Smite

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Cold
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.
Available for: Druid, Paladin with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Extract Essence

1-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a wooden bowl
Duration: Permanent
You extract the goodness from food, pulling all the nutritional value out of three days’ worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food. The original food appears unchanged, and though it’s still filling, it has no nutritional value.    Group Spellcasting. When other spellcasters aid you in casting this spell, an additional three days’ worth of food can be extracted for each spellcaster other than yourself, up to a maximum of 27 days’ worth of food extracted by the spell.    Ritual Focus. If you expend your ritual focus, you can choose to have each day’s worth of meals take the form of a single slice of bread.
Available for: Bard, Druid, Warlock, Wizard with Elven Ritual 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

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
< Eldarr Liturgy
Esteem for the Balance

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Dark Magic
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Elven Ritual Magic
Temporal Magic

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