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Tribute to the Moon

(5) Extraordinary Declarations of Allegiance

Abjuration

SRD

Antilife Shell

5-level Abjuration

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Control, Warding
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.   The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.   If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Available for: Druid

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

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

Deep Magic Volume 1

Energy Absorption

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends. If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Fey Crown

5-level Abjuration

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

Tal'Dorei Campaign Setting Reborn

Freedom of the Winds

5-level Abjuration

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

SRD

Greater Restoration

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamond dust worth at least 100 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum
Available for: Bard, Cleric, Druid, Artificer

SRD

Planar Binding

5-level Abjuration

Casting Time: 1 hour
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a jewel worth at least 1000 gp, which the spell consumes
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.   A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At higher levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Available for: Bard, Cleric, Druid, Wizard

Conjuration

SRD

Conjure Elemental

5-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.   The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.   If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.   The GM has the elemental's statistics. Sample elementals can be found below.
CRSample Elementals
1/4 Steam Mephit
1/2 Dust Mephit, Ice Mephit, Magma Mephit, Magmin
2 Azer, Gargoyle
5 Air Elemental, Earth Elemental, Fire Elemental, Salamander, Water Elemental, Xorn
6 Invisible Stalker
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Available for: Druid, Wizard

Deep Magic Volume 1

Conjure Fey Hound

5-level Conjuration

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

SRD

Insect Plague

5-level Conjuration

Casting Time: 1 action
Range/Area: 300ft. (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a few grains of sugar, some kernels of grain, and a smear of fat
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Piercing
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.   When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Available for: Cleric, Druid, Sorcerer

Obojima: Tales from the Tall Grass

Submerge

5-level Conjuration

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

Fizban's Treasury of Dragons

Summon Draconic Spirit

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an object with the image of a dragon engraved on it, worth at least 500 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, 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.

Fizban's Treasury of Dragons

Draconic Spirit CR: PB

Large dragon, neutral
Armor Class: 14 + spell level (natural armor)
Hit Points: 50 +10 for each spell level above 5th
Speed: 30 ft , fly: 60 ft , swim: 30 ft

STR

19 +4

DEX

14 +2

CON

17 +3

INT

10 +0

WIS

14 +2

CHA

14 +2

Damage Resistances: Acid, Cold, Fire, Lightning, Poison (chromatic and metallic only Force, Necrotic, Psychic, Radiant, Thunder (gem only)
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Blindsight 30ft., Darkvision 60ft., Passive Perception 12
Languages: Draconic, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends.

Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.   Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + 4 + the spell’s level piercing damage.   Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (your choice) 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 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Summon Jack-O'-Lantern

5-level Conjuration

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

SRD

Tree Stride

5-level Conjuration

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

Deep Magic Volume 2 (p.237)

Weirding Wake

5-level Conjuration

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You create a wave of water that rushes in a 30-foot line that is 10 feet wide from a point you can see within range. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 8d8 bludgeoning damage, is pushed up to 15 feet in a direction following the line, and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone  If you cast this spell on a point of freestanding water that is at least 20 feet deep, the line is 60 feet long instead, and any waterborne vehicle in the line has a 30 percent chance of capsizing if it is Large or smaller and a 15 percent chance of capsizing if it is Huge.
At higher levels: When you cast this spell with a spell slot of 6th level or higher, the damage increases by 1d8 and the chance for a waterborne vehicle to capsize increases by 5 percent for each slot level above 5th.
Available for: Druid, Sorcerer, Wizard

Divination

SRD

Commune with Nature

5-level Divination

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

SRD

Scrying

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a focus worth at least 1000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Detection
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
KnowledgeSave Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
ConnectionSave Modifier
Likeness or Picture -2
Possession or Garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.   On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.   Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Available for: Bard, Cleric, Druid, Warlock, Wizard

Deep Magic Volume 1

See Beyond

5-level Divination

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

Enchantment

SRD

Geas

5-level Enchantment

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal
Duration: 30 days
Attack/Save: WIS Save
Damage/Effect: Charmed
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.   You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.   You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Available for: Bard, Cleric, Druid, Paladin, Wizard

Deep Magic Volume 1

Harrying Hounds

5-level Enchantment

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

Book of Ebon Tides

Lost and Wandering

5-level Enchantment

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

Deep Magic Volume 1

Moonlight Charm

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 month
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid remains charmed until the spell’s duration expires, until you or any of your companions do anything harmful to it, or until a full moon rises in the sky. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Available for: Druid, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Forest of Spears

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a sliver of stone
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing
A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition.   A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds. A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself. For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged; they are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot-square section of spears takes 15 damage, that’s enough to free a restrained creature or clear the section of spears.
Available for: Druid, Wizard

XGtE

Maelstrom

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: paper or leaf in the shape of a funnel
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Available for: Druid

SRD

Mass Cure Wounds

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (30 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available for: Bard, Cleric, Druid

Book of Ebon Tides

Radiant Beacon

5-level Evocation

Casting Time: 1 action
Range/Area: Self (5 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a piece of amber
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A pillar of light falls from the air, filling the square you are in and the area within 5 feet of you. Each other creature in the area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.   For the duration, a pillar of brilliant radiance shines around you and moves with you. It sheds bright light in a 10-foot radius and dim light for an additional 20 feet. The light is sunlight.   This spell’s light can be seen from a distance of up to 10 miles outdoors at night or 5 miles during twilight.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Recharge

5-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 250 gp, which is consumed during the casting
Duration: Instant
Damage/Effect: Utility
You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

SRD

Wall of Stone

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small block of granite
Duration: Concentration, 10 minutes
Damage/Effect: Control
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.   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, Sorcerer, Wizard, Artificer

XGtE

Wrath of Nature

5-level Evocation

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

Necromancy

SRD

Contagion

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 7 days
Attack/Save: CON Save
Damage/Effect: Debuff
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.   At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.   Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.   Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.   Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.   Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.   Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.   Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.   Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
Available for: Cleric, Druid

Book of Ebon Tides

Krail's Rot

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a drop of blood, a piece of flesh, and a pinch of bone dust
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
You target a creature of your choice within range with a wasting of the flesh. Your target must succeed on a Constitution saving throw or take 3d8 necrotic damage at the beginning of each of its turns for the duration. A target reduced to 0 hit points while under the effects of this spell has disadvantage on its death saving throws.   If your target dies, you can raise it as a Zombie as a bonus action on your turn and can use a bonus action on each of your subsequent turns to mentally command it as long as you are within 60 feet of it. If you command multiple undead as a result of multiple castings of this spell or similar spells like Animate Dead, you can command any or all of them at the same time using the same bonus action, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must expend a spell slot of 5th level or higher before the current 24-hour period ends.
At higher levels: If you cast this spell using a 7th‑level spell slot, your target takes 6d8 necrotic damage at the beginning of each of its turns and animates as a if it dies. If you cast it using a 9th-level spell slot, it takes 9d8 necrotic damage and animates as a Ghast if it dies.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Maim

5-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:
  • Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.
  • Lower Limb. The target’s speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.
  • Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn’t have resistance to the chosen damage type, it is vulnerable to that damage type instead.
The effect is permanent until removed by Remove Curse, Greater Restoration, or similar magic.
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 1

Necrotic Leech

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. 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 constructs or undead.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell’s damage increases by 1d10 for each slot level above 5th.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Raise Nemesis

5-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Summoning
This spell is identical to Raise Dead, except it simultaneously raises two creatures with opposite alignments. For example, if you raise a Lawful Good paladin, then somewhere nearby, a Chaotic Evil warrior of similar power also returns to life. The second corpse must be within 100 miles. The two raised creatures have a vague sense of the direction and distance to their nemesis. They aren’t compelled to battle one another or even to seek each other out. Their lives are, however, inextricably bound together in such a way that if either of them dies, the other also drops dead instantly. Evil NPCs brought back with raise nemesis typically see it as an opportunity to create every sort of trouble imaginable. If the spell is cast on a creature of true Neutral alignment, only that creature is restored to life.
Available for: Druid

Transmutation

SRD

Awaken

5-level Transmutation

Casting Time: 8 hours
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an agate worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Charmed
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.   The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Available for: Bard, Druid

Deep Magic Volume 2 (p.153)

Chrysalis

5-level Transmutation

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

XGtE

Control Winds

5-level Transmutation

Casting Time: 1 action
Range/Area: 300ft. (100 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: STR Save
Damage/Effect: Prone
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.   Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.   Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.   Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Earth Wave

5-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 8 hours
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path.The earth rises in a 15-foot-high, 15-foot-radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. Y   ou use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn. Natural obstacles do not impede the spell’s movement; trees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees. You can direct the wave to surge over man-made obstacles and creatures in its path.   The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing 6d6 bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other similar structures; smaller or malleable objects such as unsecured ropes or cloth are simply buried by the swell’s passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object.   Creatures of Large size or smaller in the path of the wave take 6d6 bludgeoning damage and are buried. Buried creatures are considered restrained and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out. You can cast earth wave only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor.
Available for: Druid

Deep Magic Volume 1

Eidetic Memory

5-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a string tied in a knot
Duration: Concentration, 1 hour
Damage/Effect: Buff
When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.
Available for: Bard, Cleric, Druid, Wizard

Book of Ebon Tides

Feast of Flesh

5-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: an animal tooth and a drop of your blood
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Poisoned
A creature of your choice within range is overcome with a need to consume the flesh of its own kind. The target must make a Charisma saving throw. On a failed save, its teeth become needlelike, and it becomes able to pinpoint creatures of the same type as it within 150 feet by scent. On its turn, the creature must move toward the nearest creature of its type by the fastest means possible. If it is within 5 feet of a creature of its type it must use its bonus action to make a bite attack against it. Your target has proficiency with its bite attack and deals damage equal to 1d6 + its Strength modifier. If a creature of its type is not present within 150 feet of the target, it must attack the closest living creature to it.   At the end of each of its turns and each time it takes damage, the target can make a new saving throw. The target has advantage on its saving throw if it is triggered by damage. On a success, the spell ends, and the target is poisoned for 1 hour, unless it is a cannibal or comes from a cannibalistic culture.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

SRD

Reincarnate

5-level Transmutation

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: rare oils and unguents worth at least 1000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.   The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.
d100Race
01-04 Dragonborn
05-13 Dwarf (Hill)
14-21 Dwarf (Mountain
22-25 Elf (Dark)
26-34 Elf (High)
35-42 Elf (Wood)
43-46 Gnome (Forest)
47-52 Gnome (Rock)
53-56 Half-Elf
57-60 Half-Orc
61-68 Halfling (Lightfoot)
69-76 Halfling (Stout)
77-96 Human
97-100 Tiefling
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Available for: Druid

Deep Magic Volume 1

Sun's Bounty

5-level Transmutation

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

XGtE

Transmute Rock

5-level Transmutation

Casting Time: 1 action
Range/Area: 120ft. (40 ft. cube)
Components: Verbal, Somatic, Material
Materials: clay and water
Duration: Until Dispelled
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.   Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
  Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Available for: Artificer, Druid, Wizard

Specialized

Illumination Magic

Deep Magic Volume 1

Starfall

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Radiant
You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.
Available for: Druid, Sorcerer, Wizard with Illumination Specialization
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Illumination Magic

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