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Tribute to the Sky

(3) Unique Declarations of Allegiance

Abjuration

Deep Magic Volume 2 (p.141)

Bartholomew's Elemental Arc

3-level Abjuration

Casting Time: 1 reaction, which you take when a friendly creature within 10 feet of you would take acid, cold, fire, lighting, or thunder damage
Range/Area: 10ft.
Components: Somatic, Material
Materials: a 6-inch rod of copper
Duration: 1 round
You become a living conduit of elemental energy. The friendly target doesn’t take the triggering damage, as you draw the elemental energy into yourself and toward a hostile creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes half the triggering damage, and you take the other half. On a miss, you take half the triggering damage. On a critical hit, the target takes all the triggering damage, and you take none. After the attack, regardless if it hits or misses, you gain resistance to the triggering damage type until the start of your next turn.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard, Artificer

Deep Magic Volume 2 (p.165)

Diversion Door

3-level Abjuration

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bundle of aromatic herbs or incense either of which must be worth at least 100 gp
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
Your touch wards an arch, doorway, entryway, or other threshold against intruders. For the duration of the spell, each time a creature attempts to cross the warded threshold, the creature must make a Charisma saving throw. On a failed save, the creature is redirected away from the threshold as if it had passed through the threshold from the other side, and it forgets its primary, intended course of action in relation to the threshold, such as obtaining an object or chasing a creature on the other side of the threshold, for 1 minute. On a successful save, the creature is redirected away from the threshold, but it doesn’t forget its primary, intended course of action.    When you cast this spell, you can designate a password or other trigger that allows a creature to pass through the threshold unimpeded, such as walking through the threshold backward or whistling a specific tune while stepping through the threshold.    You can create a permanently warded threshold by casting this spell on that threshold every day for a year and a day.
Available for: Druid, Sorcerer, Wizard

SRD

Protection from Energy

3-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff, Warding
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Available for: Cleric, Druid, Ranger, Sorcerer, Wizard, Artificer

Conjuration

Deep Magic Volume 2 (p.139)

Arrow Door

3-level Conjuration

Casting Time: 1 reaction, which you take when you or a creature you can see within 120 feet of you fires an arrow, bolt, or other projectile from a ranged weapon
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: 1 minute
When you cast this spell, two shimmering portals appear: one green portal in an unoccupied space within 5 feet of you and one purple portal in an unoccupied space within 5 feet of the arrow’s target. Any creature can step through the green portal and appear in the purple portal’s space. The portals are one-way. A creature that steps into the purple portal’s space feels a tingling chill but is otherwise unaffected by this spell. The portals last for the duration or until a creature steps through the green portal.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.149)

Busy Bee

3-level Conjuration

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: tiny carving of a bee worth 50 gp
Duration: 1 hour
You summon a spirit that animates the bee carving for up to 8 hours, which attaches to your clothing, sits on your equipment, or otherwise remains within 1 foot of you. If the bee is ever more than 1 foot away from you, this spell ends.    When you lose concentration on a spell of 3rd level or lower, the spirit animating the bee takes over and maintains concentration on that spell until that spell ends or this spell ends, whichever has a shorter duration. While the spirit is maintaining concentration on a spell, you can’t cast a spell that requires concentration.    The spirit can’t be attacked or destroyed, and its concentration can’t be interrupted. You can dismiss this spell at any time (no action required), and a dispel magic spell cast on the bee, if successful, ends this spell.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spirit can concentrate on spells with a spell level up to the spell slot you used, and the duration increases by 1 hour for each slot level above 3rd.
Available for: Bard, Druid, Warlock

Obojima: Tales from the Tall Grass

Butterfly Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft (20 ft. sphere)
Components: Verbal, Somatic, Material
Materials: insect legs
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Control
You create a chaotic cloud of butterflies in a 20-foot-radius sphere centered on a point you choose within range. The area is heavily obscured, and resting smoke or fog in the area is dispersed.   Creatures of your choice in the area when you cast this spell ignore the following effects. For the duration, the affected area is difficult terrain. When a creature attempts to leave the spell’s area, it must make a Strength saving throw. On a failed save, it is pulled back to an unoccupied space closest to the center of the sphere.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

SRD

Call Lightning

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft. (60 ft. cylinder)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Lightning
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).   When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.   If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Available for: Druid

Deep Magic Volume 1

Cloak of Vermin

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a handful of dead flies
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.
Available for: Druid, Warlock

SRD

Conjure Animals

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.   The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.   The GM has the creatures' statistics. Sample creatures can be found below.
CR
Creature Name
0
1/8
1/4
1/2
1
2
At higher levels: At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Available for: Druid, Ranger

Obojima: Tales from the Tall Grass

Conjure Ocean

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a piece of witch's eye coral
Duration: Concentration, 10 minutes
Damage/Effect: Teleportation
You teleport a random 20-foot cube of water from the bottom of the ocean to an area that you can see within range. The water holds its cube shape as if held within a container. A creature can enter and exit the water as it normally would.   When the spell ends, the water loses its shape, crashing to the ground and spreading outward. Any creature inside the water at this time is carried 30 feet in a random direction.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Conjure Undead

3-level Conjuration

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a humanoid skull
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon a Shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, 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 creature, it defends itself from hostile creatures but otherwise takes no actions. The Shadow disappears when the spell ends.
At higher levels: When you cast this spell using a 4th-level spell slot, you can choose to summon a Wight or a Shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a Ghost, a Shadow, or a Wight.
Available for: Cleric, Druid, Ranger

Deep Magic Volume 1

Dryad's Kiss

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Material
Materials: a flower petal or a drop of blood
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Necrotic
You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a Greater Restoration or Blight spell.    While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive. If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.
At higher levels: If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.
Available for: Druid

Tal'Dorei Campaign Setting Reborn

Freedom of the Waves

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft. (10 ft. cube)
Components: Verbal, Somatic, Material
Materials: a strand of wet hair
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.   If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.
Available for: Druid, Ranger, Sorcerer

Deep Magic Volume 1

Freezing Fog

3-level Conjuration

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 5 minutes
Attack/Save: CON Save
Damage/Effect: Cold
The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Hedren's Birds of Clay

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Material
Materials: a clay figurine shaped like a bird
Duration: Concentration, 5 minutes
Damage/Effect: Protection
You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.
Available for: Druid, Ranger, Wizard

Deep Magic Volume 2 (p.191)

Kel's Antlion Trap

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an antlion husk
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing
You summon three sandpits on the ground on points you can see within range. Each pit is 10 feet wide and 5 feet deep and is difficult terrain. A creature that enters a pit for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or be restrained by the sand. A creature restrained by a sandpit takes 2d6 piercing damage at the end of each of its turns. A creature restrained by a sandpit can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained.
Available for: Druid, Ranger

Deep Magic Volume 1

Legion of Rabid Squirrels

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an acorn or nut
Duration: Concentration, 1 minute
Damage/Effect: Summoning
While in a forest, you call a Legion of Rabid Squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a Swarm of Poisonous Snakes, except it has a climbing speed of 30 feet rather than a swimming speed.    The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest.    A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature.    When the spell ends, the squirrels disperse back into the forest.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.
Available for: Bard, Druid, Ranger

SRD

Sleet Storm

3-level Conjuration

Casting Time: 1 action
Range/Area: 150ft. (40 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a pinch of dust and a few drops of water
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Prone
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.   The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.   If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.225)

Spoil Food and Water

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
You spoil 45 pounds of food, grain, or seeds and 30 gallons of water, ale, or other potable drinks on the ground or in containers within range, normally enough to sustain up to fifteen humanoids or five steeds for 24 hours.    The food becomes moldy, rotten, vermin-infested, or liquified. The water is filthy and foul-smelling, and any creature consuming either the food or the beverage is ill for the next 24 hours, moving at half speed and with disadvantage on all ability checks and saving throws.
At higher levels: If cast at 4th level, you spoil up to 150 pounds of food and 100 gallons of beverage. If cast at 5th level, you spoil up to 500 pounds of food and 300 gallons of beverage.
Available for: Cleric, Druid

Tasha's Cauldron of Everything

Summon Fey

3-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded flower worth at least 300 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Fey Spirit CR: PB

Small fey, summoner's alignment
Armor Class: 12 + level of the spell (natural armor)
Hit Points: 30 +10 for each spell level above 3rd
Speed: 40 ft

STR

13 +1

DEX

16 +3

CON

14 +2

INT

14 +2

WIS

11 +0

CHA

16 +3

Senses: Darkvision 60ft., Passive Perception 10
Languages: Sylvan, Understands the summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded down).   Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

Bonus Actions

Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:

  • Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
  • Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
  • Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block
Available for: Druid, Ranger, Warlock, Wizard

XGtE

Tidal Wave

3-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.
Available for: Druid, Sorcerer, Wizard

Obojima: Tales from the Tall Grass

Vegetable Blade

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a strip of grass
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Slashing
A lush bunch of vegetable fronds suddenly springs from the ground in an unoccupied space you can see within range. As a bonus action, a creature can pull the fronds from the ground, revealing a root vegetable of your choice that has been grown in the shape of a blade. For the duration, a creature can use the vegetable blade as a melee weapon with which it is proficient. The blade deals 1d12 slashing damage on a hit (adding your ability modifier to the damage roll as normal), and it has the finesse property.   Additionally, on subsequent turns, the wielder or one of its allies can use a bonus action to take a bite out of the blade. Doing so heals the creature for a number of hit points equal to the blade’s damage die + your spellcasting ability modifier. Once a creature has taken a bite out of the blade, its damage die is reduced by one size—from a d12 to a d10, for example. If the blade is reduced beyond a d4, it is destroyed and the spell ends early.
Available for: Bard, Druid, Paladin, Ranger, Sorcerer

Divination

Deep Magic Volume 1

Breeze Compass

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a magnetized needle
Duration: Concentration, 1 hour
Damage/Effect: Utility
When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.
Available for: Druid, Wizard

Deep Magic Volume 1

Life Sense

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a clear piece of quartz
Duration: Concentration, 10 minutes
Attack/Save: CHA Save
Damage/Effect: Utility
For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.
Available for: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Mortal Insight

3-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn’t have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn’t have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn’t have all of its hit points. The spell has no effect on creatures that don’t have blood.
Available for: Cleric, Druid, Ranger, Warlock

Deep Magic Volume 1

Sidestep Arrow

3-level Divination

Casting Time: 1 reaction, which you take when an enemy targets you with a ranged attack
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Protection
With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved.    At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks.   After you move, the ranged attack is resolved with the intervening foe as the target instead of you.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Targeting Foreknowledge

3-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Damage
Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.
Available for: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 1

Tracer

3-level Divination

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of bright paint
Duration: 8 hours
Attack/Save: INT Save
Damage/Effect: Utility
When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends. A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.
Available for: Druid, Ranger

Enchantment

Deep Magic Volume 1

Cynophobia

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dog's tooth
Duration: 8 hours
Attack/Save: WIS Save
Damage/Effect: Control
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.
At higher levels: When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.181)

Flight of Ideas

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a moonstone worth 500 gp
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You tap into the realm of the fey and fill the mind of one Humanoid you can see within range with eerie ideas, thoughts, and songs of the fey. The target must succeed on a Charisma saving throw or be bewildered for the duration. The bewildered target must spend each of its turns moving up to half its speed in a random direction and chattering eccentrically, expressing the ideas infiltrating its mind. This movement doesn’t provoke opportunity attacks.    At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional Humanoid for each slot level above 3rd. The Humanoids must be within 30 feet of each other when you target them.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Lost

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 hr.
Attack/Save: WIS Save
Damage/Effect: Fey
You attempt to confuse and confound a creature’s sense of direction. 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.   A Remove Curse or Greater Restoration spell ends this effect.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled.
Available for: Bard, Cleric, Druid, Ranger

Deep Magic Volume 1

Monstrous Empathy

3-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
This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity 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 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.
Available for: Druid, Ranger

Deep Magic Volume 1

Reaver Spirit

3-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons. When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.
Available for: Cleric, Druid, Ranger

Evocation

Book of Ebon Tides

Biter Wind

3-level Evocation

Casting Time: 1 action
Range/Area: Self (120 ft. line)
Components: Verbal, Somatic, Material
Materials: a birch wood fan
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Cold
Freezing wind, forming a line 120 feet long and 20 feet wide, blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 30 feet away from you in a direction following the line. Creatures that fail the saving throw also take 1d12 cold damage and are knocked prone. If cast during cold weather or in dark or shadowy conditions, the saving throw is made with disadvantage. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.   As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.   The bitter wind disperses gas or vapor, and it extinguishes candles, torches, lanterns, and similar flames in the area.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the saving throw is made with disadvantage, and the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.148)

Burst of Pollen

3-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a petal from a white lily
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
A cloud of deadly pollen bursts out from you in a 15-foot radius. Each creature in the cloud when it appears must make a Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Druid, Ranger

SRD

Daylight

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (60 ft. sphere)
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Control
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.   If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.   If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Available for: Cleric, Druid, Paladin, Ranger, Sorcerer

Deep Magic Volume 1

Deep Focus

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Special
Damage/Effect: Buff
You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.
Available for: Druid, Sorcerer, Wizard

Book of Ebon Tides

Deep Roots of the Moon

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10 miles
Components: Verbal, Material
Materials: a set of moonstones worth at least 50 gp per mile of enchanted road for a road entirely within the Shadow Realm or a set of opals worth 500 gp per mile for a road that stretches into another plane
Duration: Special
You bind shadow material into an enchanted fey road, fixing its path between two points so as to hold against ordinary weather and mundane alteration and to stretch and bend in shadow tides. This is called a shadow road, and it is subject to normal wear, to destruction by those with the tools to break it, and to magical destruction by hostile forces, such as by Dispel Magic.   If you wish, the spell may include a prayer or offering that serves as a keyword. This secret of the road allows anyone who knows and uses it to add one or two effects to the road, such as faster travel on the road (up to double the overland speed usually permitted) or locking and unlocking the road’s portals outside of the Shadow Realm. Those who do not know the prayer, ritual, or offering cannot enter the road from outside of the Shadow Realm.
Available for: Cleric, Druid

Deep Magic Volume 1

Drown

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small piece of flotsam or seaweed
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Control
You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air. A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.177)

Everan's Scorching Serpents

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of ash wrapped in snakeskin
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Fire
You summon a serpent made of flames to burn and constrict one creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 4d6 fire damage and is grappled by the fiery serpent. On a successful save, the target takes half the damage and isn’t grappled. At the end of each of the grappled target’s turns, it takes 2d6 fire damage. A creature grappled by the fiery serpent can use its action to make a Strength or Dexterity check (the target’s choice) against your spell save DC. If it succeeds, it is no longer grappled, and the spell ends on it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The targets must be within 30 feet of each other when you target them.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.201)

Miniature Hurricane

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a stone submerged in a jar of seawater
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Cold
You conjure a miniature hurricane on a point you can see within range. The hurricane forms in a 40-foot-tall cylinder with a 20-foot-radius centered on that point. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is buffeted by rain, ice pellets, and roaring wind and must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage, and its speed is halved until it leaves the hurricane. On a successful save, a creature takes half the damage, and its speed isn’t reduced.    Until the spell ends, the hurricane moves up to 20 feet in a random direction at the start of each of your turns. To determine the direction, roll a d8 and assign a direction to each die face.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Nightfall

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range.The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.
Available for: Cleric, Druid, Warlock

Deep Magic Volume 1

Phase Bolt

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Somatic, Material
Materials: a bit of colored glass
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bolt’s damage increases by 1d8 for each slot level above 3rd.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.217)

Sear

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You exhale searing hot wind in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is pushed away from you in a direction following the cone up to the edge of the cone. On a successful save, a creature takes half the damage and isn’t pushed.    The wind disperses gas or vapor in the area, and it ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Storm God's Doom

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and is thrown 50 feet upward into the air. If a creature hits a solid obstruction when it’s thrown upward (such as a stone ceiling), it takes bludgeoning damage as if it had fallen 50 feet, minus the distance it traveled upward. For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen 40 feet, or 4d6 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Sudden Dawn

3-level Evocation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Control
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.
Available for: Cleric, Druid, Warlock, Wizard

Deep Magic Volume 1

Thunderous Wave

3-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Control
You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.236)

Vortex of Steam

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire, Control
A swirling vortex of hot steam in a 5-foot-radius, 15-foot-high cylinder erupts in the space of a Large or smaller creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and is restrained for the duration. On a successful save, the target takes half the damage and isn’t restrained. At the end of each of the target’s turns, it must make another Dexterity saving throw. On a failed save, it takes 3d6 fire damage and remains restrained. On a successful save, it doesn’t take any damage and escapes the vortex into an unoccupied space within 5 feet of the vortex.    Until the spell ends, if the vortex isn’t restraining a creature, you can use a bonus action to move it up to 20 feet. If you ram the vortex into a creature, that creature must make the Dexterity saving throw with the DC equal to the vortex’s damage, becoming restrained on a failed save as normal, and the vortex stops moving. When you move the vortex, you can direct it over barriers up to 5 feet tall, hover it at ground level over pits up to 10 feet deep, and skim it across the surface of calm water.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (both initial and later) for each slot level above 3rd.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Wall of Water

3-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: Concentration, 10 minutes
Damage/Effect: Control
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.   Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Available for: Druid, Sorcerer, Wizard

SRD

Wind Wall

3-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a tiny fan and a feather of exotic origin
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.   When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.   The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Available for: Druid, Ranger

Illusion

Deep Magic Volume 2 (p.172)

Dream Canopy

3-level Illusion

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 mintue
Attack/Save: CHA, DEX, or WIS Save
Damage/Effect: Control, Damage
You summon a verdant and shifting canopy that depicts the dreams of nearby plants. The canopy extends out from you to a distance of 5 feet for the duration, surrounding you in the images and minor sounds of these dreams. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. At the start of each of your turns, choose one of the following effects. The effect remains until the start of your next turn when you can choose another effect or to maintain that same effect.

Mesmerleaf. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Charisma saving throw or have disadvantage on attack rolls until the start of your next turn, as the plants dream of the mesmerizing dance of leaves caught in autumnal wind.

Scintillating Bough. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or be blinded until the start of your next turn, as the plants dream of speckled sunlight peeking through leaves.

Sprigs and Twigs. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or take 3d8 force damage, as the plants dream of twigs, thorns, and bare tree limbs poking out from all angles.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.173)

Dreamstride

3-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Communication
You reach out with your consciousness and step into the dreams of a creature you can see or a creature that is known to you. The creature must be on the same plane of existence as you and have a minimum Intelligence score of 7. If the target is not asleep or in meditation (in the case of elves or similar races) when the spell is cast, the spell fails. This spell has no effect on constructs or undead.    When you cast the spell, you enter your target’s dream, and you view the events as an invisible third party. The creature is unaware of your presence, and you cannot interact with the dream in any way other than the method listed below.    As an action, you can reach out your consciousness and attempt to influence the course of the dream. For example, you may cause something new to appear or cause the tone of the dream to change to a nightmare (or vice-versa) or influence a “character” in the dream other than the target to act a certain way. When you attempt to influence the dream, your target must succeed on a Wisdom saving throw against your spell save DC. On a failed save, your attempt to alter the dream is successful. On a successful save, you are immediately ejected from the dream as the dreamer awakens.    For the duration of the spell, your body lies in repose in the location you cast the spell. You are blind and deaf to your body’s surroundings, though you can feel and are aware if you take damage. If your body is moved, the spell ends. If your target is awakened, the spell ends.
Available for: Druid, Wizard

Deep Magic Volume 1

Going in Circles

3-level Illusion

Casting Time: 10 minutes
Range/Area: Sight
Components: Verbal, Somatic, Material
Materials: a piece of the target terrain
Duration: 24 hours
Damage/Effect: Control
You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically.   The terrain itself isn’t changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell.   A creature that casts Find the Path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Tongue of Sand

3-level Illusion

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Dispell
Damage/Effect: Communication
Tongue of sand is similar in many ways to magic mouth. Whenyou cast it, you implant a message in a quantity of sand.The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand. Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.
Available for: Bard, Cleric, Druid, Wizard

Necromancy

Deep Magic Volume 1

Blood Offering

3-level Necromancy

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.
Available for: Druid, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Dark Heraldry

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Druid, Warlock

PHB

Feign Death

3-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of graveyard dirt
Duration: 1 hour
Damage/Effect: Buff, Debuff, Deception
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.   For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
Available for: Bard, Cleric, Druid, Wizard

Deep Magic Volume 1

Mass Hobble Mount

3-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell 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 4d6 bludgeoning damage.
Available for: Cleric, Druid, Paladin, Ranger, Warlock, Wizard

Deep Magic Volume 2 (p.214)

Rat Plague

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 3 days
Attack/Save: Melee Spell Attack
Your touch inflicts disease. Make a melee spell attack against a creature within reach. On a hit, you afflict the creature with one of two possible rat plagues, described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. 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.   Rat Fever. A creeping horror of rats, ratfolk, wererats, and all other rat-like creatures enters the creature’s mind, and it fears contact with rats and is terrified of crowds. The creature is frightened of rats for the duration.   Rat Shakes. Violent shivers convulse the creature’s limbs, its speed is halved, and it cannot use the Dash action. After making any melee or spell attack, the creature falls prone.
Available for: Cleric, Druid

Deep Magic Volume 1

Seeping Death

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 3 days
Attack/Save: CON Save
Damage/Effect: Debuff
Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the 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 and can end the spell early.    Seeping Death. The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.
Available for: Cleric, Druid, Warlock

Deep Magic Volume 1

Soul Borrowing

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a polished vampire's fang
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Utility
By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute; a corpse automatically fails the saving throw. You can possess only one borrowed ability at a time.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.
Available for: Bard, Cleric, Druid

Deep Magic Volume 2 (p.235)

Venemous Thoughts

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: the tongue of an asp
Duration: 1 hour
Attack/Save: INT Save
Damage/Effect: Poison
You protect your mind with psychic poison. Until the spell ends, each time a creature attempts to read or detect your thoughts, speak with you using telepathy, influence your dreams, or perceive you through magical scrying sensors, it must make an Intelligence saving throw, taking 4d10 poison damage on a failed save, or half as much damage on successful one.
Available for: Bard, Cleric, Druid

Transmutation

Deep Magic Volume 1

Aspect of the Serpent

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a dried snakeskin
Duration: Concentration, 1 minute
Damage/Effect: Buff
A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit. As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats 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 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.142)

Beast Essence

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a feather or bit of animal fur
Duration: 1 hr.
Damage/Effect: Shapechange
You transform your body to take on aspects of one of the following creatures for the duration.   Bear. Your body becomes bulkier, and your fingers are tipped with thick, yellow claws. You can use your spellcasting ability modifier instead of your Strength modifier when making a grapple attack and when escaping a grapple. In addition, you gain temporary hit points equal to twice your spellcasting ability modifier when you cast this spell and every 10 minutes until the spell ends.   Boar. Two yellowed tusks grow from your bottom jaw, and short, coarse hair covers your face, neck, torso, and arms. You have advantage on Wisdom (Perception) checks that rely on smell. In addition, once on each of your turns, if you move at least 10 feet before making a melee attack, the attack deals extra damage of the attack’s type equal to your spellcasting ability modifier, and the target must succeed on a Strength saving throw or be pushed up to 5 feet away from you.   Hare. Your skin becomes covered in a layer of soft fur, and your legs become more muscular. Your speed increases by 10 feet, and you can take the Dash action as a bonus action on each of your turns. In addition, you can use your spellcasting ability score instead of your Strength score to determine the height and distance you can jump.   Raven. Feathers erupt along your arms, cheekbones, and legs. You gain a flying speed equal to your walking speed, and you have advantage on Wisdom (Perception) checks that rely on sight. In addition, you can mimic any sound you have heard. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your spell save DC. When the spell ends, you fall if you are still aloft.   Snake. Your body becomes slimmer, your skin becomes cool to the touch, and your neck elongates slightly. Once on each of your turns, when you hit a creature with an attack, that creature must succeed on a Constitution saving throw or take poison damage equal to your spellcasting ability modifier and become poisoned until the end of its next turn.
Available for: Druid, Ranger

Deep Magic Volume 1

Bones of Stone

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pebble and a sliver of bone
Duration: Concentration, 1 minute
Damage/Effect: Buff
The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.
Available for: Cleric, Druid, Ranger

Deep Magic Volume 2 (p.160)

Daisy Regrowth

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a daisy, which the spell consumes
Duration: Concentration, 1 minute
Damage/Effect: Healing
A circlet of daisies rests upon your brow. For the duration of the spell, you regain 1d4 hit points at the start of each of your turns. When you cast the spell, choose one damage type from the following: acid, cold, fire, lightning, or thunder. If you took damage of that type since the end of your last turn, you don’t regain hit points at the start of your turn.
Available for: Druid, Ranger

Deep Magic Volume 1

Defensive Quills

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a porcupine's quill
Duration: 10 minutes
Damage/Effect: Buff
Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.
Available for: Druid, Ranger

Deep Magic Volume 1

Ears of the Bat

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of bat fur
Duration: Concentration, 1 hour
Damage/Effect: Buff
You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet. You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.
Available for: Druid, Warlock

Deep Magic Volume 2 (p.174)

Earth Glide

3-level Transmutation

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal, Somatic, Material
Materials: a piece of a creature that has teh Earth Glide trait
Duration: 1 hour
Damage/Effect: Movement
This spell grants up to ten willing creatures you can see within range the ability burrow through nonmagical, unworked earth and stone for the duration. Each target gains a burrowing speed equal to half its walking speed. While burrowing, an affected target doesn’t disturb the material through which it moves. If the duration ends with an affected target within unworked earth or stone, the spell carries the target to the surface at a rate of 60 feet per round.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.175)

Elemental Exchange

3-level Transmutation

Casting Time: 1 reaction, which you take when a creature you can see uses a feature or casts a spell that requires a saving throw to avoid or reduce acid, cold, fire, lightning, or thunder damage
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Control
You twist the elemental properties of a spell, breath weapon, or other effect utilizing elemental energies to shift from its current element into another. The creature causing the triggering spell or effect (such as a red dragon’s Fire Breath, an ankheg’s Acid Spray, a kraken’s Lightning Storm, the cone of cold spell, or similar) must succeed on a Charisma saving throw or the damage the effect deals changes to one of the following damage types of your choice: acid, cold, fire, lightning, or thunder.
Available for: Druid, Sorcerer, Wizard

XGtE

Erupting Earth

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft. (20 ft. cube)
Components: Verbal, Somatic, Material
Materials: a piece of obsidian
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Book of Ebon Tides

Faerie Toast

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: wine worth 100 gp, which the spell consumes, and a cup for each participant
Duration: 8 hours
You and up to five other creatures make a toast and drink to the lords and ladies of the fey courts. When you cast the spell, choose one of the following toasts, the targets of which must be within 10 feet of you throughout the casting.
Commiseration. Spellcasting participants can form or join a hag coven. While in the coven, each of the participants can share spell slots among themselves. Spells known by one member of the coven are known by all members of the coven for the duration and can be cast using any of the shared spell slots.
Friendship. Each of the participants in the toast becomes fey for the duration, in place of their original type, and their status increases by 2d6 while they are in the Shadow Realm or the Bright Lands.
Husbandry. For the duration, each of the participants can communicate with beasts as though they shared a language (though they gain no magical ability to influence them).
Nightmares. For the duration, the first time a creature comes within 30 feet of one of the participants, they must make a Wisdom saving throw or be frightened of all the participants for 1 minute.
Playfulness. Each participant grows gossamer wings, and for 10 rounds within the duration, they gain a fly speed equal to their walking speed. A participant that is not standing on a horizontal surface at the end of their turn falls to the ground.
Restfulness. Each of the participants gains advantage on saving throws against being charmed and can’t be put to sleep by a spell or other magical effect for the duration.
Available for: Bard, Cleric, Druid, Paladin, Ranger

XGtE

Flame Arrows

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Fire
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

SRD

Meld into Stone

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 8 hours
Damage/Effect: Movement
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.   While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.   Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Available for: Cleric, Druid

Deep Magic Volume 1

Mire

3-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: a vial of sand mixed with water
Duration: 1 hour
Attack/Save: STR Save
Damage/Effect: Control
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.
Available for: Cleric, Druid, Warlock, Wizard

SRD

Plant Growth

3-level Transmutation

Casting Time: Special
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Instnat
Damage/Effect: Control
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.   If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.   You can exclude one or more areas of any size within the spell's area from being affected.   If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Available for: Bard, Druid, Ranger

Obojima: Tales from the Tall Grass

Plummet

3-level Transmutation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You conjure an enormous glowing force, which wraps around a flying creature within range, and attempt to pull it out of the air. The target must make a Dexterity saving throw. On a failed save, it is pulled to the ground and takes falling damage as normal (1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6). On a successful save, the creature drops halfway to the ground and takes no damage.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Potency of the Pack

3-level Transmutation

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a few hairs from a wolf
Duration: 1 minute
Damage/Effect: Buff
You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:
  • Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
  • Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
Available for: Druid, Ranger, Warlock

Deep Magic Volume 1

Quench

3-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a cloth soaked in water
Duration: Instant
Damage/Effect: Control
You extinguish all nonmagical fires in a 30-foot-radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a Wisdom check. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Fire elementals in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 10 feet, and the damage against fire elementals increases by 1d6, for each slot level above 3rd.
Available for: Druid, Ranger

Deep Magic Volume 1

Remove Scent

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a pinch of charcoal dust or a drop of vinegar
Duration: Instant
Damage/Effect: Utility
You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors in the area, however, the smell will return within an hour. If cast upon the area of a stinking cloud spell, it removes the odor and the spell’s nauseating qualities, but not the obscuring fog itself. This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a troglodyte). For the next hour, the creature has no scent, and it cannot be detected by Wisdom (Perception) checks relying on scent.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.223)

Shifting Sand Form

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
Your body takes on the consistency of sand for the duration. Until the spell ends, each time you take damage, the damage is reduced by 1d6. If you use your reaction when you take damage, the damage is reduced by 2d6 instead.
At higher levels: If you cast this spell using a spell slot of 5th level or higher, the damage is reduced by an additional 1d6 for every two slot levels above 3rd.
Available for: Druid, Ranger

Deep Magic Volume 1

Sir Mittinz's Move Curse

3-level Transmutation

Casting Time: 1 hour
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a finely crafter hollow glass sphere and incense worth 50 gp, which the spell consumes
Duration: Instant
Damage/Effect: Control
When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.
Available for: Bard, Druid, Paladin, Warlock, Wizard

SRD

Speak with Plants

3-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Communication, Social
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.   You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.   Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.   If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.   This spell can cause the plants created by the entangle spell to release a restrained creature.
Available for: Bard, Druid, Ranger

SRD

Water Breathing

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a short reed or piece of straw
Duration: 24 hours
Damage/Effect: Buff
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Available for: Druid, Ranger, Sorcerer, Wizard, Artificer

SRD

Water Walk

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of cork
Duration: 1 hour
Damage/Effect: Movement
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.   If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Available for: Cleric, Druid, Ranger, Sorcerer, Artificer

Deep Magic Volume 2 (p.239)

Woodland Walk

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a twig from a dryad's tree
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a willing creature. Difficult terrain composed of nonmagical plants doesn’t cost the target extra movement. In addition, the target can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or similar hazards.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Available for: Druid, Ranger

Specialized

Dark Magic

Deep Magic Volume 1

Glimpse the End

3-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a pinch of grave dust or a piece from a tombstone
Duration: Instant
Damage/Effect: Utility
You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell’s target, but in the objective world, the knowledge is received instantaneously.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Phantom Dragon

3-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of dragon egg shell
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it. You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Song of the Forest

3-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dried leaf, crumpled and released
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect. Song of the forest functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).   Ritual Focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.
Available for: Druid, Ranger, Wizard with Elven Ritual Specialization

Temporal Magic

Deep Magic Volume 1

Accelerate

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a toy top
Duration: Concentration, 1 minute
Damage/Effect: Buff
Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard with Temporal Specialization
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