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Tribute to the Stars

(7) Exceptional Declarations of Allegiance

Abjuration

Deep Magic Volume 1

Volley Shield

7-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell. In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.
Available for: Druid, Sorcerer, Wizard

Conjuration

Deep Magic Volume 1

Ice Soldiers

7-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: vial of water
Duration: 1 minute
Damage/Effect: Summoning
You pour water from the vial and cause two Ice Soldiers to appear within range. The Ice Soldiers cannot form if there is no space available for them. The Ice Soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an Ice Soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an Ice Soldier moves farther than 30 feet from you, it immediately melts.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Plane Shift

7-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Banishment, Teleportation
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.   Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.   You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.228)

Storm Queen's Children

7-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a piece of ivory carved into the shape of a tornado, worth at least 500 gp
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure up to three tornados on the ground at points you can see within range. Each tornado is a 10-foot radius, 30-foot-tall cylinder of swirling air centered on the point. Each creature that enters a tornado for the first time on a turn or starts its turn in a tornado must make a Strength saving throw. On a failed save, a Large or smaller creature takes 4d10 bludgeoning damage and is thrown up to 60 feet in a random direction and knocked prone. On a failed save, a Huge or larger creature takes 4d10 bludgeoning damage but is restrained until the start of its next turn instead of being thrown. On a successful save, a creature takes half the damage and isn’t thrown, restrained, or knocked prone, but it is pushed out of the tornado to an unoccupied space within 5 feet of the edge of the tornado.    If a thrown creature strikes a solid surface, the creature takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the creature is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or take the same damage and be knocked prone. If a thrown creature is thrown into another tornado, it is then thrown up to 60 feet again in a random direction from that tornado.    At the start of each of your turns, the tornados move up to 30 feet in random directions and can affect you as easily as any other creature. If multiple tornados would move to the same space, one tornado moves to the space, and the other moves to within 10 feet of the space. The spell ends early if you are incapacitated or die.
Available for: Druid, Sorcerer, Wizard

Divination

Deep Magic Volume 2 (p.204)

Oculus Blossoms

7-level Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a carved seed
Duration: 24 hours
Damage/Effect: Utility
A Tiny, magical flower grows in a space you can see within range. The space must be capable of supporting a flower, such as a patch of open ground, a pot of dirt, or similar. The blossom is always of a type natural to the region and is indistinguishable from a normal flower. When you cast this spell, you can create a number of these flowers equal to your spellcasting ability modifier. Each flower must be at least 5 feet away from another such flower. This spell ends if you cast it again before the duration ends.    Until the spell ends, you can use an action to see and hear through one of the flowers as if you were in its space, provided you are on the same plane of existence as the flower. While perceiving through a flower, you can use a bonus action to switch your senses to another of the flowers or to end the effect. A creature that can see invisible things (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible eye in place of the flower’s blossom.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the duration is 7 days. If you cast this spell using a spell slot of 9th level or higher, the duration is 30 days.
Available for: Druid

Evocation

Book of Ebon Tides

Ebon Tide

7-level Evocation

Casting Time: 1 action
Range/Area: 500ft. (100 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a bottle of shadows
Duration: Concentration, 1 minute
Attack/Save: CON Save
You generate a wave of shadow matter at a point on the ground that you can see within range. For the duration, black winds and currents of shadow matter whip in a 100-foot-radius circle centered on that point, modifying terrain and sometimes drowning creatures in the area. The area becomes difficult terrain. Each creature touching the ground must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
The ebon tide deals 30 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it sinks into the earth, consumed by the Shadow Realm. Any creature within a structure when it sinks must make a Constitution saving throw. On a failed save, the creature takes 2d12 necrotic damage, is knocked prone, and is blinded for 1 round. On a successful save, the creature takes half as much damage and doesn’t fall prone or become blinded.
This spell can have additional effects depending on the terrain in the area, as determined by the GM. No more than two of the following effects can be the result of one casting of ebon tide.
  Hills and Hollows. Ground rises or sinks throughout the spell’s area at the start of your next turn after you cast the spell. These changes take the form of a hill, a slip fault (a new cliff), or a hollow. A total of 1d4 such hills, slip faults, or hollows open in locations chosen by the GM. A hollow or slip fault that opens beneath a structure causes it to automatically collapse (see above). A hollow or hill can alter the flow of local water, such as a moat, stream, or lake.   Rivers, Shores, and Waters. Water in the area can adopt an old course (such as an oxbow) or be swept into a new one, starting at the start of your next turn after you cast this spell. Only one such water element can be altered by the casting of this spell. (You cannot alter both a lake and a stream feeding it, for instance.)   Shadow Mire. All ground in the area of the spell becomes shadow mire for the duration.
Available for: Cleric, Druid, Wizard

SRD

Fire Storm

7-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.   The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Available for: Cleric, Druid, Sorcerer

Deep Magic Volume 2 (p.199)

Mass Contagious Healing

7-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Healing
A wave of magical disease washes out from a point of your choice within range. Choose up to three creatures in a 30-foot-radius sphere centered on that point. Each target is infected by a magical disease and regains hit points equal to 3d8 + your spellcasting ability modifier.    The next time an infected target takes damage, the disease ends on the target and infects a new friendly creature within 10 feet of the first. The new target regains hit points equal to 2d8 + your spellcasting ability modifier. The next time the new target takes damage, the disease ends on it and moves to another friendly creature within 10 feet of it. The disease continues moving from target to target in this way, reducing the amount of healing by 1d8 each time the disease moves to a new target. The final target regains hit points equal to 1d8 + your spellcasting ability modifier and that instance of the disease ends.    This spell ends early if all instances of the disease end. A creature can be healed multiple times by this spell but can have only one instance of the disease on it at a time. If a creature already has an instance of this disease and would gain another, the previous instance of the disease immediately moves to another valid target as if the creature had taken damage. This spell has no effect on Undead or Constructs.
At higher levels: When you cast this spell using a spell slot of 8th-level or higher, the healing increases by 1d8 for each slot level above 7th.
Available for: Bard, Cleric, Druid

XGtE

Whirlwind

7-level Evocation

Casting Time: 1 action
Range/Area: 300ft. (10 ft. cylinder)
Components: Verbal, Material
Materials: a piece of straw
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.   A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.   A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Available for: Druid, Sorcerer, Wizard

Illusion

SRD

Mirage Arcane

7-level Illusion

Casting Time: 10 minutes
Range/Area: Sight (1 mile cube)
Components: Verbal, Somatic
Duration: 10 days
Damage/Effect: Control
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.   Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.   The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.   Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Available for: Bard, Druid, Wizard

Necromancy

Deep Magic Volume 1

Curse of Dust

7-level Necromancy

Casting Time: 10 minutes
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a piece of spoiled food
Duration: 5 days
Attack/Save: CON Save
Damage/Effect: Control
You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.
Available for: Cleric, Druid, Warlock

Transmutation

Deep Magic Volume 1

Arcane Parasite

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 2 hours
Damage/Effect: Utility
This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power. The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell’s level × 10 minutes, then this spell ends as soon as that spell is cast.
Available for: Druid, Sorcerer, Wizard

Fizban's Treasury of Dragons

Draconic Transformation

7-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a statuette of a dragon, worth at least 500 gp
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Force
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
  • Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
  • Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
  • Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.
Available for: Druid, Sorcerer, Wizard

SRD

Regenerate

7-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a prayer wheel and holy water
Duration: 1 hour
Damage/Effect: Healing
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).   The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Available for: Bard, Cleric, Druid

SRD

Reverse Gravity

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft. (50 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a lodestone and iron filings
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
This spell reverses gravity in a 50-foot-radius, 100- foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.   If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.   At the end of the duration, affected objects and creatures fall back down.
Available for: Druid, Sorcerer, Wizard

Specialized

Dark Magic

Deep Magic Volume 1

Transmogrification

7-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bit of flesh from a fiend, or a feather from a celestial, each item worth at least 50 gp
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt.
  • Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered.
  • Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.
  • Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage; you can use an action to make two melee weapon attacks with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.
  • Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.
  • Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.
  • Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone.
  • Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard with Dark Specialization

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