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Zealous Madrigals

5th Order Oratorios

Abjuration

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

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

SRD

Dispel Evil and Good

5-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: holy water or powdered silver and iron
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control or Debuff
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.   You can end the spell early by using either of the following special functions.   Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.   Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Available for: Cleric, Paladin

SRD

Greater Restoration

5-level Abjuration

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

Deep Magic Volume 1

Not This Day!

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Control
The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single not this day! spell at one time; a second casting on the same target cancels the preexisting protection.
Available for: Cleric, Warlock

SRD

Planar Binding

5-level Abjuration

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

Deep Magic Volume 1

Surprise Blessing

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Buff
You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.
  • blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.
  • charmed: The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.
  • frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.
  • paralyzed: The target can use one extra bonus action or reaction per round.
  • petrified: The target gains a +2 bonus to AC.
  • poisoned: The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.
  • stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.
Available for: Cleric, Paladin

Obojima: Tales from the Tall Grass

Tamh Gon's Fiery Festival Feast

0-level (Cantrip) Abjuration

Casting Time: 10 minutes
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: an uncommon ingredient, which the spell consumes
Duration: Instant
Damage/Effect: Buff
You sanctify a meal in an extravagant show of thrown spices and twirling dance. Those who partake in the meal are granted the curry blessings of the great festival spirit Tamh Gon. The feast takes 1 hour to consume and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can participate in this feast.   A creature that partakes of the feast gains several benefits. The creature reduces its exhaustion level by one, its speed increases by 10 feet, and it gains a +2 bonus to Dexterity saving throws. It can also activate the effects of the Ember Belly spell one time while the benefits of the feast last. The feast’s benefits last for 24 hours.
Available for: Bard, Cleric, Wizard

Deep Magic Volume 2 (p.240)

Zone of Radiance

5-level Abjuration

Casting Time: 1 reaction, which you take when you or a friendly creature you can see within 30 feet of you is targeted by an attack, spell, or other effect that causes a disease or deals necrotic damage
Range/Area: Self (30 ft. radius sphere)
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
Your radiant magic blankets you and your allies, preventing corruption and rot. Each friendly creature of your choice within 30 feet of you has resistance to necrotic damage and is immune to disease until the end of your next turn. You gain temporary hit points equal to 10 plus twice the number of creatures affected by this spell. The temporary hit points last until you finish a short rest.
Available for: Cleric, Paladin

Conjuration

SRD

Insect Plague

5-level Conjuration

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

Deep Magic Volume 2 (p.200)

Mass Shuffle

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS
Damage/Effect: Buff
Choose any number of creatures you can see within range. Each target switches places with one other target, teleporting out of its current space and into the other target’s space and vice versa. The two targets must be within one size category of each other. A creature can’t be teleported into damaging terrain or into a space it can’t ordinarily occupy. For example, a creature that can’t fly can’t switch places with a flying creature that is in the air, but two creatures that can fly can be switched, regardless if one is in the air.    An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Rain of Blades

5-level Conjuration

Casting Time: 1 action
Range/Area: 25ft.
Components: Verbal, Somatic, Material
Materials: a shard of metal from a weapon
Duration: 4 rounds
Attack/Save: DEX Save
Damage/Effect: Slashing
You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw.    An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw.   Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.
Available for: Cleric, Paladin

Tasha's Cauldron of Everything

Summon Celestial

5-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a golden reliquary worth at least 500 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack 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

Celestial Spirit CR: PB

Large celestial, summoner's alignments
Armor Class: 11 + spell level (natural armor) +2 (defender only)
Hit Points: 40 +10 for each spell level above 5th
Speed: 30 ft , fly: 40 ft

STR

16 +3

DEX

14 +2

CON

16 +3

INT

10 +0

WIS

14 +2

CHA

16 +3

Damage Resistances: Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60ft., Passive Perception 12
Languages: Celestial, Understands summoner's languages
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level (rounded down).   Radiant Bow (Avenger Only). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.   Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.   Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.234)

Uplifting Spirit

5-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Somatic, Material
Materials: a treasured memento
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You conjure the spirit of a lost loved one or ancestor to protect your mind from harm. The spirit exudes a sense of calm reassurance and quiet strength. Until the spell ends, each friendly creature within 15 feet of you, including you, can’t be frightened and has advantage on Intelligence, Wisdom, and Charisma saving throws.  

Uplifting Spirit, A Tribute to David Hanson

by Chad Hanson

On the day that I was planning to write my spell, I woke up to a call telling me that my dad had died. Dad wasn't a gamer, but with his love of westerns I think he would have understood the desire for adventure and daring deeds.
"My friend, I do not know what else I shall leave my son, but if I have left him a love of language, of literature, a taste for Homer, for the poets, the people who have told our story - and by 'our' I mean the story of mankind - then he will have legacy enough" -Louis L'Amour, The Lonesome Gods
We will miss you, dad. You will be remembered.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the radius increases by 5 feet for each spell slot above 5th. If you use a spell slot of 7th level or higher, the duration is 1 hour. If you use a 9th-level spell slot, the duration is 8 hours. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.
Available for: Cleric

Divination

SRD

Commune

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: incense and a vial of holy or unholy water
Duration: 1 minute
Damage/Effect: Foreknowledge
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.   Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.   If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.
Available for: Cleric

SRD

Legend Lore

5-level Divination

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Duration: Instant
Damage/Effect: Utility
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.   The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: “Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips."
Available for: Bard, Cleric, Wizard

SRD

Scrying

5-level Divination

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

Enchantment

Deep Magic Volume 2 (p.145)

Bone of Contention

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a small bone
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You cause discord in up to eight creatures you can see within range. Each target must be within 30 feet of at least one other target. The targets must share a language or the spell fails. Each target must make a Wisdom saving throw. On a failure, a target begins bickering and arguing with other affected targets on topics relevant to the targets. For example, religious creatures might argue over doctrine, while warriors might argue over the most efficient fighting stances or ways of dispatching foes. For the duration, each affected creature’s speed is halved, and it spends each of its turns arguing with another affected creature.    An arguing creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If an arguing creature starts its turn with no other creature within 30 feet of it with which to argue, the spell ends for that creature. Otherwise, the spell ends for all creatures if an affected creature takes damage.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.179)

Field of Retribution

5-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You fill creatures with a desire for retribution. Each creature of your choice within 30 feet of a point you can see within range must succeed on a Wisdom saving throw or be cursed with a desire for retribution. While cursed, a creature must move to and attack the nearest creature it can see on its turn. If no creature is near enough to move to and attack, the target moves as close as it can to the nearest creature then attacks itself in frustration.    At the end of each of its turns, a cursed target can make another Wisdom saving throw. On a success, the spell ends on the target.
Available for: Bard, Cleric

SRD

Geas

5-level Enchantment

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

Book of Ebon Tides

Hero of Fable

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a crown of laurel leaves
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Fey
You make a creature capable of great deeds, like a storybook champion, and at the same time empower that creature’s foes to become worthy of a hero’s attention. A creature of your choice within range gains advantage on all ability checks, attack rolls, and saving throws for the duration. At the same time, creatures that attack your target, or that make a saving throw against a spell or effect originating from your target, have advantage on their roll. If your target is unwilling, it must succeed on a Charisma saving throw to avoid the effects.
At higher levels: You can target one additional creature for every slot level above 6th if you cast this spell using a 7th level or higher spell slot.
Available for: Bard, Cleric, Paladin

Book of Ebon Tides

Lost and Wandering

5-level Enchantment

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

Deep Magic Volume 1

Tongue Tied

5-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.
Available for: Bard, Cleric, Warlock, Wizard

Evocation

Deep Magic Volume 2 (p.160)

Cry of the Dragon God

5-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic, Material
Materials: a tiny statuette of a dragon worth at least 50 gp
Duration: 1 round
Attack/Save: DEX Save
Damage/Effect: Thunder
A powerful prayer gifted to the saint of an ancient dragon god, this spell allows you to unleash the fury of a wyrm in the form of a devastating roar. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d8 thunder 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. When you cast this spell, the phantasmal image of a dragon briefly appears above your head. This terrifying visage grants you advantage on Charisma (Intimidation) checks until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Available for: Cleric

XGtE

Dawn

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (30 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: a sunburst pendant worth at least 100 gp
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.   When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.   If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Available for: Cleric, Wizard

SRD

Flame Strike

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (10 ft. cylinder)
Components: Verbal, Somatic, Material
Materials: pinch of sulfur
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire and Radiant
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Available for: Cleric

SRD

Hallow

5-level Evocation

Casting Time: 24 hours
Range/Area: Touch (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: herbs, oils, and incense worth at least 1000 gp, which the spell consumes
Duration: Until Dispelled
Attack/Save: CHA Save
Damage/Effect: Buff, Control, Debuff, Environment
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.   First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.   Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.   Courage. Affected creatures can't be frightened while in the area.   Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.   Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.   Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.   Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.   Everlasting Rest. Dead bodies interred in the area can't be turned into undead.   Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.   Fear. Affected creatures are frightened while in the area.   Silence. No sound can emanate from within the area, and no sound can reach into it.   Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Available for: Cleric

Deep Magic Volume 1

Holy Ground

5-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of holy water that is consumed in the casting
Duration: Concentration, 10 minutes
Damage/Effect: Protection
You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.
Available for: Cleric, Paladin

XGtE

Holy Weapon

5-level Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: CON Save
Damage/Effect: Radiant
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.   As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Available for: Cleric, Paladin

Deep Magic Volume 1

Lay to Rest

5-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.
Available for: Cleric, Paladin

SRD

Mass Cure Wounds

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft. (30 ft. sphere)
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
Available for: Bard, Cleric, Druid

Deep Magic Volume 1

Recharge

5-level Evocation

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

Necromancy

Deep Magic Volume 1

Ancient Shade

5-level Necromancy

Casting Time: 1 action
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: burning candles of planar origin worth 500 gp
Duration: 10 minutes
Damage/Effect: Summoning
You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as Skeletons and Zombies. (Intelligent undead are not affected).   Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life. Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.145)

Blood Shards

5-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a drop of your blood
Duration: 1 minute
You draw vitality from yourself, corrupt it, and fill your strikes with the corrupted essence. Until this spell ends, each time you hit a creature with a melee weapon attack, roll your choice of 1d4, 1d6, 1d8, or 1d10. You lose a number of hit points equal to the number rolled, and the target takes necrotic damage equal to three times that amount. The spell ends early if you end a turn below half your hit point maximum.
Available for: Bard, Cleric, Sorcerer, Warlock

SRD

Contagion

5-level Necromancy

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

Deep Magic Volume 2 (p.158)

Contingency Boils

5-level Necromancy

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an obsidian knife with mummy dust, worth at least 1000 gp
Duration: 10 days
Choose a necromancy spell of 5th level or lower that you can cast, that has a casting time of 1 action, and has a range of Touch. You cast that spell—called the contingent spell—as part of casting contingency boils, expending spell slots for both, but the contingent spell doesn’t come into effect. The contingent spell is stored in a boil on your skin that is created as part of the casting of contingency boils. Each time you cast contingency boils, you create a new boil on your skin.   Your skin can contain a number of contingent spells within boils equal to your spellcasting ability modifier. For each boil on your skin, your Charisma score is reduced by 2 until you no longer have any boils from this spell on your skin. When a creature within 5 feet of you deals damage to you with a weapon attack, you can use your reaction to rupture a boil. The contingent spell takes effect immediately after the rupture, targeting the attacker. That boil and that instance of the contingency boils spell then ends.   If you are affected by Lesser Restoration, Greater Restoration, or a similar effect that removes diseases (such as a paladin’s Lay on Hands), all your boils are immediately cured and all instances of the spell end, removing all remaining boils and their stored spells.
Available for: Cleric, Warlock

Deep Magic Volume 1

Grasp of the Tupilak

5-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: tupilak idol
Duration: 1 hour
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.    For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. If the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use. Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of Remove Curse, Greater Restoration, or comparable magic.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Kiss of the Succubus

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Psychic
You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Krail's Rot

5-level Necromancy

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

Deep Magic Volume 2 (p.211)

Prison of Hungry Bones

5-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a bone engraved with the image of a barred cell
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Control
A magical cage of bones erupts out of the ground to surround a creature on the ground you can see within range. The target must succeed on a Dexterity saving throw or be captured in the cage. While in the cage, the target is restrained and can’t use or be targeted by teleportation or interplanar travel spells and effects.    The cage has an AC equal to your spell save DC and 50 hit points. The cage takes only half the damage dealt to it and deals necrotic damage equal to that amount to the target, as it siphons life from the target.
Available for: Cleric, Sorcerer, Warlock, Wizard

SRD

Raise Dead

5-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.   This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.   This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival--its head, for instance--the spell automatically fails.   Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Available for: Bard, Cleric, Paladin

Transmutation

Deep Magic Volume 1

Eidetic Memory

5-level Transmutation

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

Specialized

Angelic Magic

Deep Magic Volume 1

Blazing Chariot

5-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small golden wheel worth 250 gp
Duration: 1 hour
Damage/Effect: Creation
Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot-square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage.    The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.    On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.
Available for: Cleric, Paladin, Wizard with Angelic Specialization

Blood Magic

Deep Magic Volume 1

Sanguine Horror

5-level Conjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a miniature dagger
Duration: Concentration, 1 hour
Damage/Effect: Creation
When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a Blood Elemental. The Blood Elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends. Roll initiative for the elemental, which has its own turns.    It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the Blood Elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the Blood Elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.
Available for: Cleric, Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Cruor of Visions

5-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: Concentration, 5 minutes
Duration: a bone needle and a catch basin
Damage/Effect: Utility
You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).
Available for: Cleric, Sorcerer, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Exsanguinate

5-level Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a dessicated horse heart
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Bludgeoning
You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor.   In addition, its hit point maximum is reduced by an amount equal to the damage taken.The target dies if this effect reduces its hit point maximum to 0. At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Available for: Cleric, Warlock, Wizard with Blood Specialization

Deep Magic Volume 1

Exsanguinating Cloud

5-level Necromancy

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 5 minutes
Attack/Save: CON Save
Damage/Effect: Necrotic
When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.    This cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.
Available for: Cleric, Sorcerer, Wizard with Blood Specialization

Clockwork Magic

Deep Magic Volume 1

Clockwork Bodyguard

5-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Creation
You summon clockwork minions to fight for you. Choose one of the following options for what appears: The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don’t issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends.
At higher levels: When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot.
Available for: Cleric, Sorcerer, Wizard with Clockwork Specialization

Deep Magic Volume 1

Chains of the Goddess

5-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: 1 foot of iron chain
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.
Available for: Cleric with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Souleater

5-level Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls. As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal.
Available for: Cleric, Warlock, Wizard with Dark Specialization

Deep Magic Volume 1

Detonate Corpses

5-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded bone or a fossil worth 100 gp
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You cause up to five Small or Medium corpses that you can see within range to explode in a hail of bone shards. Each creature within 20 feet of a detonated corpse takes 4d10 piercing damage, or half as much damage with a successful Dexterity saving throw.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Available for: Cleric, Warlock, Wizard with Dark Specialization

Dragon Magic

Deep Magic Volume 1

Claws of the Earth Dragon

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.
Available for: Bard, Cleric, Sorcerer, Wizard with Dragon Specialization

Fiendish Magic

Deep Magic Volume 1

Fiendish Brand

5-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a branding iron
Duration: 7 days
Attack/Save: Melee Spell Attack
Damage/Effect: Cold, Debuff
You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal 2d8 cold damage to the target and cause it to become branded.    The damage can be healed normally, but the brand remains until a Remove Curse spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you. While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it. If you try to locate the creature with a Scrying spell, it takes the –10 penalty to its saving throw as if you possessed a lock of its hair or other body part.
Available for: Cleric, Warlock, Wizard with Fiendish Specialization

Temporal Magic

Deep Magic Volume 1

Wall of Time

5-level Abjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: an hourglass
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a slow spell.
Available for: Cleric, Sorcerer, Wizard with Temporal Specialization
< Pious Descant
Divine Oratorios

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By School

Abjuration
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Necromancy
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Specialized

Angelic Magic
Blood Magic
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Dark Magic
Dragon Magic
Fiendish Magic
Temporal Magic

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