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Spells of Deep Magic Volume 2

Cantrips

Deep Magic Volume 2 (p.139)

Arcane Sparkler

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Thunder
You fling a condensed ball of colorful lights and sounds at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 1d6 thunder damage, and the target is distracted by the lights and sounds until the start of your next turn. While distracted, a creature must make a Constitution saving throw whenever it casts a spell that requires concentration. On a failed save, the creature can’t concentrate on that spell, losing concentration on it at the start of your next turn.    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Sorcerer

Deep Magic Volume 2 (p.143)

Biting Armor

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing
You channel the never-ending hunger of a god of gluttony into one piece of nonmagical clothing or armor you can see within range, causing a fanged mouth to temporarily appear on it and bite its wearer. A creature in physical contact with the clothing or armor must succeed on a Dexterity saving throw or take 1d6 piercing damage and have disadvantage on the next ability check or weapon attack roll it makes before the end of its next turn.    This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Cleric, Druid

Deep Magic Volume 2 (p.145)

Blood Purge

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Material
Materials: a knife or dagger
Duration: 1 minute
You purge impurities from the blood of a willing creature you touch. The target takes 1d4 piercing damage and has advantage on the next saving throw it makes against disease or against being poisoned before the spell ends. If the target is already suffering from a disease or poison that allows for repeated saving throws to remove the effect, it can immediately make a new saving throw against the effect with advantage. Regardless if this new save succeeds or fails, a target that is already suffering from a disease or the poisoned condition can’t be affected by this spell again until it finishes a long rest.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.150)

Cecily's Stormshot

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
You channel the primal energy of storms into your free hand or spellcasting focus before releasing an instantaneous blast of lightning at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage. If the target is wearing armor or carrying a weapon made of metal, it instead takes 1d10 lightning damage.    This spell’s damage increases by one die when you reach 5th level (2d8 or 2d10), 11th level (3d8 or 3d10), and 17th level (4d8 and 4d10).
Available for: Cleric, Druid, Sorcerer

Deep Magic Volume 2 (p.153)

Claw Guard

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: 1 minute
Damage/Effect: Ward
You ward a creature you touch against attacks. A pair of raking beastly claws appears on the target as a tattoo, embroidery, painted symbol, or similar decorative embellishment for the duration. The next time the target is hit with a melee attack by an attacker within 5 feet of it before this spell ends, the attacker takes 1d8 slashing damage as the claws rise up and slash at the attacker. The claws then disappear and the spell ends.    This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.157)

Conjure Thicket

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Summon
You cause a robust bramble bush to sprout in a space on the ground you can see within range for the duration. The bush must be no larger than a 5-foot cube, but it can otherwise look like any thorned bush you want. The thicket has hit points equal to your spellcasting ability modifier and vulnerability to fire damage, and any creature within 5 feet of the bush has three-quarters cover against attacks from the other side of the bush. A creature in the chosen space when you cast this spell must succeed on a Dexterity saving throw or take 1d6 piercing damage. The creature is then pushed to an unoccupied space of its choice within 5 feet of the bush.    The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Druid

Deep Magic Volume 2 (p.163)

Deflection

0-level (Cantrip) Abjuration

Casting Time: 1 reaction, which you take when you are hit by a melee attack
Range/Area: Touch
Components: Somatic
Duration: Instant
You wave your hand toward an attacker, briefly placing a magical barrier between you. The damage you take from the triggering attack is reduced by 1d6, as you deflect some of it. If you reduce the damage to 0, you can turn the deflected damage back onto your attacker. Make a melee spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you deflected. The damage you can deflect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.172)

Dream Glimpse

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Communication
You know the current goal or desire of a creature you can see within range. The target must have an Intelligence of 3 or greater. This spell reveals only the most pressing, important, or impactful goal or desire that is at the top of the mind of the target. It doesn’t reveal any hidden or secret goals or desires, and it doesn’t reveal goals or desires the target wouldn’t already be willing to share with someone it trusts. A creature affected by this spell knows you used magic to learn something about it, and, at the GM’s discretion, it might become hostile toward you or seek retribution against you in some way in the future.    Once a creature has failed this saving throw, you can’t target it with this spell again for 24 hours
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.174)

Een's Molten Shard

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You conjure two small, magical shards of molten glass that circle around you. The shards appear in any color and pattern you wish. Until this spell ends, you can use your reaction to command a shard to hinder one melee attack against you. If you do so, that shard flies between you and your attacker and shatters, imposing disadvantage on the attack roll. If the attack hits you, the attacker takes 1d4 piercing damage. When all shards have shattered, the spell ends.    The spell conjures one additional shard when you reach 5th level (three shards), 11th level (four shards), and 17th level (five shards).
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.175)

Effervesce Sense

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You transform one sensory organ of a willing creature you touch. Choose one of the target’s sensory organs (eyes, nose, mouth, ears, or skin). In a blur of magical bubbles that inflate and pop around it, the chosen organ transforms into the corresponding organ of an animal, enhancing the associated sense (sight for eyes, smell for nose, taste for mouth, hearing for ears, and touch for skin). For example, a pair of transformed eyes might become like a chameleon’s or owl’s, while transformed skin might become covered in millions of tiny hairs like those on a spider or the skin of the target’s hand might become exceptionally fleshy like a star-nosed mole’s nose.    Once before the spell ends, the target can grant itself advantage on one Wisdom (Perception) check of its choice using that sense. The spell then ends. At the GM’s discretion, this advantage can be applied to a different ability check related to the chosen sensory organ, such as a rogue gaining advantage on a thieves’ tools check while listening to the tumblers within a lock the rogue is picking.    This spell has no effect on a creature with a naturally strong sense, such as a badger’s already-enhanced smell from its Keen Smell trait (though this spell can be used to enhance the badger’s sight or hearing).
Available for: Druid, Sorcerer

Deep Magic Volume 2 (p.180)

Flame's Kiss

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: Instant
Attack/Save: Melee Spell Attack
Damage/Effect: Fire
Flames erupt from your hand, burning a creature you try to touch and making it susceptible to further burns. Make a melee spell attack against the target. On a hit, the target takes 1d4 fire damage, and the next time it takes fire damage before the start of your next turn, the target takes an additional 1d4 fire damage.    The spell’s damage (both initial and later) increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.183)

Gnaw

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a rat's tooth
Duration: Instant
Damage/Effect: Utility
You touch a piece of wood, rope, cloth, thatch, or other organic material, and a hole appears through it up to 3 inches long and 1 inch in diameter, circumscribed with tooth marks as if chewed by rodents or other vermin. You can see through this hole normally and use line-of-sight spell effects to the other side. This spell can be used to cut any rope or snap any branch up to 2 inches thick. It has no effect on metal or stone objects.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.190)

Illusion of Health

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 10 minutes
Damage/Effect: Utility
An illusion of yourself in your usual state of health and condition overlays your current form. This illusion doesn’t exaggerate your usual state of health, but it conceals wounds, injuries, and any symptoms of disease or poison, including marks, tears, or stains on your clothing or armor. This illusion changes no other facet of your appearance; it simply presents you and your worn equipment in a healthy, whole state. You aren’t healed of any damage or cured of any disease, and any symptoms or effects from your conditions or ailments continue, such as a cough from a disease or the smell of blood if you are actively bleeding.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.205)

Panacea

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You touch a creature suffering from exhaustion or a poison or disease. Until the start of your next turn, the effects of the exhaustion, poison, or disease are suppressed. This spell doesn’t cure the exhaustion, poison, or disease, but it temporarily halts the effects. For example, panacea wouldn’t prevent a poison from continuing to deal damage each round, but it would temporarily pause a reduction to an ability score caused by that poison. After a creature has benefited from this spell for 1 minute (10 rounds), it can’t be affected by this spell again until it finishes a long rest.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.208)

Plague Marks

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pair of fly wings
Duration: 1 hour
Damage/Effect: Social
You place the fly wings in the mouth of an intact corpse that has been dead no more than 24 hours. The visible signs of a disease of your choice manifest on the body. These signs are temporary and not contagious, but they appear genuine under the scrutiny of anyone not practiced in diagnosing diseases.
Available for: Bard, Warlock, Wizard

Deep Magic Volume 2 (p.208)

Pocketful of Posies

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a handful of flower petals
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Buff
You crush a handful of flower petals and sing a morbid rhyme. For the duration, you have advantage on saving throws against disease, and a creature that makes a melee attack against you that could inflict a disease, such as a death dog’s Bite attack, must make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell, then this spell ends.
Available for: Bard, Druid

Deep Magic Volume 2 (p.216)

Rime

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal
Duration: 1 minute
You touch one nonmagical weapon and imbue it with frost. For the duration, the weapon and any ammunition it fires are coated in a thin, biting layer of ice, and any damage the weapon deals is cold damage instead of its normal damage type. If a hit with the weapon is a critical hit, the weapon deals an extra 1d4 cold damage, and the spell ends.    The cold damage from a critical hit increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.218)

Shackle

0-level (Cantrip) Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a chain link
Duration: 1 round
Attack/Save: STR Save
Damage/Effect: Control
You magically tether a Large or smaller creature you can see within range to the ground. The target must succeed on a Strength saving throw or be magically bound to a point of your choice within 5 feet of it until the start of your next turn. While magically bound, the target can’t move more than 5 feet away from that point.    If the target is an Undead, it has disadvantage on the saving throw and takes radiant damage equal to your spellcasting ability modifier.
Available for: Cleric

Deep Magic Volume 2 (p.223)

Slime Guard

0-level (Cantrip) Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 round
Damage/Effect: Buff
You coat yourself in a thick, magical slime. You have advantage on the next ability check you make to escape a grapple before the start of your next turn.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.224)

Smolder

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: 1 minute
Damage/Effect: Buff
You cover yourself in an illusion that makes you appear to be on fire. Small flames lick and flicker along your limbs and features. You have advantage on the next Charisma (Intimidation) check you make against a Beast or Humanoid before the spell ends. Once you have used this spell to give yourself advantage on a Charisma (Intimidation) check against a creature, you can’t use this spell in this way against that creature again until that creature finishes a long rest.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.226)

Spray of Glass

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: Self (10 ft. cube)
Components: Verbal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Piercing
You cause a spray of sharp glass shards to extend in front of you. The glass takes any color or shape you wish. Each creature in a 10-foot cube must succeed on a Dexterity saving throw or take 1d4 piercing damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.226)

Spy

0-level (Cantrip) Divination

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal
Duration: 1 minute
Damage/Effect: Communication
You create an inter-dimensional opening the size of a spyglass lens in a space you can see within range. A similar opening appears in a space within 120 feet of you that you have visited in the last hour. Any creature can look into either opening and see through the opposite opening as if the creature were in the opening’s space.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.227)

Storm Mote

0-level (Cantrip) Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: 1 minute
Damage/Effect: Control
You create a Tiny mote of stormy magic next to a creature you can see within range. The mote is immune to damage and can’t be attacked. The next time a target makes an attack roll against you, it has disadvantage on the attack as the mote by it sparks and thunders, distracting the target. That mote then disappears. You can have only one instance of this spell active at a time. If you cast it again while the previous spell is still active, that spell ends.    The spell creates one additional mote when you reach 5th level (two motes), 11th level (three motes), and 17th level (four motes). The motes can all hover by one target or each can hover by a different target, provided all targets are within range. When all motes have disappeared, the spell ends.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.229)

Strip Wood

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You temporarily clothe a creature in the bark from nearby plants. Choose a creature you can see within range that is within 10 feet of a tree, shrub, or other nonmagical plant with bark. The plant can’t be a Plant creature. The target’s AC increases by 2 until the start of your next turn, as you temporarily move the bark from the plant to the target.
Available for: Druid

Deep Magic Volume 2 (p.229)

Swing and a Missile

0-level (Cantrip) Evocation

Casting Time: 1 reaction, which you take when a friendly creature you can see within 30 feet of you misses an attack roll
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You take advantage of the momentary distraction an ally’s attack provides, firing a miniature arcane missile at your ally’s target just as the ally’s attack misses. Make a ranged spell attack against your ally’s target. On a hit, the target takes 1d4 force damage.    This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.237)

Weight Spike

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You envelope your hand in a purple light and increase the pull of gravity on a creature you touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing heavy armor or is Large or larger. On a hit, the target takes 2d4 bludgeoning damage, and its speed is reduced by 10 feet until the start of its next turn as its own weight pulls on it.    The spell’s damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.238)

Wilting Breath

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CHA Save
Damage/Effect: Poison
You cause the breath of one creature to become distractingly awful. The target must succeed on a Charisma saving throw or it takes 1d6 poison damage and has disadvantage on the next Charisma check it makes to influence another creature before the spell ends.    This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.239)

Word of Unmaking

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a chisel
Duration: Instant
Damage/Effect: Utility
This spell destroys one Tiny, nonmagical object you touch, such as a key, a dagger, or a tankard. The object must weigh less than 2 pounds and be no larger than 1 foot in any dimension. If the object you touch is a container, the contents within it spill out as the container dissolves. This spell has no effect on objects made at least partially of mithral or adamantine, and it has no effect on an object held, worn, or carried by another creature.
Available for: Bard, Cleric, Druid, Sorcerer, Wizard

Level 1 Spells

Deep Magic Volume 2 (p.137)

Aegis of Honor

1-level Abjuration

Casting Time: 1 reaction which you take when a friendly creature you can see within 30 feet of you takes damage from an attack
Range/Area: 30ft.
Components: Verbal
Duration: Instant
You reach out toward the friendly target, placing a brief barrier between the target and the target’s attacker. The damage the target takes is reduced by 1d6 + your spellcasting ability modifier. If this effect reduces the damage to 0, you can turn the damage back on the attacker. Make a ranged spell attack against the attacker. On a hit, the attacker takes force damage equal to the amount of damage you reduced.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage the target takes is reduced by an additional 1d6 for each slot level above 1st.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.138)

Ambusher's Regret

1-level Evocation

Casting Time: 1 reaction, which you take when you are hit by a ranged attack from an attacker you can't see
Range/Area: 120ft.
Components: Somatic
Duration: 1 round
You release an arcane arrow that traces the path of the triggering attack back to your unseen attacker, provided the attacker is in range. That creature must succeed on a Dexterity saving throw or be outlined in light until the end of your next turn. While outlined in light, the creature sheds dim light in a 10-foot radius, any attack roll against it is made with advantage if the attacker can see the creature, and the creature can’t benefit from being invisible.
Available for: Ranger

Deep Magic Volume 2 (p.138)

Amplify Sound

1-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic, Material
Materials: a small cup and a bit of string
Duration: Concentration, 1 minute
You turn your attention to a point you can see within range, creating an invisible sensor in that location. For the duration of the spell, you hear sounds from that point as if you were in its space.   If the space where the point is located is subjected to thunder damage, you take the thunder damage as if you were in the space, but you don’t suffer other effects associated with that thunder damage. For example, if a creature casts the thunderwave spell, and the point you chose is within the spell’s area, you take thunder damage as if you failed the saving throw, but you aren’t pushed. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a thin, luminous string winding from the sensor to you.
Available for: Bard, Cleric, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.138)

Anneal

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of iron filings
Duration: 1 hour
You touch a nonmagical melee weapon, temporarily making it stronger, sharper, and more destructive. Until the spell ends, the weapon deals an extra 1d6 damage of its type on a hit. This spell doesn’t make the weapon magical.
At higher levels: When you cast this spell using a slot of 3rd level or higher, you can target one additional weapon within your reach for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock

Deep Magic Volume 2 (p.140)

Ashen Lashes

1-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Summon
You create two tendrils of magical ash to appear in unoccupied spaces within range. The tendrils can’t be targeted with attacks and are immune to damage. When you cast this spell and as a bonus action on your subsequent turns, you can command one or more of the tendrils to attack a creature within 10 feet of it. Make a melee spell attack for each tendril using your spellcasting ability modifier. On a hit, a tendril deals 1d4 fire damage to the target.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can create one additional tendril for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.140)

Azalea Skin

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: an azalea vine
Duration: 1 minute
Dozens of azaleas blossom on your skin. Until this spell ends, if a creature hits you with an attack while within 5 feet of you, it takes 1d6 poison damage. If a creature within 5 feet of you scores a critical hit against you, the azaleas release a burst of poisonous pollen. Each creature within 5 feet of you must succeed on a Constitution saving throw or take 2d6 poison damage and be poisoned until the end of its next turn. The spell then ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.154)

Compel Mercy

1-level Enchantment

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you hits another creature with a weapon attack
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
You force the attacking target to be merciful. The target must succeed on a Wisdom saving throw or the damage from the triggering attack is halved. If the damage would still reduce the attacker’s target to 0 hit points, that creature is knocked but stable instead.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.154)

Concentration Smash

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Debuff
The next attack you make before the start of your next turn has advantage if the target of the attack is concentrating on a spell. If the attack hits, the target has disadvantage on the Constitution saving throw it makes to maintain concentration after being damaged by your attack. If the attack is a critical hit, the target automatically fails the saving throw to maintain its concentration.
Available for: Paladin, Ranger

Deep Magic Volume 2 (p.155)

Concussive Punch

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a stone from a shrine dedicated to a storm deity or a storm maiden
Duration: Concentration, 1 minute
Damage/Effect: Thunder
Your hands vibrate and emit a low hum upon casting this spell. For the duration, each time you hit a creature with an unarmed strike, the creature takes an extra 1d6 thunder damage.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.156)

Conjure Rats

1-level Conjuration

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

Deep Magic Volume 2 (p.160)

Curse of Sustentation

1-level Evocation

Casting Time: 1 reaction, which you take when you lose concentration on a spell due to taking damage
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You utter a curse and gesture at the creature that distracted you and caused you to lose concentration on your spell, drawing flames of ire into your lungs. You take 1d10 fire damage, and the target must succeed on a Constitution saving throw or take the same amount of fire damage. You then make another Constitution saving throw to maintain concentration on the spell that triggered this reaction, adding the damage result to the roll and using the original DC from the damage the target originally dealt to you. If the saving throw succeeds, you don’t lose concentration on that spell. If the damage from this spell reduces you to 0 hit points, you fall unconscious but are stable.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage to you and the target increases by 1d10 for every two slot levels above 1st
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.161)

Dance of the Fey

1-level Conjuration

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

Deep Magic Volume 2 (p.163)

Dehydration

1-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Fire
You rapidly heat the air around a creature you can see within range, evaporating the water within its body. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 fire damage and suffers one level of exhaustion. On a successful save, the target takes half the damage and doesn’t suffer a level of exhaustion. Celestials, constructs, elementals, fiends, and creatures that don’t need to drink to survive are immune to this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.164)

Detect Shapechanger

1-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
For the duration, you sense the presence of shapechangers within 30 feet of you and can pinpoint their locations in that area. You also learn whether the creature is in its true form or a different form. This spell detects only creatures whose bodies have been transformed in some way, such as a werewolf ’s Change Shape or the Alter Self spell. It doesn’t detect creatures disguised by illusions or other similar magic, such as a hag’s Illusory Appearance or the Disguise Self spell.    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.168)

Doom of Fools

1-level Necromancy

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a small bell
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
All creatures within 10 feet of you must make a Wisdom saving throw. You must also make this save. On a failed save, targets become bumbling and inept for the duration of the spell. When you cast this spell, choose one from the following options:
  • Choose one ability score. While doomed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While doomed, the target falls prone at the start of each round, and its speed is halved.
  • While doomed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn, doing nothing.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the duration is up to 10 minutes. If you use a spell slot of 3rd level or higher, the duration is up to 8 hours. Using a spell slot of 4th level or higher grants a duration that doesn’t require concentration.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.176)

El'Tharyn's Evanishing Exchange

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
A brief flash of sparkling, red light surrounds one object you are holding that weighs no more than 5 pounds. The object vanishes and instantly appears in the free hand of one willing creature you can see within range. If the object can be used, such as a potion, the creature can then take the Use an Object action as a reaction on the object you sent to it. This spell fails if the target doesn’t have at least one free hand to receive the object.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.175)

Elemental Infusion

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You infuse an ally’s weapon with the power of the elements. Choose a weapon worn or carried by a friendly creature within range and choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, that weapon’s damage type changes from its normal type to the chosen type. The spell ends early if the weapon is held by a hostile creature at the start of your turn or if the weapon is not in the possession of a friendly creature for more than 1 minute.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional weapon for each slot level above 1st. All affected weapons are changed to the same damage type.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.176)

Emotional Gamut

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a child's blanket
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You force a creature you can see within range to experience a rush of emotions and powerful memories from its life. The target must succeed on a Wisdom saving throw or become overwhelmed with emotions as it recalls emotionally charged events from its life for the duration. While overwhelmed with emotions, the target’s speed is reduced by 10 feet, and it has disadvantage on the first attack roll it makes on its turn. A target automatically succeeds on this saving throw if it can’t be charmed.    At the end of each of its turns, the target can make another Wisdom saving throw. On a failure, the target takes 1d4 psychic damage. On a success, the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.177)

Expel Heresy

1-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a strip of sacred cloth formed into a loop
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You prevent heresy from escaping the lips of a creature you can see within range. The target must succeed on a Wisdom saving throw or be unable to speak against your deity or faith. For the duration, the target coughs and chokes each time it attempts to speak a heresy of your faith or it attempts to speak anything hateful or negative about your deity, faith, or the faithful. In addition, if the target attempts to cast a spell with a verbal component targeting you or another member of your faith, or if it attempts to cast a spell with a verbal component while in a place dedicated to your deity, it must make a Constitution saving throw. On a failed save, the spell fails to cast, expending the action used to cast it but not the spell slot or use.    At the end of each of its turns, the target can make another Wisdom saving throw. The target has disadvantage on this saving throw if it is in a location sacred to your deity or faith, such as a temple or shrine. On a success, the spell ends.
Available for: Cleric

Deep Magic Volume 2 (p.179)

Fist From Hell

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Force
You create an arcane speck of light above a creature you can see within range. The speck turns into a portal from which a massive fiendish fist strikes down on the target. The target must make a Strength saving throw. On a failed save, it takes 2d10 force damage and is knocked prone. On a successful save, it takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Warlock

Deep Magic Volume 2 (p.180)

Flamestep

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 10ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
Smoke briefly surrounds you, and you teleport up to 10 feet to an unoccupied space you can see. Fire or smoke (your choice) bursts out from the space you left.   If fire bursts from the space, each creature within 5 feet of that space must make a Dexterity saving throw, taking 1d6 fire damage on a failed save, or half as much damage on a successful one.   If smoke bursts from that space, a 5-foot-radius sphere of smoke appears centered on that space. The smoke’s area is heavily obscured and lasts until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 2nd level or higher, the spell’s range and the radius of the smoke each increase by 5 feet for every two slot levels above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.181)

Florafetter

1-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A plant bursts from the ground at the feet of one creature you can see within range. The target must succeed on a Dexterity saving throw or the target is restrained as the plant magically wraps around its legs or body. A creature restrained by the plant can use its action to make a Strength check against your spell save DC. On a success, it frees itself, and the plant wilts away.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.182)

Forgettable

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic
Duration: 1 hour
Damage/Effect: Buff
You and up to two other willing creatures you can see within range are surrounded by a magical field that prevents others from forming concrete memories of you. Until the spell ends, a creature that interacts with a target for less than 1 minute and in a way that isn’t impactful remembers the target only passingly and with only vague details. An impactful interaction includes combat, being loud in a quiet crowd, or other interaction that might be particularly memorable, such as being the only person in drab, brown clothing at a noble’s extravagant, colorful ball. At the GM’s discretion, other interactions might be impactful to a creature based on that creature’s personality, occupation, or other factors, such as a target giving a gold coin to a beggar who hasn’t eaten in days.    The spell causes brief, non-impactful interactions with the targets to be fleeting, vague memories. It doesn’t change a target’s appearance or create any other form of disguise that might help a target avoid notice.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Bard, Sorcerer

Deep Magic Volume 2 (p.182)

Frightful Shout

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a tuft of fur from a celestial canine
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
When casting this spell, you let out a terrible yell toward a creature you can see within range. If the target has an alignment opposed to yours (good/evil, lawful/chaotic) and it can hear you, it must make a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and is frightened of you until the end of its next turn. On a successful save, the target takes half the damage and isn’t frightened.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6, and the duration of the frightened condition increases by 1 round for each slot level above 1st. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.185)

Grit in the Eye

1-level Evocation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Piercing
The next time you hit a creature with a melee weapon attack before the spell ends, sand sloughs off your hands and blows into your target’s eyes. The target must make a Constitution saving throw. On a failed save, the target takes 1d4 piercing damage and is blinded for 1 minute. On a successful save, the target takes half the damage and isn’t blinded. If you hit the target with an unarmed strike, the target has disadvantage on the saving throw. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the target is no longer blinded.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.188)

Hemmen's Low Blow

1-level Conjuration

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force
You summon a magical boot that kicks a creature you can see within range. Make a melee spell attack against that target. If it hits, the target takes 2d6 force damage and is knocked prone. A creature damaged by this spell has disadvantage on the next attack roll it makes before the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature in range for every two slot levels above 1st.
Available for: Bard, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.190)

Infernal Rebound

1-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you deals damage to you
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Fire
A creature that damaged you is temporarily engulfed in infernal flames. The creature must succeed on a Wisdom saving throw or take 1d10 fire damage and be pushed up to 10 feet away from you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the target is pushed an additional 5 feet for each slot level above 1st.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.191)

Jedza's Tidy Charm

1-level Enchantment

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

Deep Magic Volume 2 (p.194)

Last Strike

1-level Abjuration

Casting Time: 1 reaction, which you take when you drop to 0 hit points as a result of taking damage
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
You grant yourself a last burst of energy when deeply wounded. Before you fall unconscious, you gain one action. Any roll you make, such as for an ability check or attack roll, has advantage. You automatically fail your first death saving throw.
Available for: Cleric, Paladin, Wizard

Deep Magic Volume 2 (p.194)

Leaden Wings

1-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a wing claw from a gargoyle
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You hinder the wings of a creature you can see within range that has a flying speed. The target must succeed on a Constitution saving throw or its flying speed can’t be higher than 30 feet for the duration. In addition, if the target flies on its turn, it must end its movement on a solid surface, such as a roof or the ground. If it is flying at the end of its turn, it falls to the ground and takes falling damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.197)

Lunarbolt Waxing

1-level Evocation

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

Deep Magic Volume 2 (p.198)

Magnetic Bolt

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 minute
The first time you hit with a ranged weapon attack before this spell ends, the ammunition becomes magically magnetized as it hits the target.    The magnetized ammunition clings to the target until removed. When the target moves into or through a space that is within 10 feet of a creature wearing metal armor or of a Small or larger metal object, such as an anvil, a statue, a decorative suit of armor hanging on a wall, or similar, the target treats that space as difficult terrain as the magnetized ammunition pulls the target toward that creature or object.    A creature with magnetized ammunition clinging to it can use its action to make a Strength check against your spell save DC. On a success, the ammunition is removed and crumbles to dust.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can magnetize one additional piece of ammunition for each slot level above 1st.
Available for: Bard, Ranger

Deep Magic Volume 2 (p.198)

Malaise

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a scrap of handkerchief from a fever victim
Duration: 10 minutes
Attack/Save: WIS Save
Damage/Effect: Control
You craft an illusion around a creature that isn’t a Construct or Undead, creating phantom symptoms of a disease. The target must succeed on a Wisdom saving throw or suffer one or more of the following symptoms of your choice for the duration:
  • An illusory fever where the target feels feverish and hot to the touch.
  • The target has a persistent, scratchy throat, prompting occasional coughs.
  • The target sees minor spots or has blurry vision at their periphery.
  • The target’s skin manifests illusory, itchy spots, boils, or rashes, prompting occasional scratching.
Until this spell ends, the target has disadvantage on ability checks. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a successful save, the spell ends. After failing three of these saving throws, the spell’s effects last for the duration.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 7th level or higher, the duration is 24 hours.
Available for: Bard, Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.204)

Nothing to See Here

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Somatic
Duration: 1 hour
Attack/Save: WIS Save
Damage/Effect: Utility
Creatures relying on eyesight and with a Wisdom score of 11 or less ignore the target as if it were not there—unless directly attacked or addressed by the target. Creatures relying on eyesight and with a Wisdom score of 12 or higher can make a Wisdom saving throw to pierce the illusion and see the target of the spell. Blindsight and tremorsense work normally.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.205)

Oneiromancy

1-level Divination

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

Deep Magic Volume 2 (p.207)

Plague Doctor's Call

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a parcel of dried flowers and herbs
Duration: Concentration, 1 hour
Damage/Effect: Buff
You inhale deeply of the herb-and-flower parcel and attune yourself to the ebb and flow of pestilent spirits. For the duration, whenever you are within 1 mile of an active epidemic (a contagious disease currently affecting 10 or more creatures within 1,000 feet of each other), the scent of the herbs and flowers intensifies. This scent becomes stronger when you are pointed in the direction of the nearest victim of the epidemic and for as long as you continue moving in its direction. The scent vanishes and the spell ends when you are within 30 feet of a victim of an epidemic you sensed with this spell.
Available for: Cleric

Deep Magic Volume 2 (p.214)

Reassemble Bones

1-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a bone from an undead creature
Duration: Concentration, 1 minute
Your body and bones become malleable. For the duration, you can use a bonus action on each of your turns to take on a compressed form, allowing you to fit into a space as narrow as 1 foot wide without squeezing. While in this compressed form, you can’t make melee weapon attacks. You can use a bonus action again to return to your normal form.
Available for: Sorcerer, Warlock

Deep Magic Volume 2 (p.222)

Shapechanger-Bane Weapon

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Buff
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack and damage rolls against shapechangers. You can use a bonus action and reduce the duration by 10 minutes to have advantage on attack rolls with the weapon against shapechangers until the start of your next turn.    For the purpose of this spell, “shapechanger” refers to any creature with the Change Shape bonus action or the Shapechanger trait or any creature that isn’t in its true form, such as from the Polymorph spell.
Available for: Paladin, Ranger

Deep Magic Volume 2 (p.223)

Skip Strike

1-level Transmutation

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you makes a weapon attack
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You wrap threads of time around an attacker, pushing the attack moments into the future. The target must succeed on a Wisdom saving throw or you magically interrupt the triggering attack, causing it to happen on the target’s next turn instead. On the target’s next turn, it gains an additional action it must use to make the attack you interrupted, though the delayed attack can be directed toward any target within the weapon’s range. If the target is reduced to 0 hit points before its next turn or if it is otherwise prevented from making an attack on its next turn, the delayed attack doesn’t happen and is lost.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.225)

Spectral Perfume

1-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You call on your connection with spirits and the spiritual to exude a spectral scent similar to that exuded by ghostly Undead. Until the spell ends, each Undead within 30 feet of you prefers other targets to you, unless you attacked that Undead in the last minute. In addition, if you have taken no aggressive action against an Undead within the last minute, you have advantage on Charisma checks made to influence Undead within 30 feet of you.
Available for: Cleric

Deep Magic Volume 2 (p.226)

Spray

1-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You conjure a powerful torrent of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. On a failed save, the creature suffers 3d6 bludgeoning damage, is pushed up to 15 feet away from you in a direction following the line, and knocked prone. On a successful save, the creature takes half the damage and isn’t pushed or knocked prone.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.227)

Steady

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
You imbue yourself with magical balance and surety of foot. For the duration, you have advantage on ability checks and saving throws against being knocked prone and on ability checks and saving throws made to escape a grapple. In addition, you spend only 5 feet of movement to stand up from being prone.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.230)

Tongue Pick

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a small wire
Duration: 1 hour
Damage/Effect: Utility
The tongue of a creature you touch changes into a long and slender—but still fleshy—skeleton key. For the duration, the target can use its transformed tongue to pick locks and disarm traps as if its tongue was a set of thieves’ tools. The target is proficient in using its tongue in this way.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the target doubles its proficiency bonus when using its tongue to pick locks and disarm traps. When you cast this spell using a spell slot of 7th level or higher, the target has advantage on its checks to pick locks and disarm traps with its tongue.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.233)

Uniting Sigil

1-level Illusion

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You project a symbol of your faith, your organization, your cause, or some other symbol with significance to you and your allies. The symbol appears on the armor, shield, or helmet or above the head of each friendly creature of your choice within 10 feet of you, including you, and sheds dim light in a 5-foot radius. Until the spell ends, each target can use its reaction to cause one of the following effects. The symbol then disappears from the target, ending the spell on that creature.
  • Resolve. When it fails a saving throw, the target can use its reaction to reroll the saving throw and must use the new roll.
  • Retreat. When it is targeted by a melee attack, the target can use its reaction to move up to half its speed without provoking opportunity attacks.
  • Revenge. When it takes damage from an attack or spell, the target can use its reaction to cause the attacker or caster of the triggering spell to take radiant damage equal to your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 5 feet for every two slot levels above 1st.
Available for: Bard, Cleric, Paladin

Deep Magic Volume 2 (p.233)

Unnerving Yowl

1-level Necromancy

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Material
Materials: a whisker or pinch of fur from an undead Beast
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You unleash an unholy scream. Each hostile creature within 15 feet of you must succeed on a Wisdom saving throw or become frightened until the end of its next turn. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on its turn unless there is nowhere to move.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.235)

Varina's Virtuous Valediction

1-level Evocation

Casting Time: 1 reaction, which you take when a creature that isn't a Construct or Undead drops to 0 hit points within 60 feet of you
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
You cause the spirit of a dying creature to briefly appear in a flash of holy light. Each creature of your choice within 10 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the end of its next turn. On a successful save, the creature takes half the damage and isn’t blinded.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.238)

Whipcrack

1-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Thunder
You create a sound like a cracking whip next to one friendly creature and one hostile creature you can see within range. Spurred by the sudden snap of sound, the friendly target has advantage on the next attack roll or saving throw it makes before the start of your next turn.    Startled by the sound, the hostile target must make a Dexterity saving throw. On a failed save, the target takes 2d10 thunder damage and can’t take reactions until the start of its next turn. On a successful save, the target takes half the damage and can still take reactions.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.240)

Zip

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff
You move up to three times your speed in a straight line. This movement ends early if you reach an occupied space or if you are hit by an attack.
Available for: Bard, Paladin, Ranger, Warlock

Level 2 Spells

Deep Magic Volume 2 (p.139)

Aqueous Arena

2-level Transmutation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a drop of water
Duration: Concentration, 1 minute
You alter the air in a 15-foot-radius, 30-foot-high cylinder centered on a point you can see within range. Within the cylinder, air becomes viscous and takes on some of the properties of water. Creatures inside the cylinder move and fight as if underwater, and objects that aren’t being worn or carried float or sink to the top or bottom of the cylinder as if underwater. Creatures can move vertically within the cylinder as if swimming in water.   Though the cylinder acts like water, it is still air. Creatures and objects within the cylinder don’t have resistance to fire damage from being fully immersed in water, and creatures that breathe air can breathe normally while inside the cylinder. This spell has no effect if cast on a point underwater, and any part of the cylinder that is underwater has no special effect.   When the spell ends, any creature above the ground that doesn’t have a flying speed falls, taking falling damage as normal.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the cylinder’s radius increases by 5 feet and its height increases by 10 feet for each slot level above 3rd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.141)

Baba's Pincushion

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a handful of thorny stems or a set of forks, pins, or darts
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing
You conjure a torrent of serrated darts that fly toward a target within range, puncturing and pinning it. Make a ranged spell attack against the target. On a hit, the target takes 5d4 piercing damage and is pinned to the ground or another surface within 5 feet of the target, such as a wall, tree, or similar, for 1 minute.    While pinned to the ground or to a surface heavier than it, the target is restrained. The restrained target can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained  While pinned to a surface that is lighter than it, such as a chair or saddle, the target’s speed is halved, but it isn’t restrained. The target can use an action to extricate itself from such a surface.
At higher levels: When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d4 for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.142)

Bearing Barrage

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: up to ten ball bearings, which the spell consumes
Duration: 10 minutes
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
Up to ten ball bearings you are holding become imbued with minor magic while they remain in your possession. You can throw one of the ball bearings at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d6 bludgeoning damage. Until the spell ends, you can make the attack again on each of your turns as an action. The spell ends early if all imbued ball bearings have been thrown.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.146)

Break it Down

2-level Enchantment

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You sing or play a tune that fills creatures that can hear the tune with unrestrained energy. Each creature of your choice within range must make a Wisdom saving throw. On a failed save, a target must use its reaction to throw one object or creature it is holding, which can include a grappled creature, or pick up and throw the nearest object within its reach if it isn’t holding anything. An object the same size or smaller than the thrower is thrown up to 30 feet in a random direction. A creature the same size as the thrower is thrown up to 15 feet in a random direction and knocked prone  If a creature is smaller than the thrower, the creature is thrown an additional 10 feet for each size category of difference between it and the thrower. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is a creature and is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone  A creature or object larger than the thrower can’t be thrown.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s range increases by 5 feet and the distance a creature or object is thrown increases by 5 feet for each slot level above 2nd.
Available for: Bard

Deep Magic Volume 2 (p.146)

Breath of Separation

2-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You exhale a massive volume of air, propelling yourself up to 15 feet in a direction of your choosing to an unoccupied space you can see. This movement doesn’t provoke opportunity attacks. Each creature in a 15-foot cone originating from the space you just left must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed up to 10 feet away from your original space. On a successful save, a creature takes half the damage and isn’t pushed.    If a pushed creature strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was pushed. If a pushed creature is pushed into another creature, that creature must succeed on a Strength saving throw or take the same damage and be knocked prone.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you, and each creature that fails the saving throw, are pushed an additional 10 feet for each slot level above 2nd.
Available for: Bard, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.146)

Breeze Walker

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pheasant feather
Duration: Concentration, 1 hour
Damage/Effect: Buff
Choosing a direction, you summon a strong, steady breeze to swirl beneath your feet and propel you. You levitate to a sustained height of 3 feet for the duration, and travel in the chosen direction at 150% of your movement. Travel in any other direction is at 50% of your movement. While mounted, your mount’s movement is affected as well.
Available for: Druid

Deep Magic Volume 2 (p.147)

Brilliant Harrier

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of charcoal
Duration: 1 minute
Damage/Effect: Summon
You create a glowing bird of flame on a point you can see within range. The harrier bird hovers in place, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, and it lasts for the duration or until you cast this spell again. Until this spell ends, when a creature you can see within 30 feet of the harrier makes an attack roll, ability check, or saving throw, you can use your reaction to give that target disadvantage on that roll, as the glowing harrier swoops down to distract the target. If the roll fails, the target takes 1d4 fire damage.    The harrier has an AC equal to your spell save DC. Each time it is hit, roll a d20. On a result of 9 or less, it vanishes.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.147)

Bromn's Earthen Escape

2-level Transmutation

Casting Time: 1 reaction, which you take when a friendly creature you can see within 60 feet of you is attacked
Range/Area: 60ft.
Components: Somatic
Duration: Instant
You throw your hand above your head, clenching it into a fist as you do, and the friendly creature, which can include yourself, that was attacked is magically pulled into and through the ground by an earthen hand. The hand pops up in an unoccupied space on the ground within 30 feet of where the target was previously located and deposits the target in that space before disappearing. The triggering attack against the target fails.    The area within 10 feet of the origin and destination spaces becomes difficult terrain until the start of your next turn.    You and the target must be on the same ground, rock, soil, sand, or similarly earthen surface, or the spell fails.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.148)

Bubble Barrier

2-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
A translucent but solid sphere of water encloses a Large or smaller creature you can see within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.    Creatures can’t pass through the bubble, but physical objects, energy, or other spell effects can. The bubble has an AC equal to your spell save DC and hit points equal to twice your spell save DC. The spell ends for the enclosed creature if the bubble is reduced to 0 hit points. A creature inside the bubble has three-quarters cover from attacks outside the bubble, and creatures outside the bubble have half cover from attacks from the enclosed creature. When the enclosed creature would take damage from an attacker or effect outside the bubble, the creature can choose to take only half the damage and reduce the bubble’s hit points by an amount equal to the other half of the damage.    The bubble is weightless and just large enough to contain the creature inside of it. When the enclosed creature moves, the bubble moves with it. If the bubble was created in an area with air, the bubble contains enough air for a breathing creature contained within it to breathe for the duration of the spell. If the bubble was created in an area of water, the bubble contains enough water for a water-breathing creature to breathe for the duration of the spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the bubble’s hit points increase by 10 for each slot level above 2nd.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.148)

Buffeting Wings

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a bit of wing membrane from a gargoyle or tetomatli
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a willing creature. The target grows a pair of heavy, stony wings. The target doesn’t gain a flying speed, and its speed is reduced by 10 feet for the duration. As a bonus action on its turn, the target can make an unarmed strike with the wings against one creature within 5 feet of it. It is proficient with the wings, and it adds its Strength modifier to attack and damage rolls with the wings. The wings deal 1d6 bludgeoning damage on a hit.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.152)

Chergui's Swift Blessing

2-level Conjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You ensorcel a Medium vehicle powered by wind, increasing its speed by 10 feet or 1 mile per hour (whichever is most appropriate for the vehicle) for the duration. In addition, until this spell ends, the pilot of the vehicle can use an action to turn the vehicle up to 90 degrees, quickly changing the vehicle’s direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the size of vehicle you can ensorcel increases by one size category for every two slot levels above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.152)

Chittrk'k's Soul Fire

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic, Material
Materials: a stick of charcoal or a chip of moonstone worth at least 5 gp
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Charmed
You summon a bit of greenish fire to the top of your head, into one hand, or at the tip of your tail. It flares brightly, and all creatures that see your soul fire must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature seeks to follow the light, even into areas of bright light or darkness or into shallow water. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.154)

Clinging Shadow

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Debuff
You create a wall of oily, black smoke on a solid surface within range. You can make the wall up to 30 feet long, 10 feet high, and 1 inch thick. The wall is opaque and lasts for the duration.    When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature is covered in a sticky, heavy film of shadow until the spell ends. A creature covered in the shadowy film is blinded, takes a −1 penalty to its AC, and can’t benefit from being invisible. Furthermore, the first time a creature enters the wall or ends its turn there, the creature must make the Dexterity saving throw.    A creature covered in the shadowy film can take an action to wipe off the film, ending the effect on itself.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.154)

Combust the Dead

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire, Piercing
You fill the body of one Medium or smaller dead creature you can see within range with fiery magic, causing it to explode in a burst of flame and bony shrapnel. Each creature within 10 feet of the body must make a Dexterity saving throw, taking 1d8 fire damage and 2d8 piercing damage on a failed save, or half as much damage on a successful one. A body can be targeted by this spell only once. If the target body was dead for more than one week, the body is completely destroyed, and the creature can be restored to life only by means of a True Resurrection or a Wish spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.155)

Conductive Vapors

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
You create a 20-foot-radius sphere of mist centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.    If a creature within the mist takes lightning damage, the mist immediately disperses, ending this spell, and the lightning damage spreads to other creatures in the mist. Each creature within the mist, other than the creature that took the lightning damage, must make a Constitution saving throw, taking the same amount of lightning damage that the triggering creature took 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 3rd level or higher, the mist’s radius increases by 5 feet for each slot level above 2nd.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.157)

Conjure Vermin

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summon
You summon fiendish spirits that take the form of sickly swarms of crows, maggots, or rats in unoccupied spaces you can see within range. Choose one of the following options for what appears: Each swarm is also considered a Fiend, and it disappears when it drops to 0 hit points or when the spell ends. The summoned swarms are friendly to you and your companions. Roll initiative for the swarms 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. Until this spell ends, you can use an action to force one of the swarms you control to cause one of the following effects, based on the type of swarm. Once you use this action, that swarm disappears.
  • Murder of Crows. One creature in the swarm’s space must succeed on a Dexterity saving throw or be blinded until the end of its next turn.
  • Swarm of Maggots. One creature in the swarm’s space must succeed on a Wisdom saving throw or be stunned with horror and nausea until the end of its next turn.
  • Swarm of Rats. One creature in the swarm’s space must succeed on a Constitution saving throw or be poisoned by filth until the end of its next turn.
At higher levels: When you cast this spell using higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 4th-level slot, three times as many with a 6th-level slot, and four times as many with an 8th-level slot.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.157)

Contagious Healing

2-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Healing
Your touch infects a friendly creature with a magical disease. The target regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The next time the 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 1d8 + your spellcasting 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, continuing in this manner until no valid targets are in range or the spell ends. A creature can be healed by your contagious healing only once per casting of this spell. This spell has no effect on Undead or Constructs.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Available for: Bard, Cleric, Druid

Deep Magic Volume 2 (p.158)

Court the Flame

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 hour
You court the power of a nearby fire to shield you. Choose one source of nonmagical fire that is the size of a torch or larger within 5 feet of you. You gain a +2 bonus to your AC for the duration. Until this spell ends, if you would take fire damage from any source, you can use your reaction to reduce that damage to 0. If you do, the spell ends.    If you spend at least 1 minute more than 5 feet away from the source of fire you chose when you cast this spell, the spell immediately ends
Available for: Bard, Cleric, Druid, Ranger

Deep Magic Volume 2 (p.165)

Discord

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Control
You disrupt the harmony between up to three creatures you can see within range. Each target must succeed on a Wisdom saving throw or become hostile to each other target until the start of your next turn. Until the spell ends, targets that failed the saving throw can’t help each other, target each other with beneficial spells or effects, or similarly work together on their turns. At the GM’s discretion, the creatures might attack each other, might compete for the tastiest among you and your friends, or similarly act against each other.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.167)

Doom of Destiny

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a cracked mirror
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target rolls with disadvantage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.171)

Doomed

2-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crow feather
Duration: Concentration, 1 minute
Attack/Save: WIS
Damage/Effect: Psychic
You convince a creature you can see within range that it can’t escape impending doom. The target must make a Wisdom saving throw. On a failed save, the target believes any attacks that miss it are actually hitting it. Each time a creature misses an attack against the target, the target takes 1d6 psychic damage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.178)

Fever's Gift

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You infect yourself with a magical fever for the duration. While infected, you are poisoned, and you can use a bonus action on each of your turns to experience a portentous hallucination. If you do so, one friendly creature within 60 feet of you that can see or hear you has advantage on the next ability check, attack roll, or saving throw it makes before the start of your next turn.
Available for: Bard, Cleric, Sorcerer

Deep Magic Volume 2 (p.182)

Galvanize Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of magnetized iron
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to electrify. Any creature in physical contact with the object takes 1d8 lightning damage when you cast the spell and can’t take reactions until the start of its next turn. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this effect again. If a creature is holding or wearing the object and takes damage from it, the creature must succeed on a Constitution saving throw or be unable to part with the object.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Druid, Sorcerer

Deep Magic Volume 2 (p.183)

Gift of Ice

2-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of aquamarine
Duration: 8 hours
Damage/Effect: Buff
Your body becomes coated in a layer of hoarfrost. For the duration, your AC increases by 1, and you have resistance to cold damage. This spell ends early if you take fire damage while below half your hit point maximum.
Available for: Druid, Ranger, Sorcerer, Wizard

Deep Magic Volume 2 (p.183)

Gift of the Golden Tongue

2-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Buff
You touch a willing Humanoid, and for the duration, the target has advantage on all Charisma checks. Additionally, any Charisma checks made against the target have disadvantage.
At higher levels: If you cast this spell using a spell slot of 3rd level or higher, you can either target one additional creature or increase the duration of the spell by 1 hour for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.183)

Goob's Inconvenient Gathering

2-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
One creature you can see within range becomes magically charged. Make a ranged spell attack. On a hit, the target magically attracts loose objects, such as rocks, mugs, grass, or papers. At the start of each of its turns, small, nonmagical objects that aren’t being worn or carried within 10 feet of the target roll, float, or otherwise move up to 10 feet and magically cling to the target. Each object must weigh no more than 10 pounds. The target, or a creature within reach of the target, can use an action to remove the objects from the target until the start of the target’s next turn. While objects are stuck to it, the target’s speed is halved, and it has disadvantage on weapon attack rolls that use Dexterity.    At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Available for: Bard, Druid, Sorcerer

Deep Magic Volume 2 (p.184)

Grasp of the Briar

2-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of heartwood from a tree killed by vines
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Necrotic
Tainted, twisted, semi-spectral vines erupt from the ground and spread out from you to a distance of 10 feet for the duration, remaining centered on you and moving with you. For the duration, the vines turn the ground in the area into difficult terrain for hostile creatures. A hostile creature that enters the area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or be restrained by the vines until the spell ends. A creature restrained by the vines takes 2d6 necrotic damage at the start of each of its turns. A creature, including the creature restrained by the vines, can use its action to make a Strength check against your spell save DC. On a success, the restrained creature is freed.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the radius increases by 5 feet for every two slot levels above 2nd.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.187)

Heartfire

2-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
You ignite the inner fire within you and your companions, stoking it into a magical flame against your enemies. A gout of fire emerges from your chest and streaks toward one creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.    When you cast this spell, up to three friendly creatures within 30 feet of you that can see you can each use a reaction to lend its heartfire to yours. For each creature that joins its heartfire with yours, the spell’s damage increases by 1d6.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the primary damage increases by 1d6 for each slot level above 2nd.
Available for: Bard, Cleric, Druid

Deep Magic Volume 2 (p.187)

Heavy Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a small marble of lead
Duration: Concentration, 1 minute
Damage/Effect: Utility
Choose a manufactured metal object, such as a metal weapon, a suit of heavy or medium metal armor, or a metal statue, that you can see within range. The object’s size can’t be larger than a 5-foot cube. The object’s density instantly increases, making the object ten times heavier.    A weapon affected by this spell gains the Heavy property and loses the Finesse property, if it has that property. A creature wielding a weapon affected by this spell has disadvantage on attack rolls with the weapon, and the weapon deals an extra 1d6 force damage on a hit. If an affected weapon is two-handed, a creature that starts its turn holding that weapon must succeed on a Strength saving throw or drop the weapon.    While a creature wears armor that is affected by this spell, the creature gains a +2 bonus to its AC, and its speed is reduced depending on the type of armor: reduced by 5 feet if the armor is light, halved if the armor is medium, and reduced to 5 feet if the armor is heavy.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.188)

Helper's Hands

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a thumb-sized stone sculpture of an open hand
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Small, stone hands rise up from the ground beneath a Large or smaller creature you can see within range. The target must succeed on a Dexterity saving throw or be grappled by the hands.    As a bonus action on your turn, you can move the hands up to 20 feet along the ground. If the hands are grappling a creature, the grappled creature is dragged along and takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. If the hands aren’t grappling a creature and stop within 5 feet of a Large or smaller creature, that creature must succeed on a Dexterity saving throw or be grappled  A creature grappled by the hands can use its action to make a Strength check against your spell save DC. On a success, it is no longer grappled.
Available for: Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.195)

Ley Chain

2-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You create tendrils of ley energy that burst from the ground and wrap around a Large or smaller creature you can see within range. The target must succeed on a Dexterity saving throw or be restrained by the ley energy. At the end of each of its turns, the target can make a Strength saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.195)

Lightning Rod

2-level Evocation

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: a metal weapon
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Lightning
You thrust your weapon into the air and call down a bolt of lightning into it. The lightning flows through you and out into those nearby. You take 1d6 lightning damage, and each creature within 10 feet of you must make a Dexterity saving throw, taking 2d12 lightning damage on a failed save, or half as much damage on a successful one. If a creature’s saving throw fails by 5 or more, it is also knocked prone. If you cast this spell during a lightning storm, all the damage is doubled, including the damage to yourself.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage to yourself increases by 1d6 and the damage to others increases by 1d12 for each slot level above 2nd.
Available for: Cleric, Paladin, Sorcerer, Wizard

Deep Magic Volume 2 (p.198)

Magnify Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: 1 minute
Damage/Effect: Buff
The first time you hit with a melee weapon attack before this spell ends, your weapon grows larger just before impact and deals one additional die of its damage. Then your weapon returns to its normal size, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can magnify your weapon for one additional hit before the spell ends for each slot level above 2nd.
Available for: Bard, Cleric, Paladin, Ranger

Deep Magic Volume 2 (p.199)

Marigold Bloom

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a marigold flower
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Fire
A vine tipped with a marigold grows from your arm for the duration. The marigold shoots a beam of fire at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage. Until the spell ends, you can make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.200)

Merchant of Minutes

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small, empty hourglass
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
A black corona surrounds a creature you can see within range, stealing time from it and causing it to age. Spectral, black sand flakes away from the corona around the target and settles into the hourglass you are holding. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage, and it ages one hour. On a successful save, the target takes half the damage and doesn’t age one hour.    As part of casting this spell or as a bonus action on a subsequent turn but before your next long rest, you can consume this stolen hour of time. Alternatively, you can gift the time to a friendly creature you can see within range. As a bonus action at any point before your next long rest, that creature can consume the stolen time.    A creature that consumes the stolen hour of time can expend Hit Dice to regain hit points as if it had completed a short rest. The creature doesn’t gain any other benefits of a short rest.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and ages the target an additional hour for each slot level above 2nd. The stolen time can be shared with multiple creatures and must be used in 1-hour increments.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.205)

Palliative Censure

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control, Healing
Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. While cursed, each time the target deals damage with an attack, the damage is halved, and a creature you can see within 30 feet of the cursed target regains hit points equal to that amount immediately after the attack’s damage is dealt.
Available for: Cleric

Deep Magic Volume 2 (p.208)

Poisoned Portal

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You corrupt one opening, door, portal, or other threshold you can see within range with invisible, poisonous fumes. When you cast this spell, choose one threshold up to 10 feet wide and up to 10 feet tall. Each creature that passes through the opening must make a Constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned for 1 minute. On a successful save, a creature takes half the damage and isn’t poisoned. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.210)

Power Word Rebound

2-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you is hit by an attack that targets only one creature
Range/Area: 60ft.
Components: Verbal
Duration: Instant
You utter a word of power as a weapon or spell hits a creature you can see within range. The attack rebounds on the attacker, using all the same attack and damage rolls against the attacker.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.210)

Power Word Vulnerability

2-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
You utter a word of power and one creature you can see within range becomes vulnerable to one of the following damage types of your choice: bludgeoning, piercing, or slashing. If the target is normally immune to the chosen damage type, it has resistance to that type of damage instead. The target must make a Wisdom saving throw at the end of each of its turns. On a successful save, this vulnerability ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.211)

Prince's Pillar

2-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a handful of earth or a stone the size of one's fist
Duration: 10 minutes
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a pillar of earth beneath a creature on the ground you can see within range, which can include yourself. The pillar is a 5-foot-radius, 30-foot-tall cylinder. If the target is a hostile creature, it must make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is pushed up to 10 feet away from the pillar. On a successful save, the target takes half the damage and is pushed to a space of its choice within 5 feet of the pillar. If the target is yourself or a friendly creature, that creature is raised gently atop the pillar.    The pillar has an AC equal to your spell save DC and hit points equal to twice your spell save DC. When reduced to 0 hit points or at the end of the spell’s duration, the pillar crumbles and vanishes. If you or a friendly creature is atop the pillar, that creature is brought gently to the ground in the space the pillar previously occupied. If any other creature was atop the pillar, it falls, taking falling damage.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.212)

Radiant Rosette

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a dandelion husk
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Radiant
A rosette of magic resembling a dandelion of energy appears in your hand. The magical flower remains there for the duration. When you cast this spell, you blow gently on the rosette, sending a stream of glowing seeds at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 3d6 radiant damage. Until the spell ends, you can blow on the rosette and make the attack again on each of your turns as an action.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Available for: Cleric, Druid, Sorcerer

Deep Magic Volume 2 (p.214)

Reaper's Balm

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt mixed with resin
Duration: 1 hour
Your touch wards a creature against death. For the duration, the target has advantage on death saving throws. If a dying creature affected by this spell succeeds on three death saving throws and becomes stable, the spell ends.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.216)

Rite of Rain

2-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 hour
Damage/Effect: Control
You conduct a special rite through dance or prayer. At the end of the rite, you touch a point on the ground beneath you. For the duration, the area within 30 feet of that point is blessed by refreshing rains. The area is difficult terrain for creatures hostile to you. In addition, when a creature in the area rolls a 1 on a damage die for a spell that deals cold damage or lightning damage, the creature can reroll the die and must use the new roll.    If you cast this spell every day for 10 days in the same location, plants in the area grow twice as quickly and yield twice as much for 1 year.
Available for: Cleric, Druid, Ranger, Sorcerer

Deep Magic Volume 2 (p.216)

Rubbery Body

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a tentacle from a small or smaller aberration
Duration: Concentration, 1 minute
Damage/Effect: Buff
Your touch changes the composition of a willing creature’s flesh to an oily rubber. Until the spell ends, the target has resistance to bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you cast this spell using a spell slot of 7th level or higher, the target has immunity to bludgeoning damage until the spell ends instead.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.217)

Seeking Fire

2-level Divination

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A wave of seeking fire rolls out from you in a 15-foot radius. Each hostile creature in the area that is hidden or invisible and not behind total cover must make a Dexterity saving throw. On a failed save, a creature takes 2d4 fire damage, is revealed, and can’t benefit from being invisible until the end of its next turn. On a successful save, a creature takes half the damage and isn’t revealed.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for every two slot levels above 2nd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.217)

Serrated Limbs

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a thorn or serrated leaf
Duration: Concentration, 1 minute
Damage/Effect: Buff
A willing creature you touch grows a pair of plant limbs with serrated leaves for the duration. The limbs are natural weapons with the Reach property, which the target can use to make unarmed strikes. If the target hits with a serrated limb, the limb deals slashing damage equal to 1d6 + your spellcasting ability modifier instead of the bludgeoning damage normal for an unarmed strike.    Until the spell ends, the target can use a bonus action on each of its turns to make an unarmed strike with a serrated limb.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional willing creature for each slot level above 2nd.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.220)

Shadow Shield

2-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
A misty black barrier of magical force appears and protects you. Until the start of your next turn, you have a +8 bonus to AC, including against the triggering attack, and you are immune to force and radiant damage.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.220)

Shadow Shunt

2-level Conjuration

Casting Time: 1 reaction, which you take when you are targeted by an attack or when you are in the area of a spell that deals damage.
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Teleportation
You enter the Plane of Shadow just as danger approaches. You vanish from your current plane of existence and appear in the Plane of Shadow until the start of your next turn, avoiding the triggering attack or spell. While on the Plane of Shadow, you are paralyzed, but you can see and hear the plane you originated from, which appears in shades of gray. At the start of your next turn, you reappear in the space you previously occupied or in the nearest unoccupied space.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shamal's Grasp

2-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
You create a blast of wind and debris that buffets a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is buffeted by wind for the duration. On a successful save, the target takes half the damage and isn’t buffeted by wind.    Until the spell ends, you can use a bonus action on each of your subsequent turns to increase the intensity of the winds buffeting the target. Choose a direction. The target takes 1d8 bludgeoning damage, and it must spend 2 feet of movement for every 1 foot it moves in that direction. At the end of each of its turns, the target can make another Strength saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.223)

Shroom of Doom

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Somatic, Material
Materials: a mushroom cap
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Poison
An array of wispy luminous mushrooms sprouts from a creature you can see within range. The target must succeed on a Constitution saving throw or 1d8 mushrooms grow out of its body. While the target has at least one mushroom growing from it, the target is poisoned. The target or a creature within reach of it can use its action to remove a mushroom. Removing a mushroom deals 1d4 poison damage to the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the poison damage dealt to the target when a mushroom is removed increases by 1d4 for every slot level above 2nd.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.225)

Spellhunt Step

2-level Conjuration

Casting Time: 1 reaction, which you take when you are hit by a spell attack or when you fail a saving throw against a spell
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Teleportation
As the spell strikes you, you teleport yourself to the spellcaster, provided the spellcaster is within range and the triggering spell didn’t leave you incapacitated. If you can see the spellcaster, you appear in an unoccupied space of your choice within 5 feet of the spellcaster. If you can’t see the spellcaster, the spellcaster must succeed on an Intelligence saving throw or you appear in the nearest unoccupied space within 5 feet of the spellcaster.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 10 feet for each slot level above 2nd.
Available for: Paladin, Ranger

Deep Magic Volume 2 (p.225)

Spirit Balm

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
You call on a divine spirit or a spirit of nature to heal your wounds and calm your mind. You and one willing creature you can see within range regain a number of hit points equal to your spellcasting ability modifier, and you can choose to end either the charmed or frightened condition on each of you.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Cleric, Druid, Ranger

Deep Magic Volume 2 (p.228)

Storm Step

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You release a clap of thunder as you teleport to an unoccupied space you can see within 30 feet of you. Each creature within 5 feet of your origin and destination spaces must make a Constitution saving throw, taking 2d6 thunder 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 3rd level or higher, the damage increases by 1d6 for each slot level above 1st.
Available for: Druid

Deep Magic Volume 2 (p.228)

Strafe

2-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You speed across the battlefield, releasing small bursts of magic at those you pass. Move up to twice your speed in a straight line. This movement ends early if you would pass through the space of a creature of your size, stopping your move in an unoccupied space within 5 feet of that creature. This movement doesn’t provoke opportunity attacks.    Each creature within 5 feet of a space you enter during this movement must make a Dexterity saving throw, taking 2d4 force 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 3rd level or higher, the damage increases by 1d4 for each slot level above 1st.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.229)

Surprising Bound

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a scale from a small or smaller dragon
Duration: 1 minute
Damage/Effect: Buff
Your legs become springy for the duration. Until the spell ends, your long jump is equal to your walking speed, and your high jump is equal to half your walking speed, with or without a running start. If you jump out of a creature’s reach, the movement doesn’t provoke opportunity attacks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, your long jump distance increases by 10 feet, and your high jump increases by 5 feet for each slot level above 2nd.
Available for: Ranger

Deep Magic Volume 2 (p.229)

Templar's Bellow

2-level Evocation

Casting Time: 1 action
Range/Area: 15ft.
Components: Verbal, Somatic
Duration: Instant
Your faith is focused into a short utterance or warcry, which extends out from you in a 15-foot radius and causes one of the following effects of your choice:    Rise. Each friendly creature within range that can hear you is magically set upright if it is prone and has advantage on the first attack roll it makes before the start of your next turn.   Ruin. Each hostile creature within range that can hear you must make a Wisdom saving throw, taking 2d6 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 3rd level or higher, the damage dealt by the Ruin aspect increases by 1d6 each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the range increases by 5 feet for every two slot levels above 2nd.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.230)

Templar's Mercy

2-level Evocation

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you is reduced to 0 hit points or makes a death saving throw
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
Your quick prayer prevents catastrophe. The target regains 1 hit point. The triggering effect is a death saving throw, the target regains the hit point immediately, even if the saving throw is the target’s third failed death saving throw.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.230)

Tooth of the Wyrm

2-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a dragon's tooth
Duration: Concentration, 1 minute
Attack/Save: Melee Spell Attack
Damage/Effect: Necrotic
Your touch opens a magical wound in a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d4 necrotic damage. Until the spell ends, the target takes necrotic damage at the start of each of its turns. The necrotic damage increases by 1d4 each subsequent round, dealing 2d4 necrotic damage on the target’s first turn after being hit, 3d4 on the target’s second turn after being hit, and so on.    At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. A lesser restoration spell cast on the target also ends the spell.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.233)

Undead Syphon

2-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Radiant
An Undead you can see within range must succeed on a Wisdom saving throw or take radiant damage equal to 2d8 + your spellcasting ability modifier. You regain hit points equal to that amount.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.235)

Utterance

2-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic, Control
You speak a short phrase, momentarily allowing your patron to voice itself through you in a terrifying display. Your pupils go white, and you body takes on other minor manifestations befitting your patron, such as demonic wings, writhing tentacles, multicolored fur, and similar. Choose up to three creatures within range that can see and hear you. Each target must make a Wisdom saving throw. On a failed save, a target takes 3d8 psychic damage and is frightened until the end of its next turn. On a successful save, a creature takes half the damage and isn’t frightened.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Warlock

Deep Magic Volume 2 (p.236)

Vision Slip

2-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
You cause the vision of up to three creatures you can see within range to blur, slide, and churn in a nauseating fashion. Each target must succeed on a Constitution saving throw or be blinded until the end of its next turn. A creature that fails the saving throw by 5 or more is also poisoned for 1 minute.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.237)

Well of Frozen Missiles

2-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of quartz carved into a snowflake
Duration: 1 minute
Damage/Effect: Creation
A Small, swirling cloud of ice and snow appears and hovers in an unoccupied space you can see within range. The cloud occupies that space and emits a mild chill in the air around it, but it is otherwise indistinct except for a small flurry of snow.    When you cast this spell, you can designate any number of creatures you can see to be capable of interacting with the cloud. While within 5 feet of the cloud, a designated creature can use a bonus action to reach into the cloud, pull out a javelin of magical ice, and throw it at a target within 60 feet. The creature throwing the javelin is proficient with the javelin and makes an attack roll using its Strength or Dexterity modifier (the creature’s choice). On a hit, the javelin deals 2d6 cold damage, and the target’s speed is reduced by 10 feet until the end of its next turn.    The cloud lasts for the duration or until six icy javelins have been pulled from it.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the javelin on a hit increases by 1d6 for each slot level above 2nd.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.239)

Wound Surge

2-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Necrotic
You speak a profane word, causing the wounds on nearby creatures to worsen. Choose up to two creatures you can see within range that don’t have all their hit points. Each target must make a Wisdom saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. If you say a target’s name as part of casting this spell, and the target fails the saving throw, that target is also stunned until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Cleric, Sorcerer, Warlock, Wizard

Level 3 Spells

Deep Magic Volume 2 (p.138)

Apparition's Invitation

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
You conjure an illusory apparition in an unoccupied space within range. The shape of the apparition changes in the minds of creatures who behold it, appearing as a comforting something or someone that beckons to the creature. When you cast this spell, choose up to three creatures within range that can see the apparition. Each target must succeed on a Wisdom saving throw or be charmed by the apparition until this spell ends. While charmed, a target must take the Dash action and move toward the apparition by the safest available route on
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot  level above 3rd.
Available for: Bard, Sorcerer, Wizard

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.141)

Balo's Bolster Dead

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a femur engraved with gold runes worth 50 gp
Duration: Instant
Damage/Effect: Buff
Necrotic energy flows out from you, bolstering your Undead allies. Each friendly Undead within 30 feet of you gains temporary hit points equal to twice your spellcasting ability modifier for 8 hours. If you expend your life force when you cast this spell, you can increase the temporary hit points each target gains. Expend and roll a number of Hit Dice of your choice up to half your maximum Hit Dice. Each target of this spell increases the temporary hit points it gains by that amount. Hit Dice spent in this way can’t be used to regain hit points during a short rest. You regain spent Hit Dice as normal.
Available for: Cleric, Wizard

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

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 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

Deep Magic Volume 2 (p.148)

Bury the Dead

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of grave dirt from a coffin
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You point at an Undead you can see within range that doesn’t have the Incorporeal Movement trait. The target must be standing on the surface of an area of earth or stone that is large enough to contain the target’s entire body and that is at least 6 feet deep, or the spell fails. The target must make a Wisdom saving throw. On a successful save, the target is restrained by earth or stone until the end of its next turn. On a failed save, the target is dragged up to 6 feet under the surface and is incapacitated and restrained until the spell ends. The displaced earth or stone becomes a mound on the surface in the space the target previously occupied. When the spell ends, the target is harmlessly pushed to the surface in the space it previously occupied or the nearest unoccupied space. If you concentrate on this spell for the full duration, the target remains restrained underground until it or another creature digs it out.
Available for: Cleric, Paladin

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

Deep Magic Volume 2 (p.150)

Chains of Justice

3-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Control
Chains erupt from a point on the ground you can see within range. The chains cover the ground in a 20-foot radius centered on that point. For the duration, the chains turn the ground in the area into difficult terrain  When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or be restrained by the chains until the spell ends. A creature restrained by the chains can use its action to make a Dexterity saving throw. On a success, it wriggles free of the chains.    Until the spell ends, you can use a bonus action on each of your subsequent turns to tighten the chains around one creature restrained by the chains. The target must succeed on a Strength saving throw or take 2d6 radiant damage and be knocked prone.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.151)

Chaotic Contrition

3-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You fill one creature you can see within range with profound remorse and guilt. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn. When the condition ends on the target, the nearest hostile creature within 30 feet of the first target must make the saving throw, becoming incapacitated until the end of its next turn on a failed save. If more than one creature qualifies, you break the tie and choose which of those creatures becomes the spell’s next target.    This effect continues to hop from one creature to the next in this way until a creature succeeds on the saving throw or no valid targets are within range. A creature can’t become the target of this effect more than once per casting of this spell.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.153)

Chorus of Thunder

3-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic, Material
Materials: a cracked tourmaline
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You utter, shout, or sing a short verse to damage and deafen your enemies. A cacophonous clap of thunder slams out from you in a 30-foot cone that is audible out to 300 feet. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage and is deafened until the end of its next turn. On a successful save, a creature takes half the damage and isn’t deafened. When you cast this spell, up to four friendly creatures within 30 feet of you that can see you can each use a reaction to join the chorus with a clash of weapon against shield, a ringing shout, or other loud noise. For each creature that joins the chorus, the spell’s damage increases by 1d6, and the cone’s size increases by 5 feet.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the primary damage increases by 1d6 for each slot level above 3rd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.160)

Critical Exchange

3-level Enchantment

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
Reaching forward in time, you gather potential from among future martial successes and trade them for immediate triumph. The first time you hit a creature with an attack during this spell’s duration, the attack is a critical hit. You then have disadvantage on all attack rolls for 1 minute.
Available for: Bard, Cleric, Paladin

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 2 (p.160)

Damage Echo

3-level Transmutation

Casting Time: 1 reaction, which you take when a friendly creature you can see within range deals damage to another creature with an attack that targets only one creature
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Damage
You pull an echo of the triggering attack out of the timestream, causing the attack to damage its target twice. All damage dice and modifiers for the triggering attack are rolled twice, and the attack’s target takes damage equal to the total. The friendly creature that triggered this spell then has disadvantage on attack rolls until the end of its next turn.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.163)

Densini's Radiance

3-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
You call down an explosion of radiant fire from the heavens on a point you can see in range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is marked with holy radiance until the end of your next turn. On a successful save, a creature takes half the damage and isn’t marked. The next attack roll against a marked creature before the end of your next turn has advantage.
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: Cleric, Paladin

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

Deep Magic Volume 2 (p.165)

Dome of Spectral Blows

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (15 ft. hemisphere)
Components: Verbal, Somatic, Material
Materials: a shard of petrified wood
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
Spectral fists fly out from you, pummeling or grabbing at creatures within 15 feet of you. Each creature in the area must make a Dexterity saving throw, taking 6d6 force damage on a failed save, or half as much damage on a successful one. When a creature fails this saving throw, you can choose to forego the damage and restrain the creature with the spectral fists until the start of your next turn instead.
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. When you cast this spell using a spell slot of 5th level or higher, the spell’s radius increases by 5 feet for every two slot levels above 3rd.
Available for: Bard, Sorcerer

Deep Magic Volume 2 (p.168)

Doom of Laughter

3-level Enchantment

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: a chicken doll
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
All creatures within range (including you) perceive everything as hilariously funny and fall into fits of laughter if this spell affects them. The targets must make a Wisdom saving throw. You must also make this save. On a failed save, targets fall prone, becoming incapacitated and unable to stand up for the duration. Creatures with an Intelligence score of 4 or less are not affected. At the end of each of its turns, and each time it takes damage, a target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell’s effect ends.
Available for: Bard, Wizard

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 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)

Een's Shredding Aura

3-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 ft. radius
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX
Damage/Effect: Slashing
You conjure glass shards that take on shapes, colors, and styles of your choice. The shards spin in a dazzling display around you to a distance of 10 feet for the duration. A creature in the aura of shards has disadvantage on the first attack roll it makes against you each turn, and 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, taking 3d6 slashing 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 1d6 for each slot level above 3rd.
Available for: 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

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.180)

Flames United

3-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a sphere of gold or silver worth at least 50 gp
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
You create a magical flaming orb that floats over your head. The orb sheds bright light in a 60-foot radius and dim light for an additional 60 feet. The orb has three charges. When a creature you can see within range takes damage, you can use your reaction to expend one of the charges and hurl a magical flame from the orb toward that target. Flames envelop the target, reducing the damage it takes by 1d4 + your spellcasting ability modifier. The creature that dealt the damage to the target must succeed on a Dexterity saving throw or take fire damage equal to 1d4 + your spellcasting ability modifier. The radius of light emitted by the orb then decreases by 10 feet. When you expend the last charge, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the orb has one additional charge for every two slot levels above 3rd.
Available for: Bard, Cleric, 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

Deep Magic Volume 2 (p.181)

Flittering Eyes

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You force the eyes of a creature you can see within range to fly out of its head. The target must succeed on a Constitution saving throw or be blinded for the duration, as its eyes sprout wings and flitter out from its head. At the start of each of the creature’s turns, each eye flies 30 feet in a random direction without provoking opportunity attacks. Each eye has an Armor Class equal to your spell save DC, or a creature within 5 feet of an eye can catch it with a successful Dexterity check against your spell save DC. If an eye is hit or caught, it disappears in a poof of smoke. If at least half the target’s eyes are hit or caught, the spell ends on the target, ending the blinded condition and returning the target’s eyes to 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 creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock

Deep Magic Volume 2 (p.186)

Harmful Exchange

3-level Conjuration

Casting Time: 1 reaction, which you take when a creature you can see within 30 feet of you makes an attack against you
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Teleportation
As a creature attacks you, you swap places with another creature you can see within range, forcing that creature to take a blow intended for you. If the target of the swap is unwilling, it must succeed on a Charisma saving throw to avoid the effect.    When you swap places with a creature, you are teleported to the that creature’s space as it is teleported to yours, and that creature becomes the new target of the triggering attack. You can’t swap places with a creature more than one size category larger than you.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the spell’s range increases by 10 feet for each slot level above 3rd.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.186)

Healing Glyph

3-level Abjuration

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a metal stylus used to inscribe the glyph
Duration: Until dispelled or triggered
Damage/Effect: Healing
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or upon an object that can be carried (such as a book, a shield, a belt pouch, or a similar item). The glyph can cover an area of the surface no larger than 5 inches in diameter. If the glyph is not triggered before you finish a long rest, the glyph is broken, and the spell ends.   The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the surface on which the glyph is inscribed. For glyphs inscribed on an object, the most common triggers include touching that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.   You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the glyph could be set to affect Beasts or humans), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.   When triggered, the glyph erupts with magical restorative energy in a 15-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area that isn’t a Construct or Undead can choose one of the following effects:
  • Healing. The creature regains 3d8 hit points
  • Restoration. The creature is cured of one disease or one of the following conditions of its choice: blinded, deafened, paralyzed, or poisoned.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.190)

Immolating Geist

3-level Necromancy

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a length of charred linen ribbon
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Fire
A Medium spectral humanoid engulfed in ghostly flames appears in an unoccupied space you can see within range. As a bonus action on your turn, you can move the flaming spirit up to 20 feet. The spirit can enter the space of another creature and can pass through objects, such as walls, provided you can see the destination space. A creature that starts its turn in the spirit’s space must make a Wisdom saving throw, taking 3d6 fire damage and 3d6 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 1d6 fire damage for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.190)

Impaling Glory

3-level Evocation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing, Radiant
You call down glowing spears to skewer and pin your enemies. The golden spears fall on up to three creatures on the ground you can see within range. Make a ranged spell attack against each target. On a hit, a creature takes 1d8 piercing damage and 1d8 radiant damage and is restrained as the glowing spear pierces it and pins it to the ground. A creature restrained by a spear can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage or radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
Available for: Cleric, Paladin

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 2 (p.197)

Magic Dampening Field

3-level Abjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of fabric soaked in a liquid
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
When you cast this spell, choose a school of magic. A 30-foot-radius invisible sphere surrounds you, dampening magic of the chosen school. When a creature in the spell’s area casts a spell of the chosen school, it must succeed on a Constitution saving throw against your spell save DC or the spell fails to cast, expending the action and the spell’s use or spell slot.   Active magical effects of the chosen school, such as the spell false life when dampening necromancy or the spell mage armor when dampening abjuration, are suppressed while within this spell’s area. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration.   This spell has no affect on spells cast outside the spell’s area.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the spell increases by 10 feet for each slot level above 3rd.
Available for: Cleric, 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 2 (p.203)

Nimble Dance

3-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 minute
Damage/Effect: Buff
A creature you touch moves with stunning grace. For the duration, the creature can take the Dash or Disengage action as a bonus action on each of its turns. If the creature doesn’t use the bonus action granted by this spell during its turn, it becomes evasive until the start of its next turn. While evasive, if it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Available for: Bard, Ranger

Deep Magic Volume 2 (p.204)

Obviating Shadow

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a piece of coal carved into a humanoid shape
Duration: 1 hour
Attack/Save: DEX Save
Damage/Effect: Necrotic
You give your shadow a semblance of life, allowing it to move differently from how nearby light might direct your shadow to move. Until the spell ends, when you take damage, you can use your reaction to prevent the damage to yourself, moving it into the shadow. When the shadow has absorbed 30 damage, it ruptures. You and each creature within 5 feet of you must make a Dexterity saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell then ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, your shadow can absorb 10 more damage for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for every two slot levels above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.208)

Plague Walk

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of pus
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Poison
You conjure a trail of sickly, yellowish-green miasma that follows in your footsteps and lingers on your trail. This miasma is visible as a mist hovering in each space you leave. The mist remains in each of those spaces, forming a trail behind you, for 10 minutes before fading. The mist forms only along the ground and doesn’t form in spaces you left by flying, swimming, or similarly not in contact with the ground.    A creature that enters the miasma for the first time on a turn or starts its turn there must succeed a Constitution saving throw or take 2d8 poison damage and be poisoned for 1 minute. At the end of each of its turns, a poisoned creature can make another Constitution saving throw, ending the poisoned condition on itself on a success. Nonmagical plants that aren’t creatures, such as trees and shrubs, wither and die in the miasma in your wake.
At higher levels: If you cast this spell using a spell slot of 4th level or higher, the miasma lasts for an additional 10 minutes for each slot level above 3rd.
Available for: Cleric, Sorcerer, Warlock

Deep Magic Volume 2 (p.209)

Power Word Fling

3-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: STR Save
You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone  After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone. As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.212)

Purge

3-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Control, Damage
A gout of caustic bile streams from your mouth. You can choose to create a toxic circle around yourself or send a stream of bile at one creature.   Circle. You turn in a quick circle as you cast this spell, covering the ground in a 15-foot radius centered on you in slippery, acidic bile for 1 minute. The area becomes difficult terrain, and each creature, other than you, that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or become poisoned while it remains within the spell’s area.   Targeted. You spray a jet of caustic bile at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 4d6 acid damage and is poisoned until it, or another creature within reach of it, uses an action to wipe off the bile.
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. When you cast this spell using a spell slot of 5th level or higher, the circle’s radius increases by 5 feet for every two slot levels above 3rd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.212)

Radiant Shield

3-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Material
Materials: a shield
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Radiant
You channel divine power into a shield you are wielding and throw it at a target you can see within range. The shield then bounces from that target to up to three other targets of your choice within 10 feet of the first target. Make a melee spell attack against each target, including the first. On a hit, a target takes 2d8 radiant damage. After the shield bounces off the last target, it returns to your open hand. A target can be a creature or an object and can be targeted by the shield only once.    After casting this spell, you lose your shield bonus to your AC until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the shield can bounce to one additional target for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the subsequent targets must be within 20 feet of the first target. When you cast this spell using a spell slot of 7th level or higher, the subsequent targets must be within 30 feet of the first target.
Available for: Cleric, Paladin

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 2 (p.216)

Scattershot

3-level Evocation

Casting Time: 1 action
Range/Area: Self (15 ft. radius)
Components: Verbal, Somatic, Material
Materials: eight metal ball bearings
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create an explosion of ball bearings that fly out from you in all directions. Each creature within 15 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
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: Sorcerer, Wizard

Deep Magic Volume 2 (p.216)

Seal

3-level Abjuration

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an ounce of wax with flakes of gold worth at least 50 gp
Duration: 1 hour
You magically seal the cracks, crevices, gaps, and breaches of a room or vehicle, protecting those inside it. You must be in a room, structure, vehicle, or chamber with a ceiling, walls, and windows, doors, portcullises, or other ways of physically closing off ingress and egress, or the spell fails. When you cast this spell, you touch the floor of a chamber that is up to fifty 5-foot squares and up to 10 feet tall, shaped as you desire. You can ward a long hallway, a square bedchamber, the lowest deck of a ship, the interior of a siege engine, or a similar chamber. Until the spell ends, the chamber is protected in the following ways.   Barred. Doors, windows, and other entryways into the chamber are magically locked, as if sealed by an arcane lock spell.   Bolstered. The chamber’s walls, floor, ceiling, doors, windows, and similar structural features are immune to nonmagical bludgeoning, piercing, and slashing damage and have resistance to magical damage.   Impermeable. Magical and nonmagical water, gases, and other liquids and vapors can’t pass into the chamber from outside of it. Safe. The air within the chamber is safe to breathe and capable of sustaining any number of breathing creatures for the duration, provided the creature is wholly within the chamber.
Available for: Bard, 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 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 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

Deep Magic Volume 2 (p.233)

Unravel Ghost

3-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A ghostly pale ray springs from your finger to an Undead or a creature with the Incorporeal Movement trait that you can see within range. The target must make a Constitution saving throw, taking 4d6 radiant damage on a failed save, or half as much damage on a successful one. If the target has the Incorporeal Movement trait and failed the saving throw, it is marked with magic that slowly unravels its spectral body for the duration.    At the start of each of its turns, the marked target must make a Constitution saving throw. On a failed save, it takes 2d6 radiant damage. On a successful save, the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later for a marked target) increases by 1d6 for each slot level above 3rd.
Available for: Cleric, Wizard

Deep Magic Volume 2 (p.235)

Vanish Within

3-level Transmutation

Casting Time: 1 reaction, which you take when a creature of your size or larger moves into a space within 5 feet of you
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: WIS Save
As a creature of your size or larger approaches, you magically step into the creature, melding yourself and all the equipment you carry with the creature until the start of your next turn. A hostile creature must succeed on a Wisdom saving throw to avoid the effect. At the start of your next turn, you emerge from the target into an unoccupied space within 5 feet of the target.    While merged with the target, nothing of your presence remains visible or otherwise detectable by nonmagical senses. You can’t see what occurs outside the target and any Wisdom (Perception) checks you make to hear sounds outside it have disadvantage. You remain aware of the passage of time, but you can’t move or cast spells on yourself while merged.    The creature you meld with is aware of your presence, and it can move and take actions normally. Damage to the creature doesn’t affect you. However, if the creature dies or is transformed while you are merged with it, you are expelled into the nearest unoccupied space, fall prone, and take 25 bludgeoning damage and 25 necrotic damage.
Available for: Bard, Wizard

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

Deep Magic Volume 2 (p.236)

Visions of Home

3-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You manifest an illusory reminder of home to comfort your allies or distract your enemies. Choose up to three creatures you can see within range. Each target is affected differently, depending on if it is friendly or hostile to you.   Friendly. For the duration, each target has advantage on saving throws against being frightened, and it can use its reaction once before this spell ends to end the blinded, deafened, or poisoned condition on itself.   Hostile. Each target must succeed on a Wisdom saving throw or be taunted by visions of its home in danger. For the duration, each target has disadvantage on saving throws against being frightened. In addition, you can use a bonus action on each of your subsequent turns to deal 2d6 psychic damage to one of these targets. At the end of each of its turns, a hostile target can make another Wisdom saving throw. On a success, the spell ends on that target.
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 spell slot above 3rd.
Available for: Bard, Cleric, 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

Deep Magic Volume 2 (p.238)

Wings of Retribution

3-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Radiant
Wings of light momentarily sprout from your back. You fly up to 60 feet and land in an unoccupied space you can see. This movement doesn’t provoke opportunity attacks.    When you land at your destination, each hostile creature within 10 feet of you must make a Strength saving throw. On a failed save, a creature takes 6d6 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 and the radius increases by 5 feet for every two slot levels above 3rd.
Available for: Cleric, Paladin, Sorcerer

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

Deep Magic Volume 2 (p.239)

Word of Warning

3-level Abjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Control
You use a creature’s name to bind its will, reducing its effectiveness against you. Choose a creature you can see within range. You must speak at least one name to which the target will answer or with which the target identifies, though you need not know its language. The name can’t be vague, like “ogre,” but it doesn’t have to be the creature’s actual name. For example, the local legend name of “Ol’ Gold Eye” for an ogre with a golden false eye can suffice, if the target often identifies itself as such, if the target is accustomed to answering to the name, or if the name is regularly used by others to define the target.    The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against you, and you have advantage on saving throws against its spells and abilities until the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can allow one friendly creature to be included in the benefits of this spell against the target for each slot level above 3rd. You and each of the friendly creatures you want to include must be within 30 feet of each other when you cast this spell.
Available for: Bard, Wizard

Level 4 Spells

Deep Magic Volume 2 (p.140)

Aura of Filth

4-level Necromancy

Casting Time: 1 action
Range/Area: Self (30 ft. sphere)
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Control, Debuff
Putrefying energy radiates in a 30-foot radius around you. Each creature in the aura, including you, has disadvantage on saving throws against poison and disease and on death saving throws. In addition, each creature in the aura can’t be cured of a disease or poison, except by means of a Heal or Wish spell.   Dying or decaying material within the aura, such as corpses, picked flowers, or food, rapidly putrefy, decaying an additional day for each round it is in the aura. This effect increases the amount of time a corpse has been dead, counting against the time limit of spells such as Raise Dead.
Available for: Cleric, Warlock

Deep Magic Volume 2 (p.141)

Bark Bulwark

4-level Abjuration

Casting Time: 1 action
Range/Area: 5ft.
Components: Verbal, Somatic, Material
Materials: a piece of bark
Duration: Concentration, 10 minutes
Damage/Effect: Buff
A nonmagical wall of bark erupts from the ground to protect you and your allies. Choose a space in front of or behind you. The wall forms in that space, extending 15 feet out from that space along the ground in opposite directions for a total length of 30 feet. The wall is 5 feet high, 6 inches thick, opaque, and provides three-quarters cover to creatures behind it.    If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). The wall can’t otherwise occupy the same space as a creature or object. The wall must be vertical and must rest on a firm foundation, such as the ground, the floor of a building, the deck of a ship, or similar.    The wall is an object made of bark that can be damaged and thus breached. Each 10-foot section of the wall has AC 15, 100 hit points, and vulnerability to fire damage. Reducing a section to 0 hit points destroys it.    If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Available for: Druid, Ranger

Deep Magic Volume 2 (p.151)

Chamber of Restoring Amber

4-level Abjuration

Casting Time: 1 minute
Range/Area: Self (15 ft. hemisphere)
Components: Verbal, Somatic, Material
Materials: a piece of amber worth at least 50 gp
Duration: 10 minutes
A 15-foot-radius immobile dome of amber springs into existence around and above you and remains stationary for the duration. The spell ends if you leave the area.    The amber can fit up to twelve Medium or smaller creatures inside of it. The spell fails if its area includes a larger creature or more than twelve creatures. Only creatures you designate can enter the dome through an entrance in one of the dome’s walls. All other creatures are barred from entering the amber dome. Spells and other magical effects can’t extend through the amber or be cast through it. The atmosphere inside the amber is comfortable and dry, regardless of the weather outside. The interior is dimly lit in a soft, amber glow. The amber is opaque from the outside, but it is transparent from the inside.    A creature that remains in the amber for its full duration gains the benefits of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.156)

Conjure Spellhound

4-level Conjuration

Casting Time: 1 minute
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Summon
You summon a Spellhound, a Large hound with a shimmering, multihued coat, in an unoccupied space you can see within range. The Spellhound disappears when it drops to 0 hit points or when the spell ends.    The Spellhound is friendly to you and your companions for the duration. Roll initiative for the creature, 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 Spellhound, it defends itself from hostile creatures but otherwise takes no actions. While you control the Spellhound, you and your companions are immune to the Spellhound’s Nullifying Howl.    If your concentration is broken, the Spellhound doesn’t disappear. Instead, you lose control of the Spellhound, it becomes hostile toward you and your companions, and it might attack. An uncontrolled Spellhound can’t be dismissed by you, and it disappears 1 hour after you summoned it.    The GM has the spellhound’s statistics, using a Spellhound with the following action: Nullifying Howl (1/Day). The spellhound lets out a high-pitched, multiphonic howl to disrupt magical effects within 60 feet of it. Any spell of 3rd level or lower within the area ends. For each spell of 4th-level or higher in the area, the Spellhound makes an ability check, adding its Constitution modifier to the roll. The DC equals 10 + the spell’s level. On a success, the spell ends. In addition, each spellcaster within 30 feet of the Spellhound that can hear the howl must succeed on a DC 14 Constitution saving throw or be stunned until the end of its next turn.
At higher levels: When you cast this spell using certain higher-level spell slots, more spellhounds appear: two with a 6th-level slot and three with an 8th-level slot.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.159)

Create Plague Zombie

4-level Necromancy

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: a drop of rat blood and a piece of flesh from a plague victim
Duration: Instant
Damage/Effect: Summon
This spell creates an undead servant infected with disease. Choose up to two corpses of Medium or Small Humanoids within range. Your spell imbues each target with a foul mimicry of life, raising it as a Plague Zombie. The Plague Zombie uses the game statistics of a zombie, except each time the Plague Zombie hits with a Slam attack, the target must succeed on a Constitution saving throw against your spell save DC or take poison damage equal to your spellcasting ability modifier and contract the cackle fever or sewer plague disease (your choice).    As a bonus action on each of your turns, you can mentally command any plague zombie you animated with this spell if the creature is within 60 feet of you (if you control multiple Plague Zombie, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the Plague Zombiewww 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 plague zombie is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to four plague zombies you have animated with this spell, rather than animating new ones.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you animate or reassert control over two additional plague zombies for each slot level above 5th. Each of the plague zombies must come from a different corpse. When you cast this spell using a spell slot of 7th level or higher, the disease the plague zombie inflicts with its Slam attack can now be cackle fever, sewer plague, or one of the diseases detailed in the contagion spell.
Available for: Cleric, Warlock

Deep Magic Volume 2 (p.162)

Dead Man Walking

4-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a shroud, blanket, or clothing item from the corpse
Duration: 7 days
Damage/Effect: Healing
You return a dead creature you touch to life, provided it died from a disease or poison and has been dead no longer than 10 days. The creature’s soul must be willing (without knowledge of what spell is resurrecting it) and able to rejoin its body. The creature returns to life with 1 hit point and can’t be healed further.    All diseases or poisons that afflicted the creature at the time of its death remain, but it suffers no further damage or penalties from them. The creature can’t be cured of these diseases and poisons, and it is immune to any future diseases or poisons that would afflict it. If the creature is infected with a contagious or transmissible disease or poison, it can continue infecting others.    When the spell ends, the creature dies again and can be restored to life only by means of a True Resurrection or Wish spell.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.162)

Death Toll

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You conjure a shadowy bell in front of you that rings with an ominous, ethereal tone for the duration. When you cast this spell, each creature within 30 feet of you that isn’t an Undead or Construct must succeed on a Wisdom saving throw or become frightened for the duration.    While frightened by this spell, a creature views you as a specter of death and impending pestilence, and it must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, it can make a Wisdom saving throw, ending the frightened condition on itself on a success.    Until this spell ends, each creature that starts its turn within 30 feet of you has disadvantage on death saving throws and on Constitution saving throws against disease and necrotic damage.
Available for: Bard, Cleric, Sorcerer, Warlock

Deep Magic Volume 2 (p.164)

Detect Secrets

4-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a magnetic needle floating in a bowl of oil
Duration: Concentration, 10 minutes
For the duration, you sense the presence of secret doors, concealed traps, and areas hidden by magical or mundane covers within 30 feet of you. If you sense a secret in this way, you see a faint aura around the secret, such as an aura outlining a secret door, a glow highlighting a trapped flagstone, or a shimmering across the illusory wall that hides a passage beyond it.    A secret door or hidden area, for the purpose of this spell, includes anything purposefully hidden or concealed in some way by its creator. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, a mechanical pit trap, a leaf-covered pit, a door behind a hanging tapestry, or a door flush with a stone wall that is opened by a pressing a specific stone. The spell would not reveal a natural weakness in the floor, an unstable ceiling, an evil tome “hidden” in plain sight alongside other books, or a crystalline phylactery “hidden” in a display case with other crystals.    This spell merely reveals a secret’s presence and its location. You don’t learn the methods of opening, disarming, or otherwise bypassing or revealing the secret, but you do learn the general nature of the secret and, if it is a trap, the danger it poses.    The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.165)

Disrupting Orb

4-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a claw or talon from a beast native to the Plane of Shadow
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You call upon the power of the Plane of Shadow and create a 20-foot-radius sphere of strobing light and shadow centered on a point you can see within range. A creature that starts its turn in the area and can see the strobing effect must make a Wisdom saving throw. On a failed save, the creature is unable to make more than one attack on its turn, and it is unable to use bonus actions or reactions until the start of its next turn. If the creature that failed the save is maintaining concentration on a spell, it must succeed on a Constitution saving throw against your spell save DC or lose concentration.    As a bonus action, you can move the orb up to 30 feet.
Available for: Wizard

Deep Magic Volume 2 (p.170)

Doom of the Black River

4-level Transmutation

Casting Time: 1 action
Range/Area: Self (10 ft. radius)
Components: Verbal, Somatic, Material
Materials: marsh water
Duration: Instant
Attack/Save: DEX
You speak a word of unmaking that devours all wood and leather in the area, destroying leather armor, shield straps, spear shafts, arrows, bows, staves, clubs, and so forth, including your own items. Objects made of other materials, such as linen, wool, glass, and metals, are unaffected. Items that are worn or held gain a collective Dexterity saving throw by the wearer. On a successful save, none of that wearer’s items are affected. Magical items are never affected by this spell.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.172)

Dream Shear

4-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CHA Save
Damage/Effect: Psychic
Your dark whispering strips your enemies of their hopes and dreams, as you pull their doubts to the forefront of their minds. When you cast this spell, choose up to three creatures you can see within range. Each target must make a Charisma saving throw. On a failed save, a target takes 4d10 psychic damage and has disadvantage on attack rolls and saving throws until the end of its next turn, as the target’s own doubts about its abilities whisper through its mind. On a successful save, a target takes half the damage and doesn’t have disadvantage on attack rolls and saving throws.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.173)

Dust and Ashes

4-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a ball of crumbly dust
Duration: Instant
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be any nonmagical physical object, to a maximum size of 10 feet on a side. If the target is held by a creature, that creature must make a Dexterity saving throw. On a failed save, the object is reduced to a pile of fine gray dust. This spell automatically and completely disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the object size increases by another 10-foot-cube for each slot level above 4th.
Available for: Wizard

Deep Magic Volume 2 (p.175)

Electric Eels

4-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: an eel's eye
Duration: Concentration, 1 minute
Attack/Save: Ranged Spell Attack
Damage/Effect: Lightning
You create two lightning bolts shaped like eels in unoccupied spaces you can see within range that last for the duration or until you cast this spell again. When you cast the spell, you can force each lightning eel to emit a single bolt of lightning at a creature within 5 feet of it. Make one melee spell attack for each eel. On a hit, the target takes lightning damage equal to 2d6 + your spellcasting ability modifier. As a bonus action on your turn, you can move each lightning eel up to 30 feet and repeat the attack against a creature within 5 feet of it. If one lightning eel is within 5 feet of you, you have resistance to lightning damage. If both eels are within 5 feet of you, you have immunity to lightning damage.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.178)

Festering Fever

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a stone soaked in vinegar
Duration: 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
You infect a creature you can see within range with a magical, transmissible disease. The target must succeed on a Constitution saving throw or take 4d8 necrotic damage and be infected with the disease. At the start of the target’s next turn, the disease ends on the target and moves to a creature hostile to you within 10 feet of the target. The new target must succeed on a Constitution saving throw or take 3d8 necrotic damage and be infected with the disease. The disease continues moving from target to target in this way, reducing the amount of necrotic damage by 1d8 each time the disease moves to a new target. On a failed save, the final target takes 1d8 necrotic damage and this spell ends. If a target succeeds on a Constitution saving throw, it takes half the damage, and the disease doesn’t jump to a new target, ending the spell. A creature can take damage from this spell only once per casting of this spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.178)

Fey Tricks

4-level Abjuration

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
Range/Area: 60ft.
Components: Somatic
Duration: Instant
Attack/Save: DC = 10 + Spell Level
Damage/Effect: Control
With a wink and a nod, you attempt to take control of a spell as it is being cast. If the creature is casting a spell of 4th level or lower, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you gain control of the spell as if you cast it from that creature’s space. You can choose the direction of the line, the point where the spell is centered, the spell’s targets, and any other parameters of the spell. If the spell has a range of Self and doesn’t affect other targets, fey tricks fails. For example, you can redirect the line of a lightning bolt spell with the original caster as the origin, but you wouldn’t be able to take control of the false life spell.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the spell you take control of can be less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.185)

Halo of Blood and Tears

4-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
A halo of glowing, bloody tears appears over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion. Until this spell ends, you can transfer damage you take into healing or spell energy. Whenever you take damage, you can use your reaction to store half that damage as magical energy. This effect doesn’t reduce the damage you take, and you can’t use this reaction if you already have energy stored from a previous instance of damage you took. The energy remains stored until expended or until this spell ends. You can expend the energy as a bonus action to cause one of the following effects:
  • Healing Burst. The next spell you cast that restores hit points to a creature restores an additional amount equal to the stored energy.
  • Spell Rejuvenation. You regain one expended spell slot of a level determined by the amount of stored energy. You regain an expended 1st-level spell slot if the stored energy is at least 10 damage, a 2nd-level spell slot if the stored energy is at least 20 damage, and so on. You can’t regain multiple spell slots at once with this effect.
Available for: Cleric

Deep Magic Volume 2 (p.186)

Harfang's Hoarfrost

4-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of ammunition for a ranged weapon
Duration: 1 hr.
Damage/Effect: Cold
Crackling ice coats a ranged weapon you touch. When you make a ranged weapon attack with that weapon during the spell’s duration, the ammunition becomes wreathed in frost. Make the attack roll as normal. On a hit, the weapon deals an extra 2d8 cold damage, and the target must succeed on a Constitution saving throw or become restrained by ice until the end of its next turn. The spell lasts for the duration or until you make six ranged weapon attacks with the weapon.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can make one additional ranged weapon attack with the weapon before the spell ends for each slot level above 4th. 
Available for: Ranger, Warlock, Wizard

Deep Magic Volume 2 (p.192)

Khamsin's Chariot

4-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
You create a 5-foot-radius, 30-foot-tall cylinder of swirling air on a point you can see within range. Each Huge or smaller creature in the cylinder when it appears or that ends its turn within 5 feet of the cylinder must succeed on a Strength saving throw or be restrained by it. A creature restrained by the whirlwind can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained and is safely ejected into an unoccupied space of its choice within 5 feet of the whirlwind.   As a bonus action on each of your turns, you can move the whirlwind up to 30 feet. If you move the whirlwind, creatures restrained by the whirlwind are moved with it when it moves. If you move the whirlwind into a creature, that creature must make the saving throw against being restrained by the cylinder, and the whirlwind stops moving this turn. If you are within 5 feet of the whirlwind when it moves, you can choose to be carried along with it and safely deposited in an unoccupied space within 5 feet of its destination. You can’t be restrained by the whirlwind.   Alternatively, as a bonus action on each of your turns, you can choose to violently eject a creature restrained by the whirlwind instead of moving the whirlwind. The creature is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Strength saving throw against your spell save DC or take the same damage and be knocked prone.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the whirlwind’s radius increases by 5 feet for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.199)

Mass Disarm

4-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Control
You magically disarm creatures, giving you and your allies an upper edge in battle. Choose up to five creatures you can see within range. Each target must succeed on a Dexterity saving throw or drop any weapons and shield it is holding.    Instead of choosing multiple targets, you can choose to focus this spell’s energy on only one creature you can see within range. If you do so, the target must succeed on a Dexterity saving throw or any weapons and shield it is holding teleport to the ground in a space within 5 feet of you.
Available for: Bard, Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.202)

Moonsphere Meteor

4-level Conjuration

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a small stone sphere polished smooth
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Radiant
You create a 5-foot-diameter sphere of moonrock that slams down on a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 2d8 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone  Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the moonrock to appear and slam down on a point you can see within range again.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or radiant damage (your choice) increases by 1d8 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.203)

Mudslide

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning, Control
You create and cause a cascade of mud to flow from a point on the ground you can see within range. The mud flows in a direction of your choice in a 30-foot line that is 10 feet wide. Each object in the line that isn’t being worn or carried is buried under 5 feet of mud. Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is pushed up to half the length of the line in a direction following the line, knocked prone, and buried under the mud. On a successful save, a creature takes half the damage and isn’t pushed, knocked prone, or buried. A buried creature is restrained and unable to breathe or stand up. A buried creature, or a creature within reach of a buried creature, can use its action to make a Strength check against your spell save DC. If it succeeds, the buried creature is no longer buried.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the line’s length increases by 5 feet and the damage increases by 1d10 for each slot level above 4th.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.206)

Phalanx of Light

4-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a tiny statue of a soldier
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Piercing, Radiant
You conjure a spectral battalion of soldiers wielding spears and shields made of light. The soldiers fill a 20-foot cube centered on a point you can see within range. The cube is filled with bright light, and you and friendly creatures within the cube have half cover. The cube is difficult terrain for hostile creatures. As a bonus action on your turn, you can move the cube up to 20 feet. A hostile creature that enters the cube for the first time on a turn or starts its turn there must make a Dexterity saving throw, taking 2d8 piercing damage and 2d8 radiant damage on a failed save, or half as much damage on a successful one.
Available for: Cleric, Paladin

Deep Magic Volume 2 (p.210)

Power Word Rend

4-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Force
You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a Constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as Constructs, Oozes, and Undead.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.210)

Power Word Reveal

4-level Divination

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: 1 round
Damage/Effect: Buff
You utter a word of power and every creature within range perceives things as they actually are. Each creature within 120 feet of you has truesight in the spell’s area until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 round for each slot level above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.215)

Reshape Skeleton

4-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered giant bone
Duration: Concentration, 1 minute
Attack/Save: CON Save
You cause one creature you can see to suffer a bonecracking rearrangement of its skeleton. Choose one creature you can see within range that has a bony or cartilaginous skeletal structure. That creature must make a Constitution saving throw or its bone structure becomes mutable for the duration.    Until the spell ends, you can use a bonus action on each of your subsequent turns to adjust the target’s bone structure, limiting its ability to act. The target must succeed on a Constitution saving throw or take 3d10 bludgeoning damage and suffer one of the following effects of your choice until the end of its next turn: halved speed or disadvantage on attack rolls.    At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for every two slot levels above 4th.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.215)

Rift

4-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
You conjure a small rift to another plane on a point you can see within range. When you cast this spell, choose one of the following natures. The rift exhibits the chosen nature for the duration.   Chaos. The rift’s presence warps the area around it, disorienting nearby creatures. A creature that starts its turn within 20 feet of the rift has disadvantage on the first attack roll it makes before the start of its next turn, and when it moves on its turn, it moves in a random direction. Delights. Soothing lights and sounds float out from the rift. Each creature that starts its turn within 5 feet of the rift regains hit points equal to your spellcasting ability modifier and can’t be frightened until the start of its next turn.   Horrors. Tentacles erupt from the rift and fly toward up to three creatures you can see within 20 feet of the rift. Each creature must succeed on a Strength saving throw or be restrained by the tentacles until the spell ends. A creature restrained by the tentacles can use its action to make a Strength check against your spell save DC. On a success, it is no longer restrained. If no creatures are restrained by the rift’s tentacles at the end of your turn, the next creature, other than you, to move within 20 feet of the rift must succeed on a Strength saving throw or be restrained by the tentacles for the duration.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.217)

Seismic Shift

4-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. line)
Components: Verbal, Somatic, Material
Materials: a small piece of sandstone
Duration: Instant
Attack/Save: DEX Save, STR Save
Damage/Effect: Control
You disrupt the ground in a line 60 feet long and 10 feet wide extending from you in a direction you choose. You cause one of the following effects:   Collapse. The ground crumbles in the line. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature is restrained as it sinks a few feet into the ground. On a successful save, a creature’s speed is reduced by 10 feet until the end of its next turn as its feet and legs are covered in thick layers of earth. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.   Rupture. The ground bursts away from you along the line. Each creature in the line must make a Strength saving throw. On a failure, a creature is pushed up to 60 feet away from you in a direction following the line and knocked prone. On a successful save, a creature is pushed half the distance and isn’t knocked prone.
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.219)

Shadow Passenger

4-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Somatic, Material
Materials: a vial of black ink
Duration: 8 hours
Damage/Effect: Buff
You step into a shadow you can see within range, melding yourself and all the equipment you carry with the shadow for the duration. Using your movement, you step into the shadow at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses except truesight.   You can perceive the surroundings around the shadow out to a radius of 10 feet, but you have disadvantage on Wisdom (Perception) checks. If the shadow moves, you move with it. You remain aware of the passage of time and can cast spells on yourself while merged with the shadow. You can use your movement to leave the shadow, exiting into an unoccupied space within 5 feet of the shadow and ending the spell. You otherwise can’t move.    If the shadow is destroyed, such as from a source of bright light, the spell ends, you are expelled, emerging prone in an unoccupied space within 5 feet of where the shadow was located, and take 6d6 radiant damage.    If you willingly exit the shadow, you have advantage on the first attack roll you make before the start of your next turn, and if you hit a creature with that attack, the attack deals an extra 3d8 necrotic damage to the target.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.222)

Shared Nightmare

4-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of powdered onyx
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You cause the minds of up to three creatures you can see within range to share a nightmarish vision. Each target must make a Wisdom saving throw. On a failed save, a target takes 3d6 psychic damage and is haunted by the nightmare for the duration. On a successful save, a target takes half the damage and isn’t haunted.    Until the spell ends, a creature haunted by the nightmare takes 1d6 psychic damage at the start of each of its turns for each other creature haunted by this spell’s nightmare. A haunted creature can make another Wisdom saving throw at the end of each of its turns. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock

Deep Magic Volume 2 (p.222)

Shield of Ephemera

4-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Buff
Dream-like, indistinct patterns and shapes surround you. Until the start of your next turn, you become invisible, and you are immune to nonmagical bludgeoning, piercing, and slashing damage. At the start of your next turn, any creature that saw you in the past minute but that can’t see you now forgets it saw you for the next 24 hours, its mind filling gaps in details or dismissing any memory of you as a dream. This effect ends early if the creature sees you within that time frame.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.227)

Steal Memories

4-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
You attempt to steal another creature’s memories. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. If the target succeeds on the saving throw by 5 or more, it knows that you tried to access its memories, and it can’t be affected by this spell again for 24 hours.    On a failed save, you steal one of the target’s memories for 24 hours. You must specify the type of memory you are trying to steal, and it must be a single event lasting no more than 1 minute, such as “the assassination of the arch duke” or “the password of the day for entrance to the thieves’ guild hideout.” If the memory doesn’t exist in the mind of the target, the spell fails. If the memory exists, you gain the full memory as if you experienced it yourself, including any sensations the target experienced.    Until the spell ends, the target can’t recall the memory. When the spell ends, the memory returns to the target, and you can no longer recall it.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.231)

Trade Corporeality

4-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a ghost's tooth
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
A ghostly creature you can see within range becomes solid and more lifelike. If the target doesn’t have the Incorporeal Movement trait, the spell fails.   The target must succeed on a Constitution saving throw or become corporeal as you become incorporeal. For the duration, the target loses its Incorporeal Movement trait and any resistances it has to acid, cold, fire, lightning, and thunder damage as well as any resistances it has to bludgeoning, piercing, and slashing damage from nonmagical attacks. Until the spell ends, you gain the Incorporeal Movement trait and the resistances the target lost.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.233)

Unnatural Causes

4-level Necromancy

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Cold, Necrotic
You cause vengeful spirits of the wrongfully slain to manifest in a 30-foot-radius sphere centered on a point you choose within range. The sphere of spirits spreads around corners and lasts until the spell ends.    When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, a creature takes 3d6 cold and 3d6 necrotic damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, a creature takes half the damage and doesn’t have disadvantage on attack rolls.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the cold damage or necrotic damage (your choice) increases by 1d6 for each slot level above 4th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.236)

Verbal Assault

4-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. cone)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You utter words of power laced with deadly psychic energy. Each creature in a 30-foot cone must make an Intelligence saving throw. On a failed save, a creature takes 8d6 psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half the damage and isn’t stunned.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Available for: Bard

Deep Magic Volume 2 (p.238)

Windblown

4-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic
Duration: 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
A blast of air forms beneath a creature you can see within range, launching the creature into the air. If the target isn’t somehow anchored to the ground, it is thrown up to 60 feet into the air. It can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the launch.    If some solid object (such as a ceiling) is encountered on the way up, the target strikes the object and takes falling damage just as if it had fallen the same distance. If the target reaches the full height of 60 feet without striking anything, it remains buoyant, bobbing in the air, for the duration and can be blown along with the prevailing wind.    When the spell ends, the target falls to the ground, taking falling damage as normal. This spell has no effect against a creature with a flying speed.
Available for: Druid, Sorcerer, Wizard

Level 5 Spells

Deep Magic Volume 2 (p.139)

Arrow of Ash

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Force, Fire
You create and launch a missile of hardened ash which travels toward one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 3d6 force damage and 3d6 fire damage. When it reaches the target, the ash arrow bursts into a 30-foot-radius sphere of ash centered on the target, regardless if the attack hits the target. The cloud of ash spreads around corners, its area is heavily obscured, and it lasts for 1 minute. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or become poisoned until the start of its next turn. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 1d6 for each slot  level above 5th.
Available for: Sorcerer, Warlock, 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

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.147)

Bryn's Bullying Brogue

5-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a nonmagical, leather shoe
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You toss a nonmagical shoe toward a creature you can see within range. The shoe grows to tremendous size before falling onto the target. The target must make a Dexterity saving throw. On a failed save, the target takes 5d10 bludgeoning damage and is knocked prone and restrained. On a successful save, the target takes half the damage and isn’t knocked prone or restrained, and the spell ends.   Until the spell ends, you can use a bonus action on each of your subsequent turns to deal 2d10 bludgeoning damage to the target as the shoe grinds the target into the ground.   At the end of each of its turns, the target can make a Strength saving throw, breaking free on a success. When the target breaks free or when the spell ends, the shoe shrinks to its normal size, becoming a nonmagical shoe once again.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.153)

Chrysalis

5-level Transmutation

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

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 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

Deep Magic Volume 2 (p.161)

Dash of the Sentinel

5-level Evocation

Casting Time: 1 action
Range/Area: Self (100 ft. line)
Components: Verbal, Somatic, Material
Materials: a jagged twig
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
You magically launch yourself forward. You move up to 100 feet in a straight line and can move through the space of any creature. This movement doesn’t provoke opportunity attacks.    The first time you enter a creature’s space during this move, that creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 force damage and is knocked prone if it is your size or smaller. On a successful save, a creature takes half the damage and isn’t knocked prone. When you move through a creature’s space, you can choose to not affect it.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Available for: Bard, Paladin, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.162)

Death's Retribution

5-level Abjuration

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

Deep Magic Volume 2 (p.166)

Doom of Antiquity

5-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of bone dust
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You impart the doom of extreme age upon up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or believe it has been magically aged to an advanced age for the duration. While doomed, a target suffers the following effects:
  • The target’s speed is halved.
  • The target can’t see beyond 30 feet.
  • The target has disadvantage on attack rolls.
  • The target has disadvantage on Strength, Dexterity,and Constitution saving throws and checks.
  • The target has advantage on Intelligence and Wisdom saving throws and checks.
At the end of each of its turns, a doomed target can make another Wisdom saving throw. On a success, the spell ends on the target.
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.
Available for: Bard, Wizard

Deep Magic Volume 2 (p.176)

Enshroud

5-level Conjuration

Casting Time: 1 minute
Range/Area: Self (500 ft. radius)
Components: Verbal, Somatic, Material
Materials: a gilded lantern worth at least 100 gp
Duration: Concentration, 1 hour
Damage/Effect: Weather, Control
You create a massive blanket of heavy fog that covers the area within 500 feet of you for the duration. The fog spreads around corners, and its area is lightly obscured. After you create it, the fog drifts along like a normal bank of fog and doesn’t remain centered on you.    When you cast the spell, you can designate any number of creatures to be unaffected by it. A creature in the fog or a creature looking into the fog from the outside can’t see more than 60 feet in the fog. A strong wind (at least 20 miles per hour) disperses the fog after 1 minute.
Available for: Sorcerer, Wizard

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

Deep Magic Volume 2 (p.180)

Flamewalk Portal

5-level Conjuration

Casting Time: 1 minute
Range/Area: 5ft.
Components: Verbal, Material
Materials: a piece of chalk
Duration: 30 days
Damage/Effect: Teleportation
When you cast this spell, you inscribe a small rune next to a source of fire. The source can be a fireplace, campfire, signal beacon, or other source of fire that is large enough for a Medium creature to stand in the fire. This rune lasts for 30 days, and it remains even if the fire is extinguished.    For the duration, when you cast this spell again, you can link any two runes together to form a gateway between the two locations. The two runes linked in this way must be on the same plane of existence, and each rune must have an active fire source within 5 feet of it. While casting this spell, you know if a rune you inscribed has an active fire source within 5 feet of it. For 1 minute or until you end the effect as a bonus action, any creature within 5 feet of one of the fire sources can use 5 feet of its movement to step into that fire source and exit from the other fire source, appearing in an unoccupied space within 5 feet of the destination fire source. A creature doesn’t take fire damage from stepping into the fire. When this effect ends, the runes disappear from both locations, ending the spell if those were the only two runes inscribed with this spell.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.189)

Hidden Agent

5-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a polished mirror set in gold worth at least 250 gp
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control
You link your mind and consciousness with that of a creature you can see within range. An unwilling creature must succeed on a Wisdom saving throw to avoid the effect. For the duration, you can use an action to see, hear, smell, feel, and experience the world through the target’s senses, gaining the benefits of any special senses the target has, until you end the effect (no action required). During this time, you are deaf and blind with regard to your own senses. While sharing a target’s senses, it knows the languages you know if you choose for it to know them, and once each minute, you can influence one Intelligence, Wisdom, or Charisma check it makes. If the target was a willing creature, you can give it advantage on the check. If the target was an unwilling creature, you can give it disadvantage on the check.    Until the spell ends, you can communicate telepathically with the target, and you know the direction and approximate distance to the target, provided you are both on the same plane of existence. If the target was a willing creature, you can choose for the target to also know the direction and approximate distance to you.    An unwilling target can make another Wisdom saving throw at the end of each minute. It has disadvantage on the saving throw if it doesn’t know you are connected to it, such as if you haven’t spoken to the target telepathically and haven’t influenced its ability checks. On a success, the spell ends on the target. A willing target can end the spell as a bonus action. The spell ends early if you or the target are on a different plane of existence from each other, if the target is reduced to 0 hit points, or if the target is incapacitated.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.
Available for: Bard, Wizard

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 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

Deep Magic Volume 2 (p.232)

Tundra Hold

5-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a handful of snow or ice
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Cold
Magical ice quickly spreads from a point you touch, extending in a line 60 feet long and 20 feet wide. Each creature caught in the ice’s path must make a Dexterity saving throw. On a failed save, a creature takes 5d8 cold damage and is restrained by ice. On a successful save, a creature takes half the damage and isn’t restrained. The line then becomes difficult terrain for 10 minutes. A creature restrained by the ice must make a Constitution saving throw at the start of each of its turns, taking 1d8 cold damage on a failed save.    A creature restrained by the ice can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. If a creature remains restrained by the ice for three of its turns, it becomes petrified at the start of its fourth turn, turning into an ice sculpture.
Available for: Sorcerer, Warlock, Wizard

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

Deep Magic Volume 2 (p.235)

Vengeful Spirits

5-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Psychic
You invite slighted spirits to take revenge upon a creature you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 8d8 psychic damage and is frightened of you until the spell ends. On a successful save, the target takes half the damage and isn’t frightened. If the target has a Charisma score of 2 or lower, the spell fails.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.237)

Weirding Wake

5-level Conjuration

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

Deep Magic Volume 2 (p.240)

Wreck

5-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: STR Save
Damage/Effect: Bludgeoning
A dozen giant, spectral fists appear and pummel creatures, structures, and objects in a 10-foot cube centered on a point you can see within range. Each creature in the area must make a Strength saving throw, taking 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.    Any nonmagical structure and any nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the size of the cube increases by 5 feet for each slot level above 5th.
Available for: Bard, Sorcerer, Warlock, 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

Level 6 Spells

Deep Magic Volume 2 (p.145)

Bombard

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a shard of cooled magma
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A barrage of fiery projectiles begins falling in the shape of a cylinder that is 30 feet tall with a 15-foot-radius centered on a point within range. A creature that starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. As a bonus action on your turn, you can move the sphere up to 20 feet.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.164)

Dimensional Rending

6-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crystal knife worth at least 500 gp
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Damage, Control
You conjure swirling, magical vortexes around one creature you can see within range. The vortexes flank the creature and pull it in opposite directions, tearing limbs and flesh. The target must make a Strength saving throw. On a failed save, it takes 3d10 force damage and its speed is halved until the end of its next turn. On a successful save, it takes half the damage and its speed isn’t reduced. Until the spell ends, you can use a bonus action on each of your turns to force this creature to repeat the saving throw, taking damage and reducing its speed as normal. The spell ends early if the target is ever outside the spell’s range.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.166)

Doom of Abeyant Time

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a flat crystal disk
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Control
You distort time in a 10-foot-radius sphere centered on a point you can see within range. Each creature in that area must succeed on a Wisdom saving throw or disappear and be thrown forward in time. At the end of your next turn, the creature returns to the space it previously occupied, or the nearest unoccupied space, unaware that any time has passed.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.168)

Doom of Night

6-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a vial of shadow dust
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Necrotic
You create a 30-foot-radius sphere of pulsing, luminous purple mist centered on a point you choose within range. This area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. After leaving the mist, the creature takes 5 points of necrotic damage per round until it succeeds on a Constitution saving throw or dies.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. The follow-on damage increases by 1 point for each slot level above 6th.
Available for: Wizard

Deep Magic Volume 2 (p.174)

Een's Armor of Glass

6-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a glass marble inlaid with silver worth at least 50 gp
Duration: 1 hour
Damage/Effect: Buff
You conjure a magical suit of glass armor over your existing armor and apparel for the duration. The glass armor appears in any color and style you choose. If you are wearing heavy armor, you have disadvantage on attack rolls as the bulk of the glass armor on top of the heavy armor limits your range of movement. Until this spell ends, your AC increases by 3 and you have advantage on saving throws against spells and effects that would alter your form.    When you cast this spell, the armor has a number of charges equal to your spellcasting ability modifier. Whenever you take cold, fire, lightning, or poison damage, you can use your reaction to expend a charge and reduce that damage to zero. The spell ends early if all charges are expended.    If you take thunder damage while wearing this glass armor, you must make a Constitution saving throw as if you were concentrating on a spell. On a failed save, this spell ends, as the glass armor shatters from the thunder damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.187)

Hearth Walk

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 mile radius)
Components: Verbal, Somatic
Duration: Instant
When you cast this spell, you become aware of any lit source of nonmagical fire that is the size of a campfire or larger within ten miles of you on the same plane of existence as you. You and up to five willing creatures you can see within 10 feet of you instantly teleport into unoccupied spaces within 10 feet of one fire you sense with this spell.
Available for: Wizard

Deep Magic Volume 2 (p.192)

Kindness of Angels

6-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: diamond dust worth at least 100 gp, which the spell consumes
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Radiant
You create a burst of glorious, glowing golden feathers centered on a point you choose within range. Each friendly creature in the burst regains 4d6 hit points and is no longer charmed or frightened, if it suffered those conditions. Each hostile creature in the burst must make a Wisdom saving throw. On a failed save, a creature takes 4d6 radiant damage and is blinded until the end of its next turn. On a successful save, a creature takes half the damage and isn’t blinded.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the healing and damage both increase by 1d6 for each slot level above 6th.
Available for: Cleric

Deep Magic Volume 2 (p.201)

Monsoon

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (40 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a dark rain cloud in the shape of a cylinder that is 10 feet tall with a 40-foot radius, centered on the point you can see 100 feet in the sky directly above you. The spell fails if you can’t see a point in the air where the rain cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud remains centered on you in the sky above you, and moving to a place where you don’t have a clear path to the sky ends the spell early.    Until the spell ends, heavy rain and hailstones fall in the area within 40 feet of you, pummeling creatures and objects and loosening the ground. Nonmagical fires in the area are extinguished, the area is lightly obscured, and the ground in the area is difficult terrain. Any creature other than you that starts its turn in the area must make a Dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.204)

Ominous Shadow

6-level Necromancy

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a horn from a creature native to the Plane of Shadow
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
When you cast this spell, you extend your shadow out in a 60-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn’t have disadvantage on attack rolls and saving throws from this spell.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.206)

Part Clouds

6-level Conjuration

Casting Time: 1 minute
Range/Area: Self (1 mile radius)
Components: Verbal, Somatic, Material
Materials: a sun-bleached wind instrument carved from wood
Duration: Concentration, 1 hour
Damage/Effect: Utility
The clouds miraculously part within 1 mile of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.    When you cast this spell, nonmagical smoke, clouds, fog, and other obscuring mists, including the clouds in the sky, disperse in the area. Magical smoke, clouds, fog, and other obscuring mists disperse after 1 minute in the area. Until the spell ends, you can’t become lost while you travel, and the area is filled with bright sunlight if it is day or dim light if it is night.
Available for: Cleric, Druid, Wizard

Deep Magic Volume 2 (p.206)

Phantasm

6-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a sympathetic item from the target, a pinch of grave dirt, and powdered sapphire worth at least 5000 gp, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You reach out with your consciousness and influence the dreams of another creature. 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 creatures) when the spell is cast, the spell fails. This spell has no effect on Constructs or Undead.    The target must make a Wisdom saving throw. On a failed save, the target’s dream becomes a nightmare, and it takes 4d10 psychic damage. On a successful save, the target takes half the damage, the spell ends, and you take 4d10 psychic damage as you are shoved from the dream. At the start of each of its turns, the target can make another Wisdom saving throw, taking 4d10 psychic damage on a failed save, or ending the spell on a successful one. Once the target succeeds on its saving throw, it can’t be affected by this spell again until 7 days have passed. The target can’t wake itself, but if it is awakened by an outside force or if it is reduced to 0 hit points, the spell ends.    If the target succeeds on the saving throw, it can make a Wisdom (Insight) check against your spell save DC. On a success, if the target is familiar with you, it recognizes you as the attacker. If the target succeeds but is unfamiliar with you, it doesn’t recognize you, though at the GM’s discretion, it may vaguely recognize you at a later date if you cross paths.    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.
At higher levels: When you cast this spell at 7th level or higher, you deal an additional 1d10 psychic damage per spell slot above 6th.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.207)

Plague Hysteria

6-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a pinch of ashes
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control
Your touch curses a creature that isn’t a Construct or Undead with the symptoms of a disease of your choice, which can include cackle fever, sewer plague, or any of the diseases caused by the contagion spell or found in the Random Disease table. The target must succeed on a Wisdom saving throw or become convinced it is suffering from a disease, including manifesting physical symptoms. However, it suffers no actual damage, conditions, or penalties from this disease. All symptoms are superficial and vanish when the spell ends. This is a curse, not a disease, and as such, spells and effects that cure or detect diseases have no effect.    While cursed and manifesting symptoms, the target emits an aura of hysterical fear. A creature that isn’t a Construct or Undead and that comes within 60 feet of the target must succeed on a Wisdom saving throw or become frightened of the target.    While frightened, that creature must take the Dash action and move away from the target by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the cursed target, the creature can make a Wisdom saving throw against your spell save DC, ending the frightened condition on itself on a success. If a creature’s saving throw is successful or the frightened effect ends for it, the creature can’t be frightened by this spell again for the next 24 hours.
d10DiseaseDescription
1Blinding SicknessPain grips the creature's mind, and its eyes turn milky white.
2Cackle FeverThis disease targets humanoids, though gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname the shrieks.
3Filth FeverA raging fever sweeps through the creature's body, making it feel weak.
4Flesh RotThe creature's flesh visibly decays.
5MindfireThe creature's mind becomes feverish.
6Rotten PoxThe creature feels exhausted, as if suffering from one level of exhaustion and develops oozing black sores all over its body.
7SeizureThe creature is overcome with shaking.
8Sewer PlagueThe creature feels exhausted, as if suffering from one level of exhaustion, struggling with fatigue and painful cramps.
9Sight RotThe creature suffers with bleeding from the eyes and seems to gradually lose its sight, with its vision becoming blurry toward the end of the first 24 hours.
10Slimy DoomThe creature begins to bleed uncontrollably.
Available for: Cleric, Warlock

Deep Magic Volume 2 (p.229)

Stygian Eye

6-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a black spherical bead
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You create a spherical eyeball from magical shadow that floats just behind and above your head. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can cause the eye to emit one of the following effects:   Darkbolt. The eye sends a bolt of shadowy energy at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 cold damage and 2d6 necrotic damage.   Envenomed Pulse. The eye releases a sickening, strobing pulse at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and is poisoned until the end of its next turn.   Shadow Sentry. The eye emits magically disruptive pulses. The eye interrupts the next spell cast within 60 feet of you by a hostile creature before the start of your next turn. The spell must include you as a target or in its area and must be of 6th level or lower, otherwise the eye doesn’t interrupt the spell. An interrupted spell fails and has no effect. If the eye interrupts a spell, the eye disappears, and this spell ends.   Umbrage Beam. The eye sends a beam of disorienting shadow at a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d6 and the poison damage increases by 1d8 for each slot above 6th. When you cast this spell using a spell slot of 7th level or higher, the eye’s Shadow Sentry effect can interrupt a spell if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.230)

Thresh the Battlefield

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: wheat dipped in giant's blood
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Slashing
You create a magical threshing blade that spins and grows as it flies out from you. Each creature in a 60-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 6d10 slashing damage and is lacerated for 1 minute. On a successful save, a creature takes half the damage and isn’t lacerated. A lacerated creature takes 1d10 slashing damage at the start of each of its turns and can’t regain hit points until the laceration ends.    At the end of each of its turns, a lacerated creature can make a Constitution saving throw. On a success, the laceration ends. Alternatively, a creature can take an action to stanch the laceration with a successful Wisdom (Medicine) check against your spell save DC.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage (both initial and later) increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.237)

Wave of Putrefaction

6-level Necromancy

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a withered bone
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You unleash a wave of putrefying necrotic energy in a 60-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d6 necrotic damage and is afflicted with a putrefying disease until cured or until it finishes a long rest. On a successful save, a creature takes half the damage and isn’t afflicted with a disease. A creature afflicted with this disease can’t regain hit points.    This spell induces a magical disease in the target that can’t be cured by most effects that remove or ameliorate diseases. A Greater Restoration or Heal spell cast on the target removes this magical disease.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Available for: Cleric

Level 7 Spells

Deep Magic Volume 2 (p.179)

Field of Lotuses

7-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Damage/Effect: Healing
A field of magical lotus flowers sprouts in a 20-foot cube centered on a point you can see within range. Each creature in the spell’s area has immunity to psychic damage. A creature that spends 10 minutes in the area is cured of all diseases and poison and reduces its exhaustion level by 1. A creature that spends a short rest in the area regains the maximum hit points from any Hit Die it expends to recover hit points during the short rest. After the creature has spent at least 10 minutes in the area, it can’t be affected by this spell again until it finishes a long rest.
Available for: Bard, Sorcerer, Wizard

Deep Magic Volume 2 (p.179)

Flame's Chronicle Unleashed

7-level Conjuration

Casting Time: 1 action
Range/Area: Self (30 ft. radius)
Components: Verbal, Somatic, Material
Materials: a piece of scorched platinum worth at least 100 gp, which the spell consumes
Duration: Instant
Attack/Save: CON or STR
Damage/Effect: Necrotic or Bludgeoning and Fire
You draw on the power of a historic fire, drought, or heat wave that happened within the past 100 years within 1 mile of you. You then release the condensed memory of that event in a blast that erupts in a 30-foot radius from you. When you cast this spell, you can designate a number of creatures equal to your spellcasting ability modifier to be unaffected by it. The blast causes one of the following effects of your choice:   Desiccate. Nearby water rapidly evaporates, including the water within creatures. A body or container of water in the spell’s area that fills a 10-foot cube or less evaporates instantly, including water in containers that are being worn or carried by creatures in the area. Each creature in the spell’s area must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures made mostly of water, such as water elementals, have disadvantage on the saving throw.   Swelter. The temperature of the air around you rises dramatically. Each creature in the spell’s area must make a constitution saving throw, suffering 2 levels of exhaustion on a failed save, or only 1 level of exhaustion on a successful one.   Wind. Hot wind explodes out from you. Each Tiny creature with a challenge rating of 1/4 or lower in the area that doesn’t have total cover from you immediately dies. Each Small or larger creature in the spell’s area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and 4d8 fire damage and is pushed away from you up to the edge of the spell’s area and knocked prone. On a successful save, a creature takes half the damage and isn’t pushed or knocked prone.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.187)

Heaven's Spear

7-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a tiny replica spear fashioned out of solid gold worth at least 250 gp
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Piercing, Radiant
You hurl a spear of radiant light toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 piercing damage. When the spear reaches the target, regardless if it hits, it explodes in a wave of holy light. Each creature within 30 feet of the target, including the target, must make a Dexterity saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. Undead and creatures with the Sunlight Sensitivity trait have disadvantage on the saving throw.
At higher levels: When you cast this spell using a spell slot of 8th level or higher, the radiant damage increases by 1d6 for each slot level above 7th.
Available for: Cleric

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

Deep Magic Volume 2 (p.203)

Nexus

7-level Conjuration

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a platinum thread and needle worth at least 700 gp, which the spell consumes
Duration: 24 hours
Damage/Effect: Teleportation
You conjure up to four magical doorways in a surface you touch. The surface must be large enough to accommodate the doors, which are large enough for a Large or smaller creature to pass through. When you cast this spell, choose a nonmagical archway, doorway, or other threshold you have moved through at least once within 100 miles of you for each magical doorway you create. Each magical doorway opens onto the location of its associated nonmagical threshold for the duration. The spell ends early if the surface on which the magical doorways appear is destroyed.    When you cast this spell, you can choose a number of creatures equal to your spellcasting ability modifier. You and the chosen creatures are the only creatures able to use the magical doorways. The magical doorways are two-way for such creatures, allowing the creatures to pass between the two locations by moving through the doorways, opening the destination doors if necessary. All other creatures see the magical doorways as door-like outlines or silhouettes in a style of your choice on the surface you touched, and they see and can interact with the nonmagical thresholds at the destinations as if the locations weren’t tied to magical doorways.
Available for: Wizard

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

Deep Magic Volume 2 (p.206)

Phantasmal Phalanx

7-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a tiny statue of a warrior made from gold and precious stones, worth at least 250 gp
Duration: Concentration, 1 minute
Damage/Effect: Creation
You summon six golden, Phantasmal Soldier in unoccupied spaces you can see within range. Each soldier is considered Celestial, and it disappears when it drops to 0 hit points or when the spell ends.    The soldiers are friendly to you and your companions. Roll initiative for the soldiers as a group, which has its own turns. You can communicate telepathically with the soldiers as long as you are on the same plane of existence, and the soldiers obey any commands that you issue to them (no action required by you). If you don’t issue any commands to the soldiers, they defend themselves from hostile creatures or position themselves protectively next to you and your allies, each soldier moving to within 5 feet of at least one of you. While positioned protectively, a soldier can use its reaction to impose disadvantage on a melee attack roll against the target it is protecting, provided the target remains within 5 feet of the soldier.   The GM has the soldiers’ statistics, using a veteran that has a shield and is immune to nonmagical bludgeoning, piercing, and slashing damage.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.209)

Power Word Deplete

7-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control
You utter a word of power at one creature you can see within range. The target must succeed on a Wisdom saving throw or it loses a single use of a trait or feature of your choice with limited uses each day, such as spellcasting, Channel Divinity, or Legendary Resistance. If the target has spell slots, and you chose spellcasting, the target loses a spell slot of its highest available level.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.214)

Recreate Event

7-level Illusion

Casting Time: 10 minutes
Range/Area: Self (30 ft. cube)
Components: Verbal, Somatic, Material
Materials: a time piece made of brass and inlaid with diamonds worth at least 250 gp
Duration: Concentration, 1 hour
Your magic summons an illusory recreation of an event, allowing you to watch and learn from different angles. When you cast this spell, choose a period of time you have experienced within the last 7 days that is up to 1 minute long. Illusory copies of the people, places, and events that existed within 30 feet of you during that minute fill the spell’s area. The illusion appears centered on the past version of you and is recreated from your perspective at the time you experienced it. The recreation is not limited to your line of sight, and it magically recreates everything that occurred within 30 feet of you at that time.    For the duration, you can command the illusion to replay, pause, speed up, or slow down as you wish. You and other creatures can walk within the illusory scene, investigating and watching the event. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made while observing the event. The spell doesn’t provide insight into the minds of creatures that were present at that time, and it is limited to actions and movements that could have been observed by an average person experiencing the event. For example, it might depict wet footprints left by an invisible creature that walked past you during the event, but it wouldn’t reveal the invisible creature.
Available for: Bard, Sorcerer, 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

Level 8 Spells

Deep Magic Volume 2 (p.148)

Burst Organs

8-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of dried roc liver
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You cause the vital organs of a creature you can see within range to swell and burst inside its body. The target must make a Constitution saving throw. On a failed save, the target takes 6d10 necrotic damage and suffers one of the following effects of your choice. On a successful save, the target takes half the damage and doesn’t suffer an additional effect. The additional effect can be ended by a Greater Restoration, Heal, or [blocklinkc:1533534] spell.   Sundered Vision. The range of the target’s senses is permanently reduced to 10 feet, regardless of its type of senses.   Dissolved Vitality. The target’s Constitution score is permanently halved, and its hit point maximum is reduced accordingly.

Shattered Vigor. The target’s speed is permanently reduced to 10 feet, regardless of method of movement.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.200)

Mighty Vessel

8-level Conjuration

Casting Time: 1 minute
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a golden model of a warship worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Creation
A wooden warship rises from an area of water of your choice that you can see within range. The area of water must be large enough to accommodate the boat, at least 100 feet long, 20 feet wide, and 15 feet deep, and it must be clear of any other boats or structures. Any creatures in the area are harmlessly pushed out of the boat’s space.   The warship is a Gargantuan vehicle that is 100 feet long and 20 feet wide. The ship has four siege weapons on the deck: two ballistae and two cannons.   Below deck is divided into two floors: the lower deck and the hold. Each level of the ship is connected by wooden stairs. Below deck is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 60 people each day. Furnishing, food, and other objects created by this spell crumble to dust if removed from the ship.   A crew of forty invisible servants obeys any commands given to it by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.   The ship and the siege weapons aboard it are all made of wood and metal that can be damaged, but they are immune to poison damage and psychic damage. The hull of the ship has AC 15 and 500 hit points. The ballistae have AC 15 and 50 hit points each. The cannons have AC 19 and 75 hit points each.
Available for: Wizard

Deep Magic Volume 2 (p.210)

Power Word Plague

8-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a vial containing diseased skin
Duration: Instant
Attack/Save: CON Save
You speak a word of power, infecting a creature within range that can see and hear you with a virulent disease. If the target has 150 hit points or fewer, it contracts the disease. In addition, choose a number of creatures equal to your spellcasting ability modifier within 30 feet of the target. Each of those creatures must succeed on a Constitution saving throw or also contract the disease. These secondary targets can have any hit point total. While diseased, a target suffers the following effects:
  • At the start of each of its turns, the target’s hit point maximum decreases by 20.
  • The target can’t regain hit points, except by magical spells higher than 5th level.
  • The target’s speed is halved.
  • The disease ends on a creature when the creature is reduced to 0 hit points. The disease can also be ended by a greater restoration, heal, or wish spell.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.230)

Temporal Reflection

8-level Transmutation

Casting Time: 1 reaction, which you take when you are the target of a spell or attack that targets only you
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small mirror
Duration: Instant
You wreathe strands of time around your body, copying the moment the attack or spell affects you. You are affected by the attack or spell as normal. At the start of your next turn, a copy of the attack or spell reflects back at the attacker or spellcaster, using the attack roll, spell DCs, and similar statistics of the original attack or spell. If the creature that made the triggering attack or cast the triggering spell is no longer a valid target, such as if it died or if it is out of range, the copied attack or spell fails.
Available for: Sorcerer, Wizard

Level 9 Spells

Deep Magic Volume 2 (p.151)

Chaotic Flowerfall

9-level Conjuration

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a posy of flowers
Duration: Instant
Damage/Effect: Healing, Damage
A shower of flowers falls across the ground at ten different points you can see within range. The flowers fall in 10-foot cubes centered on each point, and each cube must be contiguous with at least one other cube. Each friendly creature in a cube chooses one of the following when the flowers appear—it regains 10d6 hit points or it is cured of all diseases and all the following conditions: blinded, charmed, deafened, paralyzed, petrified, and poisoned. Each hostile creature in a cube must make a Dexterity saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one cube of falling flowers is affected only once.
Available for: Cleric, Druid

Deep Magic Volume 2 (p.158)

Create Graveyard Dragon

9-level Necromancy

Casting Time: 1 minute
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a collection of coins and gems worth at least 1000 gp
Duration: Instant
Damage/Effect: Summon
Choose a corpse of a Huge or Large dragon within range. This corpse becomes a Graveyard Dragon, a skeletal dragon wrapped in energy of the dragon’s type, under your control.    As a bonus action on each of your turns, you can mentally command the dragon if the creature is within 120 feet of you. You decide what action the dragon 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 dragon only defends itself against hostile creatures. Once given an order, the dragon continues to follow it until its task is complete.    The dragon is under your control for 8 hours, after which it stops obeying any command you have given it. To maintain control of the dragon for another 8 hours, you must cast this spell on the dragon before the current 8-hour period ends, or you can use an action to make an ability check using your spellcasting ability contested by the dragon’s Charisma check, reasserting your control over the dragon for another 8 hours on a success. This use of the spell reasserts your control over the dragon rather than animating a new one. Once you have reasserted your control over the dragon with two successful checks, you can’t do so again until you reassert your control over the dragon at least once with a casting of this spell.    The GM has the statistics for the Graveyard Dragon with resistances and damage types appropriate to the type of dragon you targeted with this spell and with the following bonus action:    Reassemble Bones. As a bonus action, the dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can’t make melee weapon attacks.
Available for: Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.190)

Horn of Heroes

9-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded horn worth at least 100 gp
Duration: Concentration, 1 hour
You summon the spirits of ancient heroes that take the form of up to three Humanoids of challenge rating 5 or lower and appear in unoccupied spaces you can see within range. Each Humanoid disappears when it drops to 0 hit points or when the spell ends.    The Humanoids are friendly to you and your companions. Roll initiative for the summoned Humanoids as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate their alignment. If you don’t issue any commands to the Humanoids, they defend themselves from hostile creatures but otherwise take no actions.    The GM has the Humanoids’ statistics.
Available for: Bard, Cleric

Deep Magic Volume 2 (p.228)

Storm of Angels

9-level Conjuration

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: the feather of an angel and a diamond worth at least 5000 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon two Celestials of challenge rating 5 or lower, which appear in a flash of golden lightning in unoccupied spaces you can see within range. Each Celestial disappears when it drops to 0 hit points or when the spell ends.    The Celestials are friendly to you and your companions. Roll initiative for the Celestials as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate the Celestials’ alignment. If you don’t issue any commands to them, the Celestials defend themselves from hostile creatures but otherwise take no actions.    If your concentration is broken, the Celestials don’t disappear. Instead, you lose control of the Celestials, and they may become hostile to you or aid you on their own terms, depending on your alignment and observable actions while the Celestials were summoned. An uncontrolled Celestial can’t be dismissed by you, and it disappears 1 hour after you summoned it.
Available for: Cleric

Deep Magic Volume 2 (p.234)

Unstoppable Moon

9-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a stone carving of a moon and a pat of butter
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Radiant
You create a 15-foot-diameter sphere of moonrock that slams down in an unoccupied space you can see within range and lasts for the duration. Each creature within 10 feet of that space when you first create the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and 5d10 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone  As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and 2d10 radiant damage and is knocked prone. On a successful save, the creature takes half the damage and isn’t knocked prone. The sphere stops moving only if you ram it into a Huge or larger creature, but a creature can be affected by the sphere only once on each of your turns, regardless of how many times you roll the sphere into it.    When you move the sphere, you can direct it to roll over barriers up to 10 feet tall and jump it across pits up to 20 feet wide.
Available for: Cleric, Druid, Sorcerer, Wizard
< Spell Codices
< PHB: Spells
Cantrips
Level 1 Spells
Level 2 Spells
Level 3 Spells
Level 4 Spells
Level 5 Spells
Level 6 Spells
Level 7 Spells
Level 8 Spells
Level 9 Spells
Type
Manuscript, Magical (Tome/Scroll)

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