BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

New Spells

Deep Magic Spells

Boulder Toss

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl.   Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
At higher levels: If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.
Available for: Druid

Deep Magic Spells

Demon Within

3-level Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a vial of blood from a humanoid killed within the previous 24 hours
Duration: Concentration, up to 1 minute
One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon's type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon's attempt to claw its way through the gate. For the spell's duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.   If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.
Available for: Warlock, Wizard

Deep Magic Spells

Earth Wave

5-level Transmutation

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

Earthskimmer

4-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a piece of shale or slate
Duration: Concentration, up to 1 minute
Attack/Save: Strength
Damage/Effect: Bludgeoning / Prone
You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.   Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn't knocked prone on a succesful one.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Spells

Entomb in Ice

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
Attack/Save: Dexterity
Damage/Effect: Cold / Restrained
You trap a creature in a thick coating of ice. The target must succeed on a Dexterity saving throw or be restrained for the duration. At the beginning of each of the trapped creature's turn, it takes 2d4 cold damage. On its turn, an entombed creature (or an ally) can take an action to make a Strength check against your spell save DC. On a success, the entombed creature is freed. The icy tomb is also susceptible to damage and vulnerable to fire. Damage equal to your spell save DC will destroy the tomb and free the 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 slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Spells

Giant's Jest

4-level Transmutation

Casting Time: 1 action
Range/Area: 25 feet
Components: Verbal, Somatic
Duration: 1 minute
This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Deep Magic Spells

Hod's Gift

5-level Transmutation

Casting Time: 1 round
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a stick of charcoal
Duration: 1 hour
To cast this spell, you draw the Ingwaz rune on the forehead of the target. For the duration, the target gains blindsight to a range of 60 feet.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Spells

Ice Hammer

2-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a miniature hammer carved from ice or glass
Duration: Concentration, up to 1 hour
When you cast this spell, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, except it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.   The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.
Available for: Cleric, Ranger

Deep Magic Spells

Laugh in the Face of Fear

3-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it can—if it has the mentality and capability to do so—laugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed. The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell's duration expires.
Available for: Bard

Monstrous Bond

3-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a morsel of food with grillmarks in the shape of the Fehu rune, which is expended on use
Duration: 24 hours
This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity's Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.
Available for: Druid, Ranger

Deep Magic Spells

Power Word Kneel

2-level Enchantment

Casting Time: 1 action
Range/Area: 60 feet
Components: Verbal, Somatic, Material
Materials: an emerald worth at least 100 gp
Duration: Instantaneous
When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Deep Magic Spells

Reaver Spirit

3-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute
You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons.   When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 3rd.
Available for: Cleric, Druid, Ranger

Deep Magic Spells

Rolling Thunder

2-level Evocation

Casting Time: 1 action
Range/Area: Self (30-foot line)
Components: Verbal, Somatic, Material
Materials: a sliver of metal from a gong
Duration: Instantaneous
A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell.   While a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Spells

Rune of Imprisonment

3-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: ink
Duration: Concentration, up to 1 minute
You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.   A creature adjacent to the rune can use an action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.
Available for: Sorcerer, Wizard

Deep Magic Spells

Sand Ship

4-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a boat or ship of 10,000 gp value or less
Duration: 24 hours
Casting this spell on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn't float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.
Available for: Wizard

Deep Magic Spells

Scale Rot

4-level Necromancy

Casting Time: 1 action
Range/Area: 30 feet
Components: Verbal, Somatic, Material
Materials: a shard of dragon bone engraved with the wyrm rune worth 250 gp
Duration: Concentration, up to 1 minute
You summon death and decay to plague your enemies, causing a the entropic Wyrm rune to appear upon their breast.   One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature's Armor Class are made with advantage, and the creature can't regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw at the end of their turn, which also makes the creature immune to further castings of scale rot for 24 hours.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.
Available for: Bard, Cleric, Ranger, Sorcerer, Warlock, Wizard

Deep Magic Spells

Consult the Storm

4-level Divination

Casting Time: 1 action
Range/Area: 90 feet
Components: V
Duration: Instantaneous
Attack/Save: Constitution
Damage/Effect: Thunder
You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.
As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.
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: Cleric, Druid

Comments

Please Login in order to comment!