Table of Contents

Spells: Fourth Level Spells

Abiding Webs

4th-level conjuration

You create a 20-foot cube of sticky webs at a point you can see. Abiding webs works identically to web, except as noted otherwise.

These webs are crawling with tiny, harmless spiders. Damage to the web is repaired by the spiders that live in it, at the rate of one 5-foot cube per round (125 cubic feet; the entire volume of the webs can be sixteen times this size). This repair occurs on initiative count 20. If the webs are completely destroyed, the spell ends. The spiders themselves are immortal and need neither air nor food to survive; the magic of the spell produces more spiders as needed.

Absorption

4th-level transmutation

You cause liquids carried by a creature to dry up. All nonmagical liquid (water, alcohol, lamp oil) evaporates instantly unless the target creature makes a successful Wisdom saving throw. In addition, three potions carried by the target will also be affected by this spell. If the target carries more than three potions, the three that dry up are selected randomly.

Absorption has no direct effect on living (or unliving) creatures or plants, only on liquids they carry.

Adamantine Mace

4th-level transmutation

You transform your own cudgel, mace, staff, or other bludgeoning weapon into one made of pure elemental adamantine. It does an additional 2d12 bludgeoning damage on a successful hit and acts as a magical weapon.

Aetheric Shield

4th-level abjuration

You conjure an aetheric lens, 10 feet wide, within 30 feet of you. The lens protects those behind it from magic; any spell of 4th level or lower that requires a clear path through the lens is stopped entirely. The lens doesn’t interfere with spells you cast, and it doesn’t block area effects. For example, a fireball couldn’t be aimed directly through the lens, but if it was set off immediately in front of the lens, the blast would still affect people on the other side of the lens and within the fireball’s radius. You can spend a bonus action to move the lens to any point within 30 feet of you.

At Higher Levels: If aetheric shield is cast using a spell slot higher than 4th level, the lens protects against spells of equal or lower level than the spell slot you used.

Agitate Wounds

4th-level necromancy

You choose one creature that you see within range that has recently been injured by an edged weapon (the creature must not be at full hit points). This spell will cause bound wounds to reopen and unbound wounds to bleed profusely. The target takes 2d6 damage and must make a Constitution saving throw. On a success, the target takes no more damage. On a failure, the target takes another 1d4 damage each round until the wound is treated.

Air Sphere

4th-level conjuration

The spell creates a 5-foot-radius sphere of pure, fresh air that forms around you and moves with you. The spell keeps out hazardous gases and water, but solid objects can pass into the sphere. The air remains pure and clean for the duration of the spell.

Alter Moon Phase

4th-level illusion (druid, sorcerer, wizard)

Casting Time: 1 action

Range: Self (1-mile radius)

Components: V, S, M (a pinch of moondust)

Duration: Concentration, up to 1 hour

You change the apparent moon phase for a 1-mile radius around you for the duration. If a creature within the affected area possesses abilities dependent on a particular moon phase, or change shape based on the moon phase, it must make a Wisdom saving throw to avoid being affected by this spell.

If you cast this spell at night, the altered moon phase can affect light.

If you change the moon phase to full moon, light improves to dim light in the area. If you change the moon phase to anything other than full moon, light decreases to (or remains at) darkness. If you change the moon phase during the day, it has no appreciable effect on light.

Alter Path

4th-level transmutation

When you cast this spell, you pick one of the following options:

Only relatively light debris, such as light branches and gravel, is moved. Large obstacles such as fallen trees are unaffected.

Animate Flame

4th-level evocation

You animate a Medium-size nonmagical flame, causing it leave its source of fuel and move in your direct with a speed of 30 feet. It does not require fuel during this time.

The animated fire causes 1d10 fire damage to any creature it touches and it automatically ignites combustible material.

Army of the Dead

4th-level necromancy (wizard)

This spell creates 2d4 undead servant skeletons. Choose piles of humanoid bones within range. Your spell imbues the targets with a foul mimicry of life, raising them as undead skeletons (the GM has the creature’s game statistics). The skeletons act immediately after your turn on the initiative order.

On each of your turns, you can use a bonus action to mentally command any creatures you made with this spell if the creature is within 60 feet of you (issuing the same command to each one). You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control for 1 minute, after which point the spell ends and they collapse to the ground, lifeless.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are able to add an addition 1d4 to the total number of skeletons raised by this spell for every slot higher than 4th level.

Association

4th-level enchantment

You select an animal (for example, a lion) or image (such as a shining sword) or ideal (such as honor) and associate it with a specific individual. Each creature within the spell’s range must make a Wisdom saving throw. Each creature that fails the saving throw associates the person with the animal, image, or ideal for as long as the spell lasts. A positive association increases the starting attitude of those around the affected target by one step; hostile becomes indifferent, indifferent becomes friendly. Likewise, a negative association decreases the starting attitude by one.

This can be a subtle way to influence a group: By planting an association that links a lord to wickedness or to a serpent, the caster can undermine morale in that lord’s dominion for days. Friendly advisers become indifferent, for example, and unfriendly rivals become hostile.

At Higher Levels: For each spell slot used higher than 4th level, the association lasts for an additional day.

Assume True Form

4th-level transmutation

Components: V, S, M (a sprig of wolfsbane) Casting Time: 1 action Duration: 1 minute Range: Self Area of Effect: Sphere, 20-ft. radius Saving Throw: Constitution negates effect

You create an aura around yourself that forces all shapeshifted creatures to resort to their normal forms. The spell affects lycanthropes, therianthropes, doppelgangers, mimics, and creatures under the effect of polymorph magic. A shapechanged creature that begins its turn within the aura is forced to resume its natural form unless it makes a successful Constitution saving throw. If the saving throw fails, it reverts to its normal form immediately, and it can’t alter its form voluntarily again until it leaves the spell’s area of effect.

Aura of Entropy

4th-level abjuration (apocalypse)

Sickening energy radiates out from you in a sphere with a 30-foot radius. While the spell lasts, the sphere remains centered on you and moves with you. Each hostile creature in the sphere has disadvantage on saving throws against becoming frightened, paralyzed, poisoned, or stunned.

Creatures in the sphere can’t gain temporary hit points, and any effect that restores hit points to a creature within the sphere has those hit points reduced by an amount equal to your spellcasting ability modifier (minimum of 1).

Aura of Tsathogga

4th-level conjuration

Components: V, S, M (a small piece of a bombardier beetle) Casting Time: 1 action Duration: Concentration, up to 1 hour Range: Self Area of Effect: Self Saving Throw: None

A swirling mist of corrosive green vapor engulfs your body for the duration of this spell. Any creature that strikes you with a melee attack takes 4d6 acid damage, and you gain resistance to acid damage.

As an action, you can make a melee spell attack against one creature within your reach; a hit does 10d6 acid damage and ends this spell.

Bait

4th-level enchantment

When you cast bait, choose a creature and an object. Both must be within 60 feet of you. If the creature fails a Wisdom saving throw, it experiences an overwhelming desire to possess the object. On its turn, the affected creature must move directly toward the object, ignoring all danger. Upon reaching the object, it does everything within its power to remain within 5 feet of the object and to prevent anyone else from possessing it, even if that means taking it away from its current owner. The affected creature can repeat the saving throw at the end of each of its turns; a successful save ends the effect.

Balance of the Mind

4th-level enchantment

By calling on the gods of Law, you temporarily alter a willing creature’s alignment to Lawful Neutral and remove all emotional attachments or biases the creature might have. While under the effect of this spell, the creature gains advantage on saving throws against enchantment spells. All decisions the creature makes while under the spell’s influence must follow the spirit and letter of the law, and the subject is incapable of showing favoritism. A creature under the effect of balance of the mind can judge the actions of even his most hated enemy fairly and impartially.

Bands of Binding

4th-level conjuration

You conjure a number of shining metal bands which encircle and capture a Huge or smaller target of your choice within range.

The target may make a Dexterity saving throw to avoid capture. The escape DC is equal to 8 + twice your spell attack modifier.

At Higher Levels. If you cast this using a 5th-level or higher spell slot, the target has disadvantage on both the saving throw and the escape roll.

Barbaric Rage

4th-level enchantment

One willing creature you can see rages like a barbarian. The creature has advantage on Strength checks and Strength saving throws, gains a +2 bonus to damage dealt with Strength-based melee weapons, and has resistance to bludgeoning, piercing, and slashing damage. The creature is unable to cast spells or concentrate on spells when raging.

The spell ends if the creature ends its turn without either attacking a hostile creature or being attacked since its previous turn.

Barrier Reaver

4th-level transmutation

You can force an opening in one magical barrier within range, including spells such as antimagic field, prismatic wall, wall of fire, wall of stone, and so on. You automatically open a hole in any barrier created through a spell of 4th level or lower. For a barrier created with a higher-level spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, a hole appears.

Until the end of your next turn, you and other creatures may walk through the hole, cast spells through it, attack through it, and so on.

At the end of your next turn, the hole closes, inflicting 4d6 force damage on any creature still in the hole and shunting the creature either inside or outside the wall (50% chance of either).

Bastion

4th-level abjuration

When you touch a structure, a soft glow spreads from your hands and flows across the walls until it envelops the entire structure. The glow is absorbed into the building, leaving behind a faint, permanent sparkle to the stone, wood, brick, or clay. The structure’s current and maximum hit points are doubled.

Bead of Blasting

4th-level evocation

A small bead of concentrated sound travels from your hand to a point within range that you select, where it explodes in a 15-foot-radius sphere. Each creature in the radius takes 5d8 thunder damage and is deafened for 1 minute, or takes half damage and is not deafened with a successful Constitution saving throw.

At Higher Levels: For each spell slot used higher than 4th level, bead of blasting does an additional 1d8 damage.

Bead of Luck

4th-level abjuration

You imbue a small bone bead with an aura of luck. While you wear the bead, you can reroll any attack roll, ability check, or saving throw you make that results in a natural 1. You must keep the second result, even if it’s another 1.

Binding Oath

4th-level necromancy

You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.

The curse effect of binding oath can’t be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.

Black Hand

4th-level necromancy (shadow)

You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.

Blacklight Burst

4th-level evocation

You bring forth a blast of dark energy from the Negative Plane, sending it to a point you choose within range, at which point expands in a burst. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A creature takes 6d6 necrotic damage and have its speed reduced to half for 1 minute on a failed saving throw, or half as much on a successful one and have its speed reduced by 5 feet.

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.

Blade of My Brother

4th-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (melee weapon owned by a dead ally of the target) Duration: Concentration, up to 4 rounds

You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.

The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.

Bladelust

4th-level transmutation

You cause a slashing or piercing weapon you are holding to achieve a form of limited sentience that hungers for blood. For every 4 points (rounded up) of damage you inflict with the weapon on a living creature, your next attack with that weapon has a bonus of +1 to hit and to damage. Non-Evil creatures damaged by your weapon also suffer a -2 penalty to hit you with their next attack, unless they make a successful Wisdom saving throw.

Blessed Forgetfulness

4th-level enchantment (ritual)

You touch a willing creature and remove one terrible memory it has. This can negate the effect of a failed fear or sanity check or simply remove a horrible memory that has no actual game effect. This has no effect on magically-induced or altered memories. You cannot use this spell on yourself.

Blessing of Life

4th-level abjuration (cleric, paladin)

You invoke the blessing of a god of birth and renewal to aid you in your quest by protecting you against being slain by your foes. For the duration, if a single attack would knock you unconscious or kill you outright, you are instead lowered to 1 hit point and may roll 4d6 and receive that many temporary hit points

Blood Spoor

4th-level divination (blood)

By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.

If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.

Bloodburn

4th-level necromancy

Select one creature within range that has been wounded in the last minute and hasn’t yet received any healing. If the creature fails a Constitution saving throw, the blood flowing from its wounds bursts into fire, inflicting 5d8 fire damage to the creature at the start of each of its turns and preventing it from receiving any healing while the spell is in effect. The creature can repeat the saving throw at the end of each its turns; the spell ends when it has made two successful saves, which need not be consecutive.

Boiling Blood

4th-level necromancy (blood)

You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.

On a failure, the creature takes an additional 2d6 fire damage and remains blinded.

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.

Bone Seize

4th-level necromancy

You choose one target within range that you can see that has bones. If the target is alive or undead, it must make a Constitution saving throw. On a failure, you gain control of that target’s bones. You can automatically take control of a corpse. You can make the target walk, lay or sit down, or sit or stand up. You cannot make the creature speak, fight, cast spells, etc.

Boundary

4th-level abjuration (bard, cleric, wizard)

You create a small barrier of force to protect a creature you can see within range. The creature gains 25 + 1d10 worth of temporary hit points.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of temporary hit points increases by 1d10 for each slot level above 4th.

Bramble Armor

4th-level conjuration

A multitude of thorny vines burst from your fingers and enwrap a willing, nonarmored creature you touch to form a suit of fibrous armor around the target. This armor is treated as medium armor with a base AC of 15 + Dexterity modifier (max 2). Normal penalties apply if the armored creature doesn’t have proficiency with medium armor. Any foe that strikes a creature encased in bramble armor with a melee attack takes 1d4 piercing damage.

Brittling

4th-level transmutation (winter)

Casting Time: 1 action Range: Touch Components: V, S, M (an icicle) Duration: Instantaneous

This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.

Brook Healing

4th-level evocation (bard, cleric, druid, paladin, ranger)

A creature you touch regains a number of hit points equal to 8d8 + your spellcasting ability modifier. When healing a creature in this manner, you immediately take psychic damage equal to half the amount healed as psychic damage and must make a DC 15 Constitution saving throw or suffer 1 level of exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.

Bubble Goop

4th-level conjuration

You breathe out a bubble that floats quickly toward one creature within range. If the creature fails a Dexterity saving throw, the bubble bursts over it and covers it with goo. Creatures covered with goo suffer a -2 penalty to attack rolls and Dexterity checks, and their speed is reduced by 10 feet. In addition, creatures covered in bubble boop can’t cast spells with somatic components. The bubble goop remains until an affected creature or an adjacent ally uses an action to scrape it off and the affected creature makes a successful Dexterity check.

At Higher Levels: For each spell slot used higher than 4th level, you can create one additional bubble. Each bubble can be targeted against a different creature.

Burning Blood

4th-level necromancy

You cause the open, bleeding wounds of one target you can see within range to burst into blood-red flame. The target must make a Constitution saving throw each round. The creature takes 3d8 fire damage on a failed saving throw, or half as much damage on a successful one.

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.

By the Light of the Watchful Moon

4th-level divination

Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow.

The glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.

Caustic Waste

4th-level evocation (apocalypse)

You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell’s area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.

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.

Chains of Torment

4th-level conjuration

You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.

As an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.

Chant

4th-level abjuration

You call upon your deity to grant you and your allies special favor and to curse your foes.

As long as you continue to recite the holy writ, your allies that are within range gain +1 to attack and damage, +1 to AC, and 2d4 temporary hit points, while your enemies have their hit point totals reduced by 2d4. If that reduces their hit point totals to 0, they fall unconscious.

This spell continues for as long as you chant, up to 1 minute. If you take damage, you must make a Constitution saving throw (DC equal to 10 or half the damage you take, whichever is higher) to be able to continue chanting. Likewise, if you are silenced through magical or mundane means, this spell ends.

Chaotic Form

4th-level transmutation (chaos)

You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by chaotic form.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.

Charge

4th-level abjuration

You infuse one object with a magical trap. Anyone other than you who touches the object takes 10d6 lightning damage, or half damage with a successful Dexterity saving throw. You can create a command word when the spell is cast that will allow other creatures to handle the item safely.

The presence of a charge on an object can be detected with a successful Intelligence (Investigation) check; the DC equals your spell saving throw.

Cherub’s Burning Blade

4th-level evocation

A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action. You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire; until someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.

Chilling Scythe

4th-level necromancy

You create an oversized but weightless scythe made of glowing, blue-black force.

You may choose to wield it or give it to someone else to wield. The scythe does 2d8 + the wielder’s Strength modifier in slashing damage, plus 1d8 necrotic damage. If the target is undead it takes an additional 4d8 necrotic damage, even if it is normally immune or resistant to necrotic damage, and it must make a Strength saving throw or be knocked prone. The scythe is a two-handed weapon with reach.

Circle of Divine Censure

4th-level abjuration

You radiate a holy aura in a 30-foot radius that is anathema to undead and fiends. Any undead or fiend that enters the aura or begins its turn in the aura takes 2d6 radiant damage and must make a Charisma saving throw; if the saving throw fails, the creature must move out of the aura as soon it can.

Circle of Scrying

4th-level divination

You empower a magic circle that links to sigils of seeing you previously created. You can select a number of sigils up to your Intelligence modifier (minimum of 1). The distance between the circle of scrying and the sigils of seeing is not a factor, and the sigils can even be on other planes of existence. When you stand inside your circle of scrying, you can view the area around any of the linked sigils as if you were actually standing at the location of the sigil. You can switch between different sigils as an action. The casting time for the spell depends on whether the circle is being drawn anew or a previously placed, permanent circle is being empowered. Drawing a new circle takes one day. Empowering a previously placed, permanent circle takes 1 minute.

Drawing a new circle requires material components costing 250 gold pieces. The circle is typically a flat design of a geometric shape with a 5-foot radius.

A sigil of seeing is created spending one minute drawing the sigil on a flat surface. Each sigil requires special ink that costs 100 gold pieces per sigil. The sigil disappears within moments of being drawn, but it reappears when you are scrying through it. A sigil is typically no more an inch in diameter. While a sigil is in use, it can be noticed by anyone who examines the spot where it’s drawn and makes a successful DC 10 Wisdom (Perception) or Intelligence (Investigation) check. While the sigil isn’t in use, finding it requires a deliberate search of the correct area and a successful Intelligence (Investigation) check against your spell saving throw DC.

Cloak of Serpents

4th-level abjuration

A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it.

For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition.

In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.

Comrades in Arms

4th-level transmutation

Components: V, S Casting Time: 1 action Duration: 1 minute Range: 30 ft. Area of Effect: 1 to 4 creatures Saving Throw: None

You create a bond between up to four willing creatures you can see. All must be within 30 feet of you. For the duration of the spell, a creature may, as a bonus action, transfer any number of its hit points to another creature affected by the spell. Any hit points that would raise a creature over its maximum number of hit points are gained as temporary hit points. Temporary hit points gained through this spell vanish when the spell ends, but other hit point changes are permanent.

Conjure Fiends

4th-level conjuration (fiendish)

You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:

A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level spell slot and three times as many with an 8th-level spell slot.

Conjure Void Dragon Wyrmling

4th-level conjuration (sorcerer, warlock, wizard)

You summon a void dragon wyrmling from the void.

The dragon appears in an unoccupied space that you can see within range, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, 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 dragon, it defends itself from hostile creatures but otherwise takes no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, more dragons appear: two with a 6th-level slot and three with an 8th-level slot. If you cast this spell with a 9th-level slot, you can instead summon a young void dragon.

Consult The Storm

4th-level divination

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.

Control Temperature

4th-level evocation

You lower or raise the air temperature by up to 50° F. You also gain resistance to area-effect attacks that cause cold or fire damage.

At Higher Levels. When you cast this spell with a 5th-level or higher spell slot, you can lower or raise the air temperature by an additional 10° F for each slot level above 4th.

Control Vapor

4th-level transmutation

You pick a point within range that contains mist of any sort, even magically-created mists. You can control all mists within a 30 foot radius sphere of that point. You may move it as you will, with a speed of 40 feet, hold it still, or split it multiple smaller clouds, and so on.

If the mist is actually an intelligent being such as a vampire in mist-form, that creature must make a Charisma saving throw. You cannot cause the creature damage through this spell.

Create Darkenbeast

4th-level transmutation

You transform one mammalian beast of CR 1 or lower into a darkenbeast. You can only cast this spell when you and your target creature are not in sunlight.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional darkenbeast per spell slot above 4th level.

Darkenbeast

Medium monstrosity, neutral evil

Armor Class 14 (natural armor) Hit Points 45 (6d8+18) Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 16 (+3) 5 (-3) 11 (+0) 5 (-3) Saving Throws Constitution +5 Damage Vulnerabilities radiant Condition Immunities blinded, charmed, deafened, exhaustion, frightened, stunned Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 3 (700 XP)

Special Traits
Actions

Corpulent Bloat

4th-level transmutation

You curse one creature you can see. The creature must make a Constitution saving throw against the curse. If the saving throw fails, the target creature bloats into a horrific mockery of itself. Nonmagical belts, buckles, armor, clothes, shoes, and other garments are all destroyed by rapidly expanding rolls of flesh. The now-obese victim quadruples in weight and girth, loses 4 points of Strength and 6 points of Dexterity, and its speed is reduced by 10 feet. Each month, it loses an additional point of Constitution. Ability scores can’t be reduced below 1 by this spell.

The creature returns to its previous size instantly if the curse is lifted by magic.

Create Potion

4th-level transmutation

You cast this spell on a vial of water, and then immediately cast another spell on the vial. The second spell must be of 3rd level or lower and must have a range of Self or Touch. Rather than take effect immediately, the second spell is absorbed into the water, creating a temporary “potion.” This potion lasts for 1 hour before both spells go inert.

Creeping Eye

4th-level conjuration

One of your eyes extrudes from its socket until it pops loose, when it is replaced by another eye that grew behind the original. The eye that popped out of your head becomes a mobile, eyelike object that can animate its ganglia of trailing nerves to crawl 5 feet per minute, as long as you concentrate on its movement. You can see whatever the eye can see.

An identify spell cast on the eye reveals your name. The eye has AC 10 and 1 hit point. It disappears when reduced to 0 hit points, and its destruction stuns you for 1d4 rounds and blinds you for 1d6 minutes.

Crushing Depths

4th-level evocation (sorcerer, warlock, wizard)

You subject one creature you can within range to the pressure found deep underwater. The creature must make a Strength saving throw. On a failed save, it is restrained and takes 2d10 bludgeoning damage. On a successful save, the creature takes half damage and the spell ends.

A creature restrained by this spell can make another Strength saving throw at the end of each of its turns. On a failure, the creature is restrained and takes bludgeoning damage as above, and the damage increases by 1d10. On a success, the creature takes half damage and can move at half speed. The spell ends when the creature successfully saves against this spell twice. The successes don’t need to be consecutive.

Crystal Wail

4th-level evocation

You give a piercing scream that vibrates in a 40-foot radius sphere centered on you. Unattended crystal or glass items in the affected area take 7d6 thunder damage. Each creature in the area takes 7d6 thunder damage and is deafened, or takes half damage and is not deafened with a successful Constitution saving throw.

A deafened creature can repeat the saving throw at the end of each of its turns; a successful save restores its hearing.

At Higher Levels: For each spell slot used higher than 4th level, the spell does 1d6 extra damage.

Cursed Gift

4th-level abjuration

Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends).

Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.

Cursed Image

4th-level necromancy (ritual)

You create a small effigy out of clay that resembles your target. You must know this target’s appearance and his general whereabouts. You may then choose of the following actions to take:

If you incorporate a bit of hair, skin, blood, nail clipping, etc., your target is at disadvantage on his attempts to escape and his saving throw.

Deep Freeze

4th-level evocation

You send a blast of deep cold at a creature, dealing 4d8 cold damage to it and encasing it in ice. An encased creature is grappled and takes an extra 2d8 cold damage at the start of its turn every round it remains encased. If the target of this spell makes a successful Dexterity saving throw, it takes half the damage and none of the extra damage and is not encased in ice, but the ice that clings to its body reduces its speed by 15 feet (to a minimum speed of 5 feet) until it takes an action to remove the ice.

A grappled target can take an action to make a Strength check against your spell save DC, breaking free of the ice on a success. Alternatively, another creature within 5 feet of the target can make a Strength check on its turn, freeing the creature on a success. The ice can also be attacked. It has AC 12, 10 hit points, and vulnerability to fire damage.

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.

Deflect Ram

4th-level abjuration

You protect the ship you are on from ramming attacks. Your ship gains resistance to bludgeoning damage for the duration of the spell.

Depress Resistance

4th-level transmutation

You target one creature you can see within range. If that creature has the trait Magic Resistance but succumbs to this spell, it loses that trait for the duration.

Demon Flesh

4th-level abjuration

You touch a willing creature and give its skin the defensive properties of demon flesh. The creature gains resistance to cold and fire damage and to damage from nonsilvered, nonmagical bludgeoning, piercing, and slashing weapons.

At Higher Levels: When you cast demon flesh using an 8th-level or higher spell slot, the creature gains immunity to cold and fire damage instead of resistance.

Desail

4th-level transmutation

The mainsail of one ship you can see becomes insubstantial for the duration of this spell. The loss of a mainsail reduces the ship’s speed by a percentage equal to the sail’s percentage of the ship’s total sails. On many smaller ships, this will be 50% or more. On larger ships, it always reduces the ship’s speed by at least 25%.

Desert Refuge

4th-level abjuration

A willing creature you touch becomes surrounded by an aura that maintains a constant temperature of 70 degrees Fahrenheit and protects the creature from the blazing heat of day and the freezing cold of night. It also shields the creature from the effects of exposure to sun and wind but not from objects propelled by the wind, such as sand blown by a sandstorm.

Despair

4th-level enchantment

Each creature in a 30-foot cone must succeed on a Wisdom saving throw or lapse into despondent depression as they realize the hopelessness and folly of their beliefs. An affected creature will sit down and brood or start crying uncontrollably. An affected creature may make a new saving throw at the start of each of its turns, but at disadvantage.

On a successful save, the spell ends for that creature.

Dessicating Breath

4th-level evocation

You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.

Deva’s Wings

4th-level transmutation (angelic)

You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.

Devastate Undead

4th-level necromancy (warlock, wizard)

Starting with the undead creature that has the lowest current hit points, each creature affected by this spell must succeed on a Constitution saving throw or be destroyed.

Subtract each undead creature’s hit points from the total before moving on to the undead creature with the next lowest hit points. An undead creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

You gain a number of temporary hit points equal to half the hit point total of the first undead creature that was destroyed by this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, roll an additional 1d20 for each slot level above 4th.

Dig

4th-level transmutation

For the duration of this spell, you can excavate 1,000 cubic feet (a cube 10 feet square) of earth, sand, or mud each round. You can expand an existing hole or start a new one. You can’t dig through solid stone or mortared stone walls.

The earth removed from the hole is scattered evenly around the hole. If you dig deeper than 20 feet, the hole has a 15% chance of collapsing (roll of 1-3 on 1d20). The chance the hole collapses increases by 5% for every 5 feet you dig beyond 20 feet unless it is braced or supported.

You can also use this spell to tunnel through earth. If the tunnel is longer than 10 feet, it has a 30% chance of collapsing (1-6 on 1d20), +5% for every 5 feet beyond 30 feet, unless the tunnel is braced or supported.

Most creatures can easily react quickly enough to step aside automatically if you try digging beneath them.

Dimensional Anchor

4th-level conjuration

A green ray shoots out from your outstretched hand and strikes one creature you can see within range. Make a ranged spell attack to hit. On a hit, the creature is enveloped in a shimmering emerald field and is unable to move extradimensionally. This prevents the creature from using spells such as arcane gate, dimension door, misty step, plane shift, or teleport. It also prevents creatures from using natural abilities like a blink dog’s or balor’s teleportation.

Distance Distortion

4th-level illusion

Select an area of up to 8,000 cubic feet. (An easy way to picture this is eight 10-foot cubes.) The selected area must be contiguous and can’t be less than 10 feet across at any point. The entire area must be within the spell’s range. Inside that area, distance is distorted to be twice or half what it actually is (your choice). The change must be the same in the entire area. For example, if distance is doubled in a 30-foot section of corridor, creatures moving, attacking, or looking along it would treat it as if it were 60 feet long. A 20-foot-deep pit could become effectively 40 feet deep. Conversely, if distance is halved, a 60-foot corridor would be treated as only 30 feet long. Weapon and spell ranges are affected by the change, as is falling damage. There is no apparent change in the size of creatures or objects in the affected space, but the space itself appears longer or shorter. That is, a 60-foot corridor that’s distorted to be 120 feet long does look 120 feet long from both ends, and someone in the middle of it sees the end as being 60 feet away.

Distressing Resonance

4th-level evocation

You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell.

The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell’s area.

Divine Charge

4th-level transmutation

Until the end of the round, your movement speed is doubled and, as long as you move only in a straight line, you can make a normal melee attack against each creature you move adjacent to. If your attack hits, the creature is knocked prone in addition to other effects. You do not provoke opportunity attacks while moving in this fashion.

Divine Communion

4th-level divination

You become a channel for your god, allowing your deity to converse with others through your body. You are unaware of all that occurs or is said during this conversation. The spell doesn’t compel the attention of your deity, who can choose to ignore its effects.

At Higher Levels: When you cast divine communion using a 6th-level or higher spell slot, you can instead touch a willing creature and allow it to commune with its god.

Doom of Serpent Coils

4th-level necromancy

You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn’t suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours.

Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by protection from poison or comparable magic.

Doom of the Earthen Maw

4th-level evocation

The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained.

Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds.

Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.

Doom of the Pit

4th-level conjuration

You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.

The pit’s radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal.

The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are incapacitated for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 3rd.

Draconic Senses

4th-level divination (dragon)

You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.

Drain Item

4th-level evocation

You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder’s AC. On a hit, the item loses 1d3 charges. If this reduction drops the item’s charges to 0, any effects that occur when the item loses all its charges immediately take effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: 1d4 for a 5th?level slot, 1d6 for a 6th-level slot, 1d8 for a 7th?level slot, or 2d6 for an 8th- or 9th-level slot.

Dread Wings

4th-level necromancy

A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect. You can use an action on your turn to move the swarm up to 40 feet in any direction.

Dusk Arrows

4th-level necromancy (bard, cleric, ranger, wizard)

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d8 necrotic damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

If a target dies as a result of your ranged attack while using this ammunition, its flesh melts away and it is raised as a skeleton under your control for 8 hours, after which time it stops obeying your commands and will attack you until destroyed. You may control up to 4 skeletons at a time with this spell. If you attempt to take control of another skeleton with a dusk arrow when 4 are currently under your control, you will lose control of the skeleton that has been under your control the longest, and it will attack you.

On each of your turns, you can use a bonus action to mentally command a skeleton raised by a dusk arrow if it is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). Undead and constructs killed with dusk arrows to not become skeletons under your control.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can control one additional skeleton for each slot level above 4th.

Earthburst

4th-level transmutation

You touch the ground and send a furrow of displaced earth 5 feet wide toward a point you can see. Upon reaching the target point, the earth erupts in a cylinder 30 feet in radius and 30 feet high. Creatures that were standing on top of the furrow as it passed underfoot are knocked prone unless they make successful Dexterity saving throws. Creatures in the area of the eruption take 7d6 bludgeoning damage and are knocked prone, or take half damage and are not knocked prone with a successful Dexterity saving throw.

At Higher Levels: For each spell slot used higher than 4th level, the spell does an additional 1d6 damage.

Earthskimmer

4th-level transmutation

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 successful one.

Echoes of Steel

4th-level evocation

When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.

Emanation of Yoth

4th-level necromancy (ritual) (mythos)

You call forth a ghost that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.

The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions. You are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.

Embers

4th-level evocation (bard, druid, sorcerer, wizard)

You cause tiny burning embers to fall from the sky around you inside a 60-foot-tall cylinder with a 30-foot radius centered on yourself. When you cast the spell, you must choose if you intend for the embers to help or hinder.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the die increases by 1d6 on either effect for every slot level above 4th.

Enchanting Drums

4th-level enchantment

This spell is used to rally or demoralize troops. You choose which effect you wish to use.

Endow Attribute

4th-level transmutation

You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score.

Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.

The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful dispel magic spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic.

At Higher Levels. If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th level spell slot, the duration is 24 hours.

Endless Abyss

4th-level conjuration

You open a 10-foot square hole in the floor within range. The hole can’t appear under an occupied space. The hole is an extra-dimensional space with no bottom. Any creature falling into the pit never hits the bottom. To observers outside the hole, a creature or object that fell in appears to be just 20 feet below the level of the ground or floor, and falling endlessly without ever getting farther away. A creature who looks up after falling into the hole sees the lip of the hole receding farther and farther behind.

Flying creatures can get out of the pit without difficulty. A 20-foot rope will reach anyone who fell in, but the falling creature must make a successful Dexterity saving throw to catch the rope; if the saving throw fails, they perceive the rope as being too short to reach them.

When the spell ends, the hole closes. Every creature inside it at that moment is trapped and will plunge forever unless another endless abyss spell is cast on the same location; this reopens the pit and makes it possible to rescue trapped creatures. Other magical rescues might be possible, at the discretion of the GM.

Enduring Missiles

4th-level evocation

You create three missiles that unerringly strike creatures you can see, doing 1d6 + 1 force damage each. You can choose to have the missiles strike the same creature or split them between different creatures. After the missiles strike their targets, they return to your side and hover. As a bonus action on each of your subsequent turns, you can launch the missiles again. The missiles disappear when the spell ends.

A missile that strikes a shield spell is dispelled and doesn’t return.

At Higher Levels: For each spell slot used higher than 4th level, you gain one additional missile.

Energy Foreknowledge

4th-level divination

When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you.

This resistance lasts until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.

Enervation

4th-level necromancy

A black beam of enervating energy springs from your finger towards a creature within range. Make a ranged spell attack against the target. On a hit, the target gains 1d4+1 levels of exhaustion, it takes 2d10 necrotic damage, and its hit points are reduced by that amount. If the target already has one or more levels of exhaustion, this spell cannot take him past the fifth level. If the hit point reduction takes the target to 0 hit points, it dies. This exhaustion and hit point reduction last for 6 hours or until the target takes a long rest.

Enliven Wood

4th-level transmutation

Up to three plants or wooden objects gain the ability to regenerate. At the beginning of each of their turns, they regain 10 hit points. An enlivened plant or object doesn’t regenerate if it took fire or acid damage since its previous turn.

Evercold

4th-level necromancy (winter)

You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.

The spell can be ended by its caster or by dispel magic or remove curse.

Everfull Quiver

4th-level conjuration

You enchant a quiver that contains at least two arrows. Each round for the next minute, you withdraw up to two arrows without depleting the total number of arrows in the quiver.

If more than two arrows are withdrawn in a single round, or if anyone other than you draws an arrow, the spell ends. You must use an arrow the same round you draw it; otherwise, it fades into nothingness.

This spell can only create nonmagical arrows.

Exorcise

4th-level abjuration

You call upon your deity in an elaborate ceremony to end the possession of a creature or object by any force, whether creature or magic.

The source of the possession must make a Charisma saving throw. It has disadvantage on the save if holy water is sprinkled on the target during the casting of the spell. If the saving throw fails, the possession ends; the responsible creature (if any) is ejected from the body and appears in the nearest unoccupied space.

Exorcise can also be cast on a lich’s phylactery, a mummy lord’s heart, or a vampire’s coffin, in which case the soul immediately tries to possess the nearest material body. The two souls switch places unless the current inhabitant of the body makes a successful Charisma saving throw; the DC equals the monster’s CR.

Favor of the Flying Horse

4th-level transmutation

This spell is granted by gods of the air, of birds, or of horses, and of travel. You touch a tamed equine, equine-like beast or monstrosity, or other riding beast, and it sprouts a pair of impressive, feathered wings. The creature can then fly with perfect ease and has a flying speed of 60 feet.

Fiery Blast

4th-level evocation

A fan of flames bursts in a 60-foot cone from your outstretched hand. Each creature in the cone takes 5d8 fire damage, or half as much with a successful Dexterity saving throw.

The spell sets fire to unattended flammable materials.

At Higher Levels: For each spell slot used higher than 4th level, fiery blast does an additional 1d8 damage.

Fire Charm

4th-level enchantment

You light a fire (such as a bonfire, brazier, fireplace, candle, or lantern) while casting this spell and a gossamer veil of faint, multihued cool fire surrounds the flame; then you issue a suggestion of 12 words or less, which has the same restrictions and ability as the suggestion spell. Creatures that can’t be charmed are immune to this effect. You are not affected by this spell.

You may choose up to 4 creatures within range who can see the flame and can understand must make a Wisdom saving throw.

On a failed save, the creature is magically influenced by your word and will pursue the course of action you described to the best of its abilities.

If you or any of your companions damage one of the targets, the spell ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may charm an additional 2 creatures for each slot level above 4th.

Fire Fascination

4th-level illusion

You cause an existing fire (10-foot diameter or smaller) to become covered in a multi-hued veil of dancing flames. Touching the multicolored flames does 1d6 points of fire damage. Creatures within 30 feet of the fire who can see it must make Wisdom saving throws at the beginning of each of their turns. A creature that fails the saving throw stands transfixed and can do nothing except watch the fire until the beginning of its next turn.

While a creature is transfixed, it has disadvantage on saving throws against enchantment spells.

Any physical attack or attack that triggers a saving throw against a fire-fascinated creature automatically breaks the effect on that creature. Likewise, interposing a solid barrier between a fascinated creature and the veil of flames breaks the effect.

Flame Spiral

4th-level invocation

Flames spiral out from you to fill a 30-foot-radius sphere. Each creature apart from you in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 6d6 fire damage and is incapacitated until the end of your next turn. If the save succeeds, the creature takes half damage and is not incapacitated. Creatures with resistance or immunity to fire are never incapacitated by a flame spiral.

At Higher Levels: For each spell slot used higher than 4th level, the spell does an additional 1d6 damage.

Flame Wave

4th-level evocation

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed.

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 3rd.

Flames of Darkness

4th-level transmutation

An object that you touch bursts into dark red flames. The flames are harmless and give out minimal heat. For the duration of the spell, creatures within 20 feet of the flames have darkvision (60 feet).

Flames of Purification

4th-level evocation

One creature you touch bursts into flame. At the beginning of each of its turns, the creature takes 4d6 fire damage, or half damage with a successful Dexterity saving throw. The fire is extinguished after two successful saving throws, which do not need to be consecutive. The flames also do damage to equipment the creature is wearing if it burns for more than two rounds.

Creatures standing adjacent to the burning creature may also take damage; each takes 2d6 fire damage at the beginning of its turn unless is makes a successful Dexterity saving throw.

Flickering Fate

4th-level divination (temporal)

You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.

Fluctuating Alignment

4th-level enchantment (chaos)

You channel the force of chaos to taint your target’s mind.

A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends.

These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.

Alignment Fluctuation

d20 Alignment
1-2 Chaotic good
3-4 Chaotic neutral
5-7 Chaotic evil
8-9 Neutral evil
10-11 Lawful evil
12-14 Lawful good
15-16 Lawful neutral
17-18 Neutral good
19-20 Neutral

Fluid Form

4th-level transmutation

You transform yourself and all items you are carrying into thick liquid. The amount of liquid has the same mass and volume as your normal body, but it is amorphous, allowing you to can squeeze through gaps that are at least an inch wide. In this form, you are immune to poison, paralysis, and stun. Your speed becomes 20 feet. You can flow up gently slanted surfaces, but can’t climb stairs.

You can’t speak, attack, or cast spells in fluid form. You gain resistance to bludgeoning, slashing, and piercing damage done by nonmagical weapons.

You can end this spell as an action. If the spell ends when you are in a container that’s too tight for your full form, the container shatters if it can; if it can’t, then you remain in fluid form until you are released from the container.

Fog of War

4th-level illusion

You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range.

While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies.

If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it - friend or foe - the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.

Force Corporeality

4th-level transmutation

You attempt to wrap one incorporeal creature you can see within a physical shell. The creature makes a Constitution saving throw. If the saving throw fails, the creature becomes corporeal. While under the effect of this spell, it can’t make use of incorporeal movement and it loses all resistance and vulnerability to weapon damage and to being grappled, paralyzed, petrified, prone, and restrained. It also can’t enter the Ethereal Plane.

The creature can repeat the saving throw at the end of each of its turns. The spell ends when the creature makes its second successful save. The two successes don’t need to be consecutive.

Force Sculpture

4th-level evocation

You create a visible plane of shimmering force that you can shape in any form you wish. The object you create must be fairly rigid, have no moving parts, and cannot possess finely-detailed features and cannot be larger than 10 cubic feet. If you create a weapon with it, it does 1d8 + your Strength modified bludgeoning damage.

The force sculpture is an object that has AC 15 and 15 hit points. When you cast the spell and as a bonus action on subsequent turns, you can move the sculpture up to 30 feet.

At Higher Levels. When cast with a 6th- or 7th-level spell slot, you can make a more complex sculpture. The item can have large, moving parts or have an edge or point, but it must still be rigid and cannot be larger than 50 cubic feet. It has AC 18 and has 20 hit points.

When cast with an 8th- or 9th-level spell slot, the sculpture can be very complex, contain small moving parts, and be very flexible.

It can be any size up to 100 cubic feet.

Forest Home

4th-level transmutation (ritual)

You create an earthen shelter under the roots of a tree. A door appears at the base of the tree, or in the ground if the tree is not wide enough for a door. When opened, the door reveals steps that lead down into a 15-foot-square room. You can select up to nine individuals who can open the door and enter the underground space. You also designate the shelter’s ambient temperature.

The shelter keeps occupants safe from storms, forest fires, and other natural hazards. The door is visible to anyone passing nearby with only a DC 10 Wisdom (Perception) check. It can be forced open with a Strength (Athletics) check, or it can be destroyed like any normal, 2-inch-thick wooden door.

Characters or creatures inside the shelter when the spell ends are expelled violently as the earth closes around them, and they take 3d6 points of bludgeoning damage in the process.

Forgebane

4th-level transmutation

One nonmetallic weapon you touch when casting this spell becomes excellent for defeating metal armor. While the spell is in effect, the weapon’s wielder has advantage when using it to attack creatures clad in metal armor.

Form of Shadow

4th level transmutation

You suffuse yourself with shadow essence, which bestows upon you the amorphous trait: You can move through a space as narrow as 1 inch without squeezing. Additionally, while under the effects of this spell and in dim light of darkness, you can take the Hide action as a bonus action.

Fumble

4th-level enchantment

One creature you can see becomes cursed with clumsiness if it fails a Wisdom saving throw. While cursed, the creature must make a Dexterity saving throw whenever it moves 20 feet or farther during its turn. If the saving throw fails, the creature falls prone at the end of the movement. It also must make a Dexterity saving throw at the end of each of its turns in which it attacked with a hand-held weapon. If the saving throw fails, it drops the weapon.

The spell ends if the creature rolls a natural 20 on any of the saving throws required by the spell.

Furtive Armory

4th-level conjuration (wizard)

You hide a weapon rack, and all its contents, on the Ethereal Plane. You must touch the rack and the miniature replica that serves as a material component for the spell. The weapon rack can hold 15 pieces of adventuring gear, weapons or armor. While the weapon rack remains on the Ethereal Plane, you can use an action and touch the replica to recall the rack. It appears in an unoccupied space on the ground within 10 feet of you. You can send the weapon rack back to the Ethereal Plane by using an action and touching both the rack and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica rack is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger weapon rack is on the Ethereal Plane, it is irretrievably lost.

Fusillade of Ice

4th-level evocation (winter)

Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M (a dagger shaped like an icicle) Duration: Instantaneous

You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.

Gallows Tree

4th-level conjuration (ritual)

One creature you can see must make a Wisdom saving throw. If it fails, it becomes mystically linked to a structure or tree of your choosing on the same plane. If the creature dies during the duration of the spell, its body is instantly teleported to the structure or tree and bound to it by stout ropes.

Giant’s Jest

4th-level transmutation

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.

Gift of Vivacity

4th-level abjuration (paladin)

You call upon your divine grace to bestow strength upon an ally at the expense of your own. Touch a creature, granting them a number of temporary hit points equal to your maximum hit points but immediately take 5 levels of exhaustion.

Glassee

4th-level transmutation (ritual)

You make an area of metal, stone, or wood of up to 6 square feet transparent as glass. Metal can be up to 4 inches thick; stone can be up to 1 foot thick, and wood can be up to 2 feet thick. You can choose to make the area transparent to everyone, make it transparent only to you, or to create a one-way mirror. This spell does not work through lead.

Green Decay

4th-level necromancy (ritual) (mythos)

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn. You lose concentration on this spell if you can’t see the target at the end of your turn.

Green Decay. The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus.

While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.

Green Slime

4th-level transmutation

You cause 25 cubic feet (a volume 5 feet by 5 feet by 1 foot) of water to turn into green slime.

Guardian Seal

4th-level abjuration (ritual)

You magically seal a door, window, box, or similar closure against one type of creature: aberration, fey, undead, etc. If a creature of that type attempts to damage the seal, it is considered to have an AC of 20 and all of that creature’s attacks do half-damage.

The seal does not prevent that type of creature from damaging the area around the seal. If the seal was placed on the lock of a box, the creature can destroy the box. If it was placed on a door, the creature could destroy the walls around the door.

Guardian Weapon

4th-level abjuration (ritual)

You create an invisible field of force shaped like a weapon of your choice; you use this force to guard a doorway or other area and assign it a password.

If that area is disturbed by someone who does not first speak the password, the weapon strikes. It only attacks once but it automatically hits and does 4d12 damage appropriate to its type and the target is stunned for 1 minute. The target must also make a Strength saving throw or be knocked prone.

Hallowing Curse

4th-level necromancy (bard, cleric, warlock, wizard)

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, an ill omen is placed on the target, causing disadvantage on Strength and Constitution ability checks and saving throws for the duration. While cursed, the target gains 5d10 worth of negative temporary hit points. These negative temporary hit points must be healed through before a target’s normal hit points can be healed. A remove curse spell ends this effect.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the Duration is 8 hours. If you use a spell slot of 7th level or higher, the Duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a Duration that doesn’t require Concentration.

Hand of Judgment

4th-level transmutation

When you cast this spell, you must select to implement either the right hand or the left hand of judgment effect.

Left Hand: Whenever you are struck by an opponent’s melee attack, you can use your reaction to attack that opponent.

Right Hand: Whenever you spend your action dodging during combat, you accumulate one charge. When you make a successful attack during the spell’s duration, you can expend one charge to turn the normal hit into a critical hit.

Hard Water Weapon

4th-level transmutation

You transform normal water into a solid version of any simple weapon. It maintains its watery appearance.

At Higher Levels: For each spell slot used higher than 4th level, you can create one additional weapon.

Harmonic Discord

4th-level enchantment

You create a discordant ringing sound that fills a 60-foot-radius sphere centered on you. When you move, the sphere moves with you. Any creature in the area, including you, must make a Constitution saving throw against your spell save DC when they try to cast a spell; if the saving throw fails, the spell also fails (it has no effect) and the spell slot is expended. A creature maintaining a spell that requires concentration must make this saving throw at the beginning of each of its turns or it loses concentration and the spell ends.

Creatures that can’t hear are immune to this effect.

Harry

4th-level enchantment

You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw.

On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can’t take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.

Healing Stone

4th-level transmutation (ritual) (druid)

You infuse a bloodstone with restorative magics. As an action on your turn within the next 10 days, you can use the stone to heal yourself or a creature within 5 feet of you for 6d4 + 6 hit points, returning the stone to its non-magical state. You may only infuse one bloodstone with this magic at a time.

Heart-seeking Arrow

4th-level transmutation

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition—or the weapon itself, if it’s a thrown weapon—seeks its target’s vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.

Heighten Senses

4th-level enchantment (bard, cleric, ranger)

You heighten the senses of one of your allies.

Select a creature that you can see within range and grant them advantage on all Wisdom (Perception) and Intelligence (Investigation) skill checks for the duration. Additionally, the target can attack twice, instead of once, whenever it makes an attack of opportunity using its reaction for the duration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can select one additional creature for each slot level above 4th.

Hemorrhage

4th-level transmutation (druid, ranger, sorcerer, warlock)

You cause a target’s previously healed battle scars to rupture as blood begins exit from these opened wounds. Select a creature within range. The target makes a Constitution saving throw, taking 2d8 slashing damage on a failed save. Additionally, roll a d8 for every two hit dice belonging to the creature. If this number is higher than the target’s total hit points at the end of its next turn, it falls to 0 hit points. Temporary hit points do not count towards this total. If the target saves on the initial save, this spell has no effect.

Heraldic Leopard

4th-level transmutation

A shield that you touch gains a shimmering aura in the shape of a leopard that inspires whoever wields it. A creature wielding the shield has advantage on Constitution saving throws and ability checks. At the beginning of each of its turns, the creature gains 10 temporary hit points. Remaining temporary hit points gained from this spell are lost when the spell ends.

Heraldic Tortoise

4th-level transmutation

A shield that you touch gains a shimmering aura in the shape of a tortoise that inspires whoever wields it. A creature wielding the shield gains a +5 bonus to AC whenever it takes the Dodge action.

Hide In One’s Shadow

4th-level transmutation (shadow)

When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear.

The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move - flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell.

This spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.

Hiding Place

4th-level abjuration

You spend an hour completely sealing a room of no more than 150 cubic feet: you lock and board all windows and doors, fill all cracks in the walls with rags or putty, and so on. This spell then makes that room completely undetectable to all divination spells of 5th level and lower. In addition, all creatures outside of that room forget about the rooms existence. If you open any of the room’s doors or windows, the spell fails.

Hunger of Leng

4th-level enchantment (mythos)

You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.

The target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points.

If there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, hunger of Leng lasts its full duration with no further saving throws allowed.

Hunting Stand

4th-level conjuration

Casting Time: 1 minute Range: 120 feet Components: V, S, M (a crude model of the stand) Duration: 8 hours

You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.

Hurl Thunderbolt

4th-level evocation

A crackling bolt of lightning appears in your hand, allowing you to throw it at one target within range. Make a ranged spell attack. On a hit, the creature takes 6d6 lightning damage and must make a Constitution saving throw. The creature is deafened for 1 minute and stunned for 1 round on a failed saving throw, or just deafened on a successful one.

Ice Blade

4th-level evocation

You create a magical, three-foot long sword-shaped formation of jagged, swirling ice shards. You use your spell attack modifier to hit and you strike with advantage, as its unconnected ice-shards can pass through chinks in armor.

On a hit, it inflicts 2d10 slashing damage and 1d12 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, you do an additional 1d12 cold damage for each slot level above 4th.

Iceform

4th-level transmutation

Your body transforms into an icelike substance. Your possessions remain unchanged. You gain immunity to cold damage but vulnerability to fire damage. Your melee weapon attacks do an additional 2d6 cold damage when they hit, and you have advantage on ability checks made to escape from a grapple.

Infinite Knowledge

4th-level divination

For the duration of this spell, you gain blindsight (60 feet) and have advantage on Wisdom (Perception) and Wisdom (Survival) checks.

Inspiring Speech

4th-level enchantment

The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don’t extend the spell’s duration.

Instant Audience

4th-level illusion (ritual)

You conjure an semi-real audience. Every minute for the next five minutes, 1d4 people will enter the area as if just coming in from the outside (they do not poof into existence).

They appear to be a mix of people appropriate for the circumstances and location. When it’s appropriate, they will applaud, chit-chat, and eat available snacks. If it’s appropriate for the circumstances, they may flirt or act as bullies. They do not talk about themselves at all, as they have no history or true knowledge beyond trivia you yourself might know. Nor do they leave the area. When the spell’s duration ends, or you dismiss the spell, the audience members leave in the same way they came in.

The members of the audience do not fight in any manner. They have an AC of 10 and 1 hp, and will instantly vanish if harmed in any manner.

Instant Exit

4th-level conjuration

You open an extradimensional door in a wall or other flat surface that remains open for one round. When the door closes, you and anyone else who passed through the door are teleported to a completely random location within 250 yards. You will be let out at ground level, but there is no guarantee that you will be placed somewhere safe.

Instant Siege Weapon

4th-level transmutation (ritual)

Casting Time: 1 action Range: 60 feet Components: V, S, M (raw materials with a value in gp equal to the hit points of the siege weapon to be created) Duration: Permanent

With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points.

For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.

At Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.

Invisibility Purge

4th-level abjuration

You pick a point within range and create an area 10 feet in radius. Any creature that enters this area invisibly, due to magic or natural ability, is instantly rendered visible.

Iron Maiden

4th-level conjuration

You summon a suit of animated armor (Monster Manual, page 19) that fights for you.

This armor wields a greatsword and uses your spell attack modifier to fight. On a hit, it does 2d6+2 slashing damage.

At Higher Levels. You conjure additional iron maidens when you use a 6th- or 7thlevel spell slot (two iron maidens) or an 8th- or 9th-level spell slot (four iron maidens).

Keening Wail

4th-level necromancy

You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.

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.

Kiss of Torment

4th-level necromancy

You must touch a creature’s bare flesh, either literally kissing the creature or brushing it with your fingertips. That creature may make a Constitution saving throw. On a success, the spell ends. On a failure, the creature takes 4d6 psychic damage and is in so much pain that it is incapacitated for the duration.

It may make a new saving throw at the end of each of its turns, ending that effect on a success. However, each round that the creature remains incapacitated, it takes an additional 2d6 psychic damage.

Labyrinth Mastery

4th-level divination (labyrinth)

Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route.

In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls. You gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment.

Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.

Lava Stone

4th-level transmutation

When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.

Lightning Shield

4th-level evocation

Crackling electrical sparks wreathes your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The sparks provide you with a warm shield or a chill shield, as you choose. The chill shield grants you resistance to lightning damage, and the warm shield grants you resistance to acid damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with electricity. The attacker takes 2d8 acid damage from a warm shield, or 2d8 lightning damage from a cold shield.

Liquidity

4th-level transmutation (druid, sorcerer, warlock, wizard)

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a fluid form for the duration. The spell ends if the creature drops to 0 hit points.

While the target is in this form, its walking speed becomes 10 feet, and it gains a swimming speed of 40 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage. The target can pass through small holes, narrow openings, and even mere cracks. The target can breathe water and air. The target’s reach with melee weapon attacks increases by 5 feet.

While in fluid form, the target can only communicate in Aquan. It can manipulate objects, but any objects it was carrying or holding when the spell was cast can’t be dropped, used, or otherwise interacted with. The target can’t cast spells, and it has disadvantage with all weapon attacks except unarmed strikes. The target’s unarmed strikes deal bludgeoning damage equal to 1 + its Strength modifier, regardless of any other abilities that modify this damage.

Log to Lizard

4th-level transmutation

You may transform a log or branch of at least 6 feet in length into a crocodile (Monster Manual, p.320). It will fight under your direction.

At Higher Levels. If you cast this spell with a 6th-level or higher spell slot, it turns into a giant crocodile (p.324) instead.

Looping Trail

4th-level transmutation

Casting Time: 1 minute Range: Touch Components: V, S, M (a piece of rope twisted into a loop) Duration: 8 hours

You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.

Lovesick

4th-level enchantment

This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1-3 The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions.
4-5 The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
6 The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8 The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9 The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature.
10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Mantle

4th-level abjuration

A luminous aura completely covers you and conforms to the contours of your body.

While this aura exists, you are resistant to being charmed or frightened, are resistant to lightning, and have advantage to all saving throws.

If you have a familiar, that familiar is also covered by the mantle as long as it stays in physical contact with you.

Mass Protection from Evil and Good

4th-level abjuration

For the duration, you and up to eight willing creatures you choose that are within range are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits.

Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Memory Read

4th-level divination

You may read the memory of a single target that you can see within range. You experience the memory in far less time—one hour of memory takes you only one round to experience—but with full intensity. The target experiences the sped-up memory at the same time as you do.

An unwilling target may make a Wisdom saving throw. If the target is deliberately trying to keep that memory a secret or suppress it, it gets advantage on the saving throw.

Casting this spell causes you mental drain. You must make an Intelligence saving throw (DC equals 10 + the target’s Wisdom modifier) or take 2d6 psychic damage.

Mirage

4th-level illusion

You create an elusive mirage on the horizon that beckons convincingly but never gets any closer. It occupies no more than a 45° arc, vertically or horizontally, and always appears fuzzy and indistinct.

All creatures who are capable of seeing it when you cast the spell must make a Wisdom saving throw; if they fail, they see the mirage. The creatures do not need to be facing the mirage; a creature that is facing away will still see a flicker in the corner of its eye.

If the mirage depicts something very desirable, anyone failing the first saving throw must make a second one or feel compelled to head towards the vision for the duration of the spell. Creatures who are immune to being charmed cannot be affected by this spell.

Mirage of Despair

4th-level illusion

You affect one target in range that you can see. That target must make a Wisdom saving throw. If it fails, it sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish.

The target becomes frightened of the most horrific-looking thing for the duration of the spell. If that object is removed from the target’s sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time.

An ally of that target may attempt to talk the target out of the delusion, allowing that target to make one Intelligence saving throw to negate the spell.

This spell also can be dispelled through use of the remove curse or dispel magic spell.

Moon Trap

4th-level abjuration (labyrinth)

Casting Time: 1 hour Range: Self Components: V, S, M (powdered silver worth 250 gp) Duration: Up to 8 hours

While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.

Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.

The glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.

Music of the Spheres

4th-level enchantment

Utterly beautiful cosmic music begins playing around you. All creatures within range become so distracted by the music and must make a Wisdom saving throw or be at disadvantage on all attacks against you, and at all attempts to resist any affect that would charm them.

Mystical Spy

4th-level divination

You cast this spell on a copper brooch and give it to another creature to wear. As long as that creature is wearing the brooch, you can use your action to see and hear anything that creature is seeing and hearing.

This spell only works if the creature is actively wearing the brooch (it won’t work if the creature merely has the brooch on its person) and is within five miles of you.

Needlestorm

4th-level transmutation

One pine tree, cactus, or other needle- or spine-bearing plant within range releases its needles in a deadly barrage. All creatures within 10 feet (for a plant under ten feet in height) or 30 feet (for a plant over ten feet) must make a Dexterity saving throw or take 4d12 piercing damage.

At Higher Levels. If you cast this spell with a slot of 5th level or higher, it inflicts an additional 1d12 piercing damage for each slot level above 4th.

Nether Weapon

4th-level enchantment (Void)

You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points 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 damage increases by 1d6 for each slot level above 4th.

Night Terrors

4th-level illusion

You amplify the fear that lurks in the heart of all creatures.

Select a target point you can see within the spell’s range.

Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Creatures immune to being frightened are not affected by night terrors.

Not Dead Yet

4th-level necromancy (ritual)

You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage. You can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.

Overwhelming Greed

4th-level enchantment (dragon)

You fill the target with a dragon’s greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns.

The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight.

It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary.

If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary.

Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings of greed as magically induced.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

Pit

4th-level transmutation (ritual)

A pit 20 feet deep and 20 feet across appears at a point you indicate within range.

This doesn’t work on natural or worked stone. If you cast this spell directly underneath or in front of a creature, that creature may make a Dexterity saving throw to avoid falling. Those who fall in take 2d6 bludgeoning damage from the fall.

Pitfall

4th-level transmutation

A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.

If the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.

Plague

4th-level necromancy (warlock, wizard)

You point at a creature within range, causing a dark green glow to pass over their body. The creature must make a Constitution saving throw or take 4d10 poison damage and become diseased; suffering disadvantage on all attack and skill checks for the duration as their skin begins to form pustules all over its body. This spell has no effect on undead or constructs.

If the disease is not removed within 1 hour, the creature must make another Constitution saving throw or die. If a creature dies as the result of this spell, every creature within 10 feet must make a Constitution saving throw or become affected by this spell, as if it was initially cast on them.

Constructs and undead are immune to the spell.

Power Word Pain

4th-level enchantment

Casting Time: 1 action Range: 60 feet Components: V, S, M (a quill jabbed into your own body) Duration: Instantaneous

When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.

Projected Magnification

4th-level divination

You pick a distant object or place you can see or are aware of that is within range. An image of that object or place is then projected onto a flat surface or in the air within 10 feet of you. It is two-dimensional, outlined in faint blue light, and covers an area of up to 10 square feet. You can zoom in and out up to 10× magnification.

Protection from Lycanthropes

4th-level abjuration

You or one willing creature you touch has resistance to a lycanthrope’s bite or claw attacks, and advantage when making a Constitution saving throw to resist contracting lycanthropy.

Quick Time

4th-level conjuration (temporal)

You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging.

It can choose to fail the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.

Quicksilver Mantle

4th-level transmutation (alkemancy)

Casting Time: 1 action Range: Self Components: V, S, M (a nonmagical cloak and a dram of quicksilver worth 10 gp) Duration: 1 hour

You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.

Raid The Lair

4th-level abjuration (dragon)

You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.

The caster has advantage on Constitution saving throws to maintain concentration on this spell.

Ray Of Alchemical Negation

4th-level transmutation (alkemancy)

You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.

This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Ray Of Life Suppression

4th-level necromancy

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous

You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic.

This spell has no effect on constructs or undead.

Raze

4th-level evocation (sorcerer, wizard)

You summon a fiery floor of bubbling lava below your feet.

Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and may only move up to half of their movement speed until the end of their next turn. Creatures that are within 5 feet of you must make the Dexterity saving throw with disadvantage. Creatures take half damage and do not lose any movement speed on a successful saving throw.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the spell increases by 5 feet for every slot level above 4th.

Reposition

4th-level conjuration

You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th

Reset

4th-level transmutation (temporal)

Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer.

Changes to the initiative order go into effect at the start of the next round.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

Return to Earth

4th-level necromancy

All corporeal undead within 30 feet of you that have fewer than 50 hit points must make a Constitution saving throw. An undead takes 5d10 force damage on a failed saving throw, or half as much on a successful one. If an undead is reduced to 0 hit points, it crumbles into dust.

Rusting Grasp

4th-level transmutation

You touch a ferrous metal or alloy and cause it to rust. This inflicts 4d10 acid damage each round to an inanimate object such as an iron wall. Magical metallic objects take half damage.

If you touch either metal armor or a metal shield, it takes a permanent and cumulative 1 penalty to the AC it offers. Armor reduced to AC 10 or a shield that drops to a +0 bonus is destroyed. If you touch a metal weapon, the weapon takes a permanent and cumulative -1 to the damage it deals. If the penalty drops to -5, the weapon is destroyed. Touching metallic weapons and armor in combat requires you to make an attack using your spell attack modifier.

You may use this to attack a metallic creature, such as an iron golem or a gorgon. The creature may make a Constitution saving throw. The creature takes 4d10 acid damage on a failed roll, or half as much damage on a successful one.

Sacred Strike

4th-level necromancy

You create a whip of magical force that is always silent. It has a range of 10 feet and you use your spell attack modifier to strike.

On a hit, it inflicts 2d8 + your spellcasting ability modifier in force damage and 1d8 necromantic damage. If the target is a living creature, it must also make a Constitution saving throw. If it fails, you heal a number of hit points equal to the necromantic damage inflicted and the target is wracked by terrible pains. The target is at disadvantage to all rolls on the following round.

Sacrificial Healing

4th-level necromancy (ritual)

Casting Time: 1 action Range: Touch Components: V, S, M (a silver knife) Duration: Instantaneous

You heal another creature’s wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).

Safeguard

4th-level abjuration (cleric, paladin)

You invoke a blessing from the god of courage to offer you his protection. As an action on your turn, your body is coated in a white shimmering light, creating bright light for 20 feet and dim light for another 20 for the duration. Additionally, you are granted 35 temporary hit points and any attacks against fiends or devils are done with advantage. The spell ends when the temporary hit points have been used or 1 minute passes, whichever happens first.

Sand Ship

4th-level transmutation (ritual)

Casting sand ship 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.

Sargasso

4th-level transmutation

You choose a point within range. The area within a 100 foot radius of that point becomes choked with seaweed, turning it into difficult terrain for both ships and swimmers for the duration of the spell.

Scale Rot

4th-level necromancy (dragon)

You summon death and decay to plague your enemies.

For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)

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, 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.

Scaly Hide

4th-level transmutation (dragon)

A creature you touch grows a protective layer of scales that resembles that of a dragon. Until the spell ends, the target’s AC can’t be lower than 16, regardless of the type of armor it is wearing. Additionally, the target gains resistance to either acid, cold, fire, lightning, or poison damage for the duration of the spell.

Scry Ambush

4th-level divination (temporal)

Casting Time: 1 reaction, which you take when an enemy tries to make a surprise attack against you Range: Self Components: V, S Duration: Instantaneous

You foresee your foe’s strike a split second before it occurs.

When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus.

Those allies are also not surprised by the attack and can act normally in the first round of combat.

If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.

Searing Song

4th-level evocation

You sing a deadly song. This can have one of two different effects:

Although this is a dangerous song, deafness does not protect against it.

Searing Sun

4th-level transmutation (illumination)

This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw.

A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.

Servant of Doom

4th-level transmutation (apocalypse)

A force of destruction gifts you a portion of its power.

Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration.

Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits:

Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits:

Shadow Monsters

4th-level illusion (shadow)

You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected 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 5th level or higher, you can target one additional creature for each slot level above 4th.

Shadow Step

4th-level conjuration (shadow)

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while prone. Moving in this manner does not draw opportunity attacks.

Shadowstrike

4th-level evocation

You gain the ability to harm a creature by striking at its shadow. The shadow is treated as if it has AC 8 + the creature’s Dexterity modifier.

Shadowy Retribution

4th-level necromancy (ritual only)

You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark.

Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.

If you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.

Ritual Focus. If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.

Shellskin

4th-level transmutation

One willing creature’s skin is altered to become a chitinous substance that grants AC 16 and provides resistance to piercing attacks from nonmagical weapons.

Shocking Shroud

4th-level evocation

Arcs of electricity dance over your body for the duration, granting you resistance to lightning damage. You can end the spell early by using an action to dismiss it.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, arcs of electricity strike your attacker, who takes 2d8 lightning damage.

Shout

4th-level evocation

You shout, releasing an ear-splitting noise. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 5d10 thunder damage on a failed saving throw, or half as much damage on a successful one, and is deafened for 10 minutes. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

All objects and structures take double damage.

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 about 4th.

Shroud Of Death

4th-level necromancy

You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.

Simulate Skill

4th-level necromancy

You touch a corpse that has been dead for no less than 12 hours. For the spell’s duration, you gain proficiency with all skills, tools, and weapons that were known to that creature in life. You use your own proficiency modifier when using the stolen skills.

Skitmaster

4th-level illusion

You draw a square of sand no greater than 20 feet by 20 feet, and tell a story. This spell creates illusions of the creatures and objects in the story, which move and act according to your narration. At the same time, you are covered in shadows—you do not disappear, but your body (although not your voice) seems to fades into the background.

The creatures are slightly translucent and are obviously illusions. They cannot move past the sandy line and are completely insubstantial and silent—you must produce the voices and sound effects. However, you can direct the illusions to appear to interact with living creatures and physical objects, if you wish.

If you stop narrating the story or performing actions (including singing or additional spellcasting) that enhance the story, take a break longer than 15 minutes, or step beyond the boundary of the sandy line, the spell ends.

If you cast a spell such as enthrall while using this spell, the targets are at disadvantage on their saving throws.

Sleepwalking

4th-level enchantment

You target one sleeping creature within range; you do not have to see the creature for this spell to work, but you do need to know that it’s there. You plant a magical suggestion in that creature’s mind (identical to the type made when you cast suggestion). Creatures that can’t be charmed are immune to this effect; likewise, creatures asleep due to magic cannot be affected. You must word the suggestion in such a manner to make it sound reasonable. The creature may make a Wisdom saving throw to resist. If you or an ally are also using the spell dream on the target, the target has disadvantage on the saving throw.

Snow Boulder

4th-level transmutation (winter)

A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving.

Round Size Damage
1 Small 1d6 bludgeoning
2 Medium 2d6 bludgeoning
3 Large 4d6 bludgeoning
4 Huge 6d6 bludgeoning

Soundmaster

4th-level illusion

You record up to six sounds that you, personally have heard. The sounds can be as soft or as loud as you wish, but can never be so loud as to cause harm. Each sound can be no more than 1 round in length and do not have to be audible while you are casting the spell.

At any point during the spell’s duration, you may firmly press one of the cube’s sides and it will release the sound. Each sound can only be called forth once.

Speak with Water

4th-level transmutation

You imbue a body of water (or Medium- to Large-sized section of water) with limited sentience and the ability to communicate with you. You can question the water as to the events in the spell’s area within the past day, gaining information about creatures and objects that have entered the water or drunk from it.

Spectral Herd

4th-level conjuration

You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be Large or smaller. If it gets a failure on a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained. It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing.

The target also takes 3d6 bludgeoning damage from being dragged across the ground.

While the target is restrained in this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can’t change it, but the ponies do swerve around impassable obstacles.

They ignore difficult terrain and are immune to damage.

The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can’t be severed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.

Spellsteal

4th-level abjuration (wizard)

You cause a creature you can see within range to make a Wisdom saving throw. On a failed save, you place a minor hex on them. The next spell they attempt to cast of 3rd level or lower fails and has no effect. When they fail to cast a spell in this manner, you are able to immediately cast it using your reaction instead. Casting a spell in this manner grants you temporary insight into how the spell is cast even if it is not on your available spell list and does not use a spell slot. The spell is not added to your spellbook.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the spell level that you can affect increases by one level for each spell level above 4th.

Spinning Axes

4th-level evocation (ring)

Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing.

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.

Staff Of Violet Fire

4th-level evocation

You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell.

This staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects:

The staff disappears and the spell ends when all the staff’s charges have been expended or if you stop concentrating on the spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.

Sticks to Snakes

4th-level transmutation

You transform 2d6 sticks into either constrictor snakes (Monster Manual, p.320) or poisonous snakes (p.334), with a 50% chance of either. They will fight under your direction.

At Higher Levels. If you cast this spell with a 7th-level or higher spell slot, the sticks turn into giant constrictor snakes (p.324) or giant poisonous snakes (p.327) instead.

Steam Blast

4th-level evocation [clockwork]

You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.

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.

Sticks to Snakes

4th-level transmutation (ritual) (druid, ranger)

You transform a bundle of sticks into a swarm of poisonous snakes. The swarm turns back into sticks when it drops to 0 hit points or when the spell ends. The summoned swarm is friendly to you and your companions. The swarm has its own turn, which immediately follows your own on the initiative order. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, the swarm defends itself from hostile creatures, but otherwise takes no actions. The GM has the creatures’ statistics.

Storm Of Wings

4th-level conjuration

You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.

As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.

Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.

Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature’s attacks.

Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.

Sudden Stampede

4th-level conjuration

You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.

Sunbolt

4th-level evocation

You hurl a mote of pure sunlight at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 radiant damage, and the target and all creatures within 20 feet must make a Constitution saving throw or be blinded for 1 minute.

If the creature has the trait Sunlight Sensitivity or Sunlight Hypersensitivity, they must succeed on a second Constitution saving throw or take double damage.

Time Vortex

4th-level evocation (temporal)

This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a successful save, it becomes immune to this casting of the spell.

An affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.

d10 Effect
1-2 The creature is affected as if by a slow spell until the start of its next turn.
3-5 The creature is stunned until the start of its next turn.
6-8 The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative.
9-10 The creature’s speed is halved (round up to the nearest 5-foot increment) until the start of its next turn.

You can move the temporal vortex 10 feet each round as a bonus action. An affected 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 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Tome Curse

4th-level necromancy (fiendish)

You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the bestow curse spell, or you can affect the target in one of the following ways:

A remove curse spell ends this effect. You can also stipulate other actions taken by the target that would nullify the curse (returning the book after it is stolen, for example).

Torrent Of Fire

4th-level conjuration (dragon)

You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.

True Light Of Revelation

4th-level abjuration

A golden radiance spreads out from you, providing bright light up to 30 feet away, and dim light for an additional 30 feet. Any creatures or objects in the area of bright light that are invisible become visible while they are within 30 feet of you. Likewise, any magical disguises or illusions within 30 feet of you become feeble and transparent, their illusory nature obvious. These magical effects return to full potency if they move more than 30 feet away from you, or vice versa.

When a creature that has taken a different form - through spells such as polymorph or shapechange, or from inborn abilities, such as a druid’s wildshape feature - enters the bright light, it must succeed on a Constitution saving throw or be forced to return to its original form.

Likewise, a creature attempting to change shape within the bright light must succeed on a Constitution saving throw in order to do so.

Vacillate

4th-level necromancy (bard, cleric, paladin, wizard)

You change an outcome that the cosmic forces have foretold.

As a reaction, you touch a creature that just failed a death saving throw, and allow them to succeed instead. Additionally, any death saving throws the target makes are done with advantage until it is stabilized or dies, whichever happens first.

Vermintide

4th-level conjuration (druid)

You conjure a huge swarm of rats in any location you can see within range. The swarm dies when it drops to 0 hit points.

The swarm is friendly to you and your companions. Roll initiative for the swarm, 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, the swarm will spend its turn seeking out the nearest source of food. If a swarm is alive after 8 hours, you will lose your control over it and the swarm will disband into an appropriate number of tiny rats.

You can recast the spell before it expires to regain control over the swarm again. The GM has the swarms’ statistics (swarm of rats with 216 hit points).

Visage Of Madness

4th-level enchantment

When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.

Visage Of The Dead

4th-level necromancy (ritual)

You infuse yourself, and up to four creatures you touch, with necromantic energy, taking on aspects of the undead.

The targets gain immunity to poison damage and the poisoned condition for the duration of the spell, and take on appearances similar to undead versions of themselves.

Undead that encounter a creature under the effect of this spell must make an Intelligence saving throw against your spell save DC. On a failed save, the undead mistakes the target for another undead creature. Typically this means the undead will ignore the target, especially if it is a less intelligent one such as a skeleton or a zombie, unless it is commanded otherwise. The response of more intelligent undead might depend on the conditions under which the encounter occurs, but if the target’s presence would not be unusual, they too might likely ignore the target unless it acts suspiciously.

Vision Stone

4th-level divination

You enclose a telepathic message in one to five gemstones and set the circumstances under which the message will be revealed.

When a creature holds a vision stone in the criterion is met, the message is transmitted telepathically to that creature. The message can be 50 words long or a one-minute silent vision. All vision stones created with a single casting of this spell must share the same language.

At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you may create an additional two stones for each slot above 4th level.

Watching Shadow

4th-level divination

You create a mobile shadow that sends you visual information in a way similar to an arcane eye. You can direct it to move along walls and the floor with a speed of 60 feet, and can pass through a crack as narrow as 1 inch without squeezing. You may use your action to change the shadow’s shape.

Wax

4th-level conjuration (wizard)

An oleaginous wax covers the ground, walls and ceiling in a 30-foot radius sphere centered on a point within range and turns it into difficult terrain for the duration. The wax spreads around corners, covering all surfaces within range.

When the wax appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Wayward Strike

4th-level transmutation

You create a tear in the fabric of reality that protects you from an incoming attack by directing it through a second tear close to a creature you can see up within range. The attack plunges into one dimensional tear and out the other one, causing it to be resolved against that creature’s AC. If the attack is successful, the creature takes the appropriate damage. You can even make the attacker hit itself, if you choose.

Wild Shield

4th-level abjuration (chaos)

You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible.

While wild shield is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.

Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels wild shield can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.

Wing Gifting

4th-level transmutation

One willing creature you touch gains a pair of wings. The creature’s flying speed is double your walking speed, and the creature gains one additional ability, depending on the type of wing:

Wintry Glide

4th-level conjuration (winter)

Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point - within 500 feet - that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.

If the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.

Wire Walk

4th-level conjuration (technomagic)

This spell instantly transports up to six willing creatures of your choice that you can see within range to the location of a telephone you call. The telephone must be answered (either by a creature or by an answering machine), and it works only over an open line. You arrive adjacent to the device (within 5 feet of it), and any other creatures transported by the spell appear next to you.

Withering Bite

4th-level necromancy (sorcerer, warlock, wizard)

A ghostly draconic maw superimposes your face when you cast this spell. For the duration, you can use your action to make a melee spell attack against a target within 5 feet. On a hit, the target takes 2d10 piercing damage and must make a Constitution saving throw. On a failed save, the creature takes 4d8 necrotic damage. On a successful save, the creature takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for each slot above 4th.

Withering Coils

4th-level necromancy (warlock, wizard)

You create three spectral coils gleaming with green necrotic energy. Make a ranged spell attack against up to three separate targets within range, one for each coil. Each successful attack deals 2d12 necrotic damage and the target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If the target makes a successful saving throw, it cannot be frightened by this spell for 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of each coil increases by 1d12 for every two slot levels above 4th.

Yellow Sign

4th-level enchantment (mythos)

You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way.

While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.

A successful remove curse spell ends both effects.

Arcane Eye

4th-level divination

Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Spell Lists. Artificer, Wizard

Aura of Life

4th-level abjuration

Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Spell Lists. Cleric (Optional), Paladin

Aura of Purity

4th-level abjuration

Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Spell Lists. Cleric (Optional), Paladin

Banishment

4th-level abjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (an item distasteful to the target) Duration: Concentration, up to 1 minute

You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

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.

Spell Lists. Cleric, Paladin, Sorcerer, Warlock, Wizard

Blight

4th-level necromancy

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

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.

Spell Lists. Druid, Sorcerer, Warlock, Wizard

Charm Monster

4th-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

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.

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard

Compulsion

4th-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

Spell Lists. Bard

Confusion

4th-level enchantment

Casting Time: 1 action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Spell Lists. Bard, Druid, Sorcerer, Wizard

Conjure Knowbot

4th-level conjuration (technomagic)

Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes

You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable.

You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.

The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell’s duration expires.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell’s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

Spell Lists. Sorcerer, Warlock, Wizard

Conjure Minor Elementals

4th-level conjuration

Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Spell Lists. Druid, Wizard

Conjure Shadow Demon

4th-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour

You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.

Spell Lists. Sorcerer, Wizard

Conjure Woodland Beings

4th-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (one holly berry per creature summoned) Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot, and three times as many with an 8th-level slot.

Spell Lists. Druid, Ranger

Control Water

4th-level transmutation

Casting Time: 1 action Range: 300 feet Components: V, S, M (a drop of water and a pinch of dust) Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Spell Lists. Cleric, Druid, Wizard

Death Ward

4th-level abjuration

Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

Spell Lists. Cleric, Paladin

Dimension Door

4th-level conjuration

Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet”.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Divination

4th-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) Duration: Instantaneous

Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Spell Lists. Cleric, Druid (Optional), Wizard (Optional)

Dominate Beast

4th-level enchantment

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours

Spell Lists. Druid, Ranger (Optional), Sorcerer

Ego Whip

4th-level enchantment

Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute

You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, and it can’t cast spells. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Elemental Bane

4th-level transmutation

Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

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.

Spell Lists. Druid, Warlock, Wizard, Artificer

Evard's Black Tentacles

4th-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid) Duration: Concentration, up to 1 minute

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.

A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

Spell Lists. Wizard

Fabricate

4th-level transmutation

Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Spell Lists. Artificer, Wizard

Find Greater Steed

4th-level conjuration

Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Spell Lists. Paladin

Fire Shield

4th-level evocation

Casting Time: 1 action Range: Self Components: V, S, M (a bit of phosphorus or a firefly) Duration: 10 minutes

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Spell Lists. Druid (Optional), Sorcerer (Optional), Wizard

Freedom of Movement

4th-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Spell Lists. Artificer, Bard, Cleric, Druid, Ranger

Galder's Speedy Courier

4th-level conjuration

Casting Time: 1 action Range: 10 feet Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Duration: 10 minutes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Spell Lists. Warlock, Wizard

Gate Seal

4th-Level abjuration

Casting Time: 1 minute Range: 60 feet Components: V, S, M (a broken portal key, which the spell consumes) Duration: 24 Hours

You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.

Spell Lists. Sorcerer, Warlock, Wizard

Giant Insect

4th-level transmutation

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Spell Lists. Druid

Grasping Vine

4th-level conjuration

Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Spell Lists. Druid, Ranger

Gravity Sinkhole

4th-level evocation (dunamancy:graviturgy)

Casting Time: 1 action Range: 120 feet Components: V, S, M (a black marble) Duration: Instantaneous

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

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.

Spell Lists. Wizard

Greater Invisibility

4th-level illusion

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

Spell Lists. Bard, Sorcerer, Wizard

Guardian of Faith

4th-level conjuration

Casting Time: 1 action Range: 30 feet Components: V Duration: 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Spell Lists. Cleric

Guardian of Nature

4th-level transmutation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Spell Lists. Druid, Ranger

Hallucinatory Terrain

4th-level illusion

Casting Time: 10 minutes Range: 300 feet Components: V, S, M (a stone, a twig, and a bit of green plant) Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Spell Lists. Bard, Druid, Warlock, Wizard

Ice Storm

4th-level evocation

Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Spell Lists. Druid, Sorcerer, Wizard

Leomund's Secret Chest

4th-level conjuration

Casting Time: 1 action Range: Touch Components: V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp) Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Spell Lists. Artificer, Wizard

Locate Creature

4th-level divination

Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.

This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Spell Lists. Bard, Cleric, Druid, Paladin, Ranger, Wizard

Mordenkainen's Faithful Hound

4th-level conjuration

Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) Duration: 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Spell Lists. Artificer, Wizard

Mordenkainen's Private Sanctum

4th-level abjuration

Casting Time: 1 action Range: 120 feet Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite) Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Spell Lists. Artificer, Wizard

Otiluke's Resilient Sphere

4th-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic) Duration: Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing – not physical objects, energy, or other spell effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

Spell Lists. Artificer, Wizard

Phantasmal Killer

4th-level illusion

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.

The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

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.

Spell Lists. Bard (Optional), Wizard

Raulothim's Psychic Lance

4th-level Enchantment

Casting Time: 1 action Range: 120 feet Components: V Duration: Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

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.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Shadow Of Moil

4th-level necromancy

Casting Time: 1 action Range: Self Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp) Duration: Concentration, up to 1 minute

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Spell Lists. Warlock

Sickening Radiance

4th-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Spell Lists. Sorcerer, Warlock, Wizard

Staggering Smite

4th-level evocation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

Spell Lists. Paladin

Stone Shape

4th-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object) Duration: Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Spell Lists. Artificer, Cleric, Druid, Wizard

Stoneskin

4th-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard

Storm Sphere

4th-level evocation

Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

Spell Lists. Sorcerer, Wizard

Summon Aberration

4th-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.

Spell Lists. Warlock (Optional), Wizard (Optional)

Aberrant Spirit

Medium aberration Armor Class: 11 + the level of the spell (natural armor) Hit Points: 40 + 10 for each spell level above 4th Speed: 30 ft., fly 30 ft. (hover) (Beholderkin only) STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2) Damage Immunities: psychic Senses: darkvision 60 ft., passive Perception 10 Languages: Deep Speech, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point. Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down). Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn. Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage. Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage

Summon Construct

4th-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S, M (an ornate stone and metal lockbox worth at least 400 gp) Duration: Concentration, up to 1 hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Spell Lists. Artificer, Wizard (Optional)

Construct Spirit

Medium construct Armor Class: 13 + the level of the spell (natural armor) Hit Points: 40 + 15 for each spell level above 4th Speed: 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (−3) Damage Resistances: poison Condition Immunities: charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level (rounded down). Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage. Reactions Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.

Summon Elemental

4th-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Spell Lists. Druid (Optional), Ranger (Optional), Wizard (Optional)

Elemental Spirit

Medium elemental Armor Class: 11 + the level of the spell (natural armor) Hit Points: 50 + 10 for each spell level above 4th Speed: 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only) STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3) Damage Resistances: acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only) Damage Immunities: poison; fire (Fire only) Condition Immunities: exhaustion, frightened, paralyzed, petrified, poisoned, unconscious Senses: darkvision 60 ft., passive Perception 10 Languages: Primordial, understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level (rounded down). Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).

Summon Greater Demon

4th-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Spell Lists. Warlock (Optional), Wizard

Synchronicity

4th-level enchantment (technomagic)

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

Spell Lists. Sorcerer, Warlock, Wizard

System Backdoor

4th-level transmutation (technomagic)

Casting Time: 1 minute Range: Self Components: V, S, M (hacking tools) Duration: Concentration, up to 1 hour

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.

Spell Lists. Sorcerer, Warlock, Wizard

Vitriolic Sphere

4th-level evocation

Casting Time: 1 action Range: 150 feet Components: V, S, M (a drop of giant slug bile) Duration: Instantaneous

You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Spell Lists. Sorcerer, Wizard

Wall of Fire

4th-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S, M (a small piece of phosphorus) Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot 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 takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

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.

Spell Lists. Druid, Sorcerer, Wizard

Watery Sphere

4th-level conjuration

Casting Time: 1 action Range: 90 feet Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

Spell Lists. Druid, Sorcerer, Wizard

Widogast's Vault of Amber

4th-level transmutation (ritual)

Casting Time: 1 minute Range: Touch Components: V, S, M (5 small amber gems worth 200 gp) Duration: Until dispelled

You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material.

The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled.

Spell Lists. Wizard

Widogast's Web of Fire

4th-level evocation

Casting Time: 1 action Range: 60 ft Components: V, S, M (A cat's cradle of thread or string coated in phosphorus) Duration: Instantaneous

Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.

The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.

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.

Spell Lists. Wizard

Infirmity

4th-level necromancy

Components: V, S, M (ash from a cremated creature) Casting Time: 1 action Duration: Instantaneous Range: 120 ft.

You create a charnel scent in a 20-foot radius radiating from a point you can see within range. Each creature in the affected area must make a Constitution saving throw. If the saving throw fails, the creature is enfeebled so that it does only half damage with Strength-based weapon attacks. At the end of each of its turns, it can repeat the saving throw; a successful save ends the effect on that creature.

Infuse Shadow

4th-level necromancy

Components: V, S Casting Time: 1 action Duration: Permanent Range: 60 ft. Area of Effect: 1 shadow Saving Throw: None

You infuse shadow-stuff into one living creature’s shadow that you can see. The shadow then animates and is under your control. It uses the standard stat block for a shadow. As a bonus action on each of your turns, you can mentally command the shadow if it is within 120 feet of you. You decide where it will move and what its action will be. Alternatively, you can give it a general order such as “guard this area.” If it has no orders to follow, it only defends itself against hostile creatures. Once given an order, the shadow continues following it until that order is complete. After 24 hours, the shadow is no longer under your control; it becomes a free-willed undead.

The original creature regains a shadow over the next 24 hours. It appears faintly after one hour, then gradually intensifies until it casts a normal shadow again.

Instant Exit

4th-level conjuration

Components: V, S Casting Time: 1 action Duration: 1 round Range: 30 ft. Area of Effect: 1 portal Saving Throw: None

You cause a doorlike portal to appear on a nearby wall you can see. Any creature that steps through the portal is instantly teleported to a random location within 1,000 feet of the door. You have no control over where the creatures are transported, but all creatures that step through will be transported to the same location. The door disappears at the end of your next turn.

There is a 5% chance the spell malfunctions and instead leads to the corresponding location on the Ethereal Plane. This is determined once, the first time a creature steps through the portal, and applies throughout the spell’s duration.

Iron Bones

4th-level necromancy

Components: V, S, M (an iron nail) Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 skeleton Saving Throw: None

One undead skeleton you touch gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

At Higher Levels: For each spell slot used higher than 4th level, you can affect one additional skeleton.

Iron Core

4th-level abjuration

Components: V, S Casting Time: 1 action Duration: 1 day Range: Touch Area of Effect: 1 creature Saving Throw: None

One willing creature that you touch gains a pool of 5 fortune points. If the creature makes a saving throw and dislikes the result, it can spend a fortune point to reroll the save. The decision to reroll must be made immediately, before any effects of the failed saving throw are determined. The result from the reroll must be used. The spell ends when all the fortune points have been used or at the end of the creature’s next long rest.

Iron Judgment

4th-level evocation Paladin

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 creature Saving Throw: Wisdom negates

You call upon the power of your deity to expose evil for what it is. One creature that you touch, if it is evil, must make a Wisdom saving throw. If the saving fails, the creature becomes outlined in flickering, holy flames for the duration of the spell. The creature can’t hide or teleport, and it takes 2d6 radiant damage at the start of each of its turns.

The spell has no effect if cast on a non-evil creature.

Iron Rope

4th-level transmutation

Components: V, S, M (a pinch of iron) Casting Time: 1 action Duration: 1 day Range: Touch Area of Effect: 100 ft. of rope or 1,000 square ft. of rigging Saving Throw: None

One rope up to 100 feet long gains the hardness of iron; it has resistance to bludgeoning, piercing, and slashing damage from weapons and resistance to fire damage. In addition, it gains a damage threshold of 5 (every attack against the rope has a damage penalty of -5).

The spell can also be cast on 1,000 square feet of ship’s rigging.

Light Control

4th-level transmutation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 50 ft. Area of Effect: Sphere, 30-ft. radius Saving Throw: None

You control the illumination in a 30-foot-radius sphere centered on a point you can see, choosing whether it’s full darkness, dim light, or bright light. You can change the level of illumination by one level as a free action when you cast the spell and at the beginning of each of your turns.

Other forms of illumination initially function normally within the zone, but you can change their effectiveness on your subsequent turns.

Lock Form

4th-level abjuration

Components: V, S Casting Time: 1 action Duration: 1 hour Range: Touch Area of Effect: 1 creature Saving Throw: None

You fix the target’s true appearance and attributes so they can’t be altered. For the duration of the spell, one willing creature gets advantage on saving throws against transmutation spells. If a transmutation spell would not normally get a saving throw, or if the creature is a willing target, it still must make a saving throw, and the transmutation spell has no effect if the save succeeds.

At Higher Levels: For each spell slot used higher than 4th level, you can affect one additional creature.

Maligned Performance

4th-level illusion

Components: V, S, M (a broken mirror and an asp’s tongue) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 30 ft. Area of Effect: 1 creature Saving Throw: Wisdom negates

You cause a creature’s performance to go subtly wrong, whilst shielding it from awareness of the spell. The targeted creature must make a Wisdom saving throw. If the saving throw fails, it subtracts 1d6 from its Charisma (Performance) checks and Charisma checks using musical instruments, and it is unable to benefit from advantage on those checks. It can’t use any ability that would allow rerolls on these checks because it is unaware that the performance is going poorly.

The spell ends if the performer gets inescapable evidence of his or her bad performance, such as most of an audience getting up and leaving in disgust or being pelted with rotten tomatoes.

Mark of Ownership

4th-level abjuration

Components: V, S, M (a drop of the owner’s blood) Casting Time: 10 minutes Duration: Permanent Range: Touch Area of Effect: 1 item Saving Throw: None

You curse one item to only accept one creature you can see as its rightful owner. In the hands of any other creature, the item feels unnatural; that creature has disadvantage on all ability checks and attack rolls when using the item.

Megalomania

4th-level enchantment

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 30 ft. Area of Effect: 1 creature Saving Throw: Wisdom negates

You enchant one living creature you can see to believe it is more skilled than it really is. The creature must make a Wisdom saving throw. A successful save negates the spell, but if the saving throw fails, the creature’s overconfidence causes it to act rashly and without forethought. For the duration of the spell, the creature can’t move away from an opponent, and it provokes an opportunity attack from adjacent creatures whenever it takes an action. It also suffers a -2 penalty to damage rolls and Wisdom saving throws.

The creature can repeat the Wisdom saving throw at the end of each of its turns; the spell ends after two successful saves, which need not be consecutive.

Mind Carve

4th-level necromancy

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 50 ft. Area of Effect: 1 creature Saving Throw: Intelligence partial; Wisdom partial

You point your finger at a creature you can see within range and a bolt of negative energy shoots at the target. The creature must make an Intelligence saving throw and a Wisdom saving throw. If it fails the Intelligence saving throw, it loses 1d6 points of Intelligence. If it fails the Wisdom saving throw, it loses 1d6 points of Wisdom. A creature’s score can’t be reduced to less than 1 in either ability.

Multiple Shot

4th-level divination

Components: V, S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: Self Area of Effect: 1 creature Saving Throw: None

You must cast this spell on the same turn that you hit a creature with a ranged attack. For the duration of the spell, you are mystically linked to the target and have advantage on every ranged attack roll you make against the target.

Negative Energy Aura

4th-level evocation

Components: V, S, M (flesh from a corpse) Casting Time: 1 action Duration: 10 minutes Range: Self Area of Effect: Self Saving Throw: None

You surround yourself with an aura of necrotic energy that gives you resistance to necrotic damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d8 necrotic damage.

Null the Soothing Touch

4th-level necromancy

Components: V, S, M (powdered bone) Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 creature Saving Throw: Wisdom negates

You touch a creature and curse it. The creature must make a Wisdom saving throw against curses. If the saving throw fails, the creature is cursed so that it can’t regain hit points from magic. It can still benefit from resting and from nonmagical healing.

The spell can be ended by magic that removes a curse.

Paean of Greater Glory

4th-level enchantment

Components: V Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 100 ft. Area of Effect: 1 or more creatures Saving Throw: None

You fill the air with a powerful song of glory that inspires your allies and bolsters their spirit. Choose any number of willing creatures within range. For the duration of the spell, an affected creature gets advantage on saving throws against being frightened; it adds 1d4 to its attack rolls; and whenever it makes a damage roll and dislikes the result, it can reroll the dice and choose to use either the first or second result.

Paean of the Holy

4th-level enchantment

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 40 ft. Area of Effect: 1 or more creatures Saving Throw: None

You fill the air with an angelic chorus. Choose any number of willing creatures within range and one of the options below. For the duration of the spell, each of those creatures benefits from that option.

Paper Tigers

4th-level illusion

Components: V, S, M (four paper, origami tigers, which are consumed by the spell) Casting Time: 1 action Duration: Concentration, up to 1 hour Range: 30 ft. Area of Effect: 4 tigers Saving Throw: None

You release four origami tigers that grow into real-appearing tigers under your control. Only one of the tigers is actually real, however; the others have no more substance than a mirror image. The real tiger uses the standard stat block for a tiger. The unreal tigers disappear if they take damage or fail a saving throw. At the beginning of your turn, as a bonus action, you can direct each tiger to move up to its speed, and you can direct the real tiger to attack. Each tiger follows your commands absolutely. The spell ends when the real tiger is killed. All tigers disappear when the spell ends, leaving only scraps of paper.

Peacebinding

4th-level enchantment

Components: V, S Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Self Area of Effect: Sphere, 60-ft. radius Saving Throw: Wisdom negates

To cast this spell, you must be holding at least one weapon in your hand, and you must sheathe, sling, or drop every weapon you hold as the spell is cast. Each creature within the area of effect must make a Wisdom saving throw. If a creature fails its saving throw, it too must put away its weapons, and it can’t attack or cast a spell that adversely affects its target for the duration of the peacebinding.

If a creature under the effect of peacebinding is attacked, it is automatically released from the effect. If you draw a weapon or attack any creature, the spell ends immediately.

Piercing Vision

4th-level divination

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Self Saving Throw: None

You gain the ability to see through up to one inch of metal, wood, or leather while the spell lasts.

At Higher Levels: When you cast piercing vision with a 6th-level or higher spell slot, you can see through up to 1 foot of material.

Portrait

4th-level divination

Components: V, S, M (paint and brush) Casting Time: 10 minutes Duration: Permanent Range: 30 ft.

You create a picture of the last creature to have touched an object you can see within range. The picture appears to be an oil painting on canvas, representing the creature as it appeared when it touched the object; as a result, the spell can be deceptive if the creature was disguised or had an illusory appearance. The spell will not function if the object was last touched more than a week ago.

4th-level necromancy

Components: V, S Casting Time: 1 action Duration: 24 hours Range: Touch Area of Effect: 1 undead creature Saving Throw: None

You create a link between yourself and a willing undead creature you touch. While the spell lasts, you can select the creature as the target of any touch spells you cast, even if you can’t physically touch the creature, as long as you are both on the same plane of existence.

Purifying Bath

4th-level transmutation

Components: V, S, M (spirit doll, bath of special oils worth 100 gp) Casting Time: 1 hour Duration: Permanent Range: Touch Area of Effect: 1 spirit doll Saving Throw: None

You wash a spirit doll while casting this spell to enhance its power. Any spells that allow a creature to regain hit points can be cast directly on the doll and still affect the creature linked to the doll. Likewise, protection spells can also be transferred to the linked creature through the doll.

Quicksand

4th-level transmutation

Components: V, S, M (a small amount of water and sand) Casting Time: 1 minute Duration: 1 hour Range: 50 ft. Area of Effect: Cube of ground, 10 ft. square Saving Throw: Dexterity negates effect

You transform a 10-foot-by-10 foot area of ground or normal dirt, sand, or stone floor you can see into a 10-foot-deep pool of quicksand. Creatures on the transformed area when the spell is cast jump to the nearest safe space with a successful Dexterity saving throw. Creatures that fail the saving throw or that enter the quicksand afterward quickly sink into it; their speed is reduced to 5 feet or to their Swim speed, if they have one. Climbing out of the quicksand requires a successful DC 15 Strength (Athletics) check.

The floor returns to its normal condition at the end of the spell. Any creatures or items in the quicksand when the spell ends are squeezed upward and deposited on top of the surface when it returns to normal.

Rainbow Spear

4th-level evocation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Self Area of Effect: 3 spears Saving Throw: varies

You create three spears of varying colors and throw them at one or more creatures within 30 feet. Spears can be thrown at the same target or at different targets. Make a ranged spell attack for each spear. If it hits, roll 1d8 to determine its effect.

d8 Color Effect
1-2 Red 4d6 fire damage
3 Orange 4d6 acid damage
4 Yellow 2d6 frost damage and speed reduced by 10 feet (Constitution save negates speed loss)
5 Green 2d6 poison damage and poisoned (Constitution save negates condition)
6 Blue 4d6 lightning damage
7 Indigo 2d6 thunder damage and stunned (Constitution save negates stun)
8 Violet 4d6 thunder damage

Effects beyond damage are negated by a successful Constitution saving throw. If the saving throw fails, the creature can repeat the saving throw at the end of each of its turns; a successful save ends the effect.

At Higher Levels: For each two spell slots used higher than 4th level, you gain one additional spear. If you spend 2 sorcery points when you cast this spell, you can choose the effect of each spear instead of rolling.

Remember Seas

4th-level transmutation

Components: V, S Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 ship Saving Throw: None

You cast this spell on the ship’s wheel to make it “memorize” the course you follow for the next 12 hours. The journey thus programmed into the wheel’s “memory” remains until it is replaced by a new journey or dispelled. During any future trip through this area, the wheel doesn’t need anyone controlling it. Upon command, it can steer itself to any point stored in its “memory.” If it passes beyond the boundary of a recorded journey, it begins drifting aimlessly until a pilot or helmsman takes over. A ship’s wheel can hold only one journey in “memory” at a time.

Righteous Cloak

4th-level abjuration

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Sphere, 30-ft. radius Saving Throw: None

You create a shining, silver-white cloak of energy that surrounds and protects you. For the duration of the spell, whenever you or an allied creature within 30 feet of you makes an attack roll or a saving throw, add 1d4 to the roll. In addition, any creature that strikes you with a melee attack is blinded until the end of its next turn unless it makes a successful Constitution saving throw.

Scalding Sea

4th-level evocation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 150 ft. Area of Effect: Cylinder, 30 ft. radius, 50 ft. high Saving Throw: Constitution half damage

You cause a large body of water to emit scalding steam. The steam cloud rises upward in a 50-foot-radius, 30-foot-high cylinder from a point you can see within range. Each creature in the steam cloud at the start of its turn takes 4d6 fire damage, or half damage with a successful Constitution saving throw.

Searing Projectiles

4th-level transmutation

Components: V, S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: Self Area of Effect: 1 missile weapon Saving Throw: None

Your ranged weapon glows with fire. For the duration of this spell, each missile you fire does an additional 2d6 fire damage on a successful hit.

Shadow Form

4th-level transmutation

Components: S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Self Saving Throw: None

You transform yourself into shadow-stuff. For the duration of the spell, you can fit through openings of 1 square inch or larger, you have a +10 bonus on Dexterity (Stealth) checks, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

However, while in shadow form, you can’t speak or interact with anything in a physical manner.

If you occupy a space that’s too tight for you when the spell ends, you are displaced to the nearest space where you’ll fit; you take 1d6 bludgeoning damage for each 5 feet you were displaced to reach that spot.

Shadowbind

4th-level evocation

Components: V, S Casting Time: 1 action Duration: 10 minutes Range: 100 ft. Area of Effect: 1 to 6 creatures Saving Throw: Wisdom negates

You target up to six creatures that you can see. Each creature must be adjacent to (within 5 feet of) at least one other creature targeted by this spell. Each targeted creature must make a Wisdom saving throw. If the saving throw fails, its shadow becomes quasi-real and merges into the shadows of all the other creatures that failed their saving throws.

For the duration of the spell, creatures with merged shadows must remain within 5 feet of at least one other creature with a merged shadow. For the sake of simplicity, all of the creatures can move together on the turn of whichever creature comes last in the initiative order, at the speed of the slowest creature in the group. There are likely to be gaps of more than 5 feet between creatures, caused by creatures making successful saves. Affected creatures must move to become adjacent to other affected creatures at their first opportunity.

Each affected creature can repeat the saving throw at the end of its turn; a successful save ends the effect for that creature. The spell ends entirely when only one creature is affected by the spell.

Silver Shield

4th-level abjuration Paladin

Components: V, S Casting Time: 1 action Duration: 1 hour Range: 20 ft. Area of Effect: Self and allied creatures within range Saving Throw: None

You and each creature you choose within range is surrounded by a protective silver aura. Each creature affected by the aura gains a +5 bonus to AC for the duration of the spell. The effect ends for a creature when it attacks or casts a harmful spell.

Slimeball

4th-level evocation

Components: V, S, M (a vial of acid) Casting Time: 1 action Duration: Instantaneous Range: 150 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Dexterity half damage

You shoot a ball of slime from your hand to a point you can see. The ball then explodes into a 20-foot-radius sphere. Each creature in the affected area must make a Dexterity saving throw. If the saving throw fails, the creature takes 6d6 acid damage immediately and 2d6 acid damage at the end of its next turn. On a successful save, a creature takes half damage immediately and 1d6 acid damage at the end of its next turn.

At Higher Levels: For each spell slot used higher than 4th level, slimeball does an additional 1d6 damage immediately. For each sorcery point you expend when casting the spell, the additional damage persists for an extra round. The maximum number of sorcery points that can be expended equals one-half the level of the spell slot used, rounded down.

Snakes into Staves

4th-level transmutation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 50 ft. Area of Effect: 1 to 6 snakes Saving Throw: Constitution negates effect

You transform up to six snakes you can see into staves. Each snake must make a Constitution saving throw when the spell is cast; a successful save negates the effect on that snake. Small snakes become clubs and large snakes become quarterstaffs, which can be used as weapons.

This spell only works on snakes classified as beasts. The staves revert to snakes when the spell ends.

Solar Spear

4th-level evocation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 120 ft. Area of Effect: 1 creature Saving Throw: Constitution partial

A bolt of light streaks from your hand to a creature you can see. Make a ranged spell attack against that creature. If you hit, the creature takes 5d8 radiant damage and must make a Constitution saving throw. If the saving throw fails, the creature is blinded. A blinded creature can repeat the saving throw at the end of each of its turns; a successful save ends the blindness.

At Higher Levels: For each spell slot used higher than 4th level, the spell does an additional 1d8 damage.

Spectral Archers

4th-level conjuration

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 creature Saving Throw: None

When you touch a creature, five shadowy duplicates appear around it. The duplicates are quasi-real; they take up no space, can be moved through by allies and enemies, and can’t be damaged, though they can be dispelled.

The next time the targeted creature makes a ranged weapon attack, the duplicates make identical attacks against targets of the creature’s choice. The creature makes attack rolls against each target and does damage to them as if it were making the attacks. The spell then ends and the duplicates disappear.

Steam Cloud

4th-level evocation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 150 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Constitution half damage

You call up a billowing cloud of superheated water in a 20-foot-radius sphere within range. The area of the cloud is lightly obscured. Each creature that starts its turn in the cloud or enters the cloud takes 4d6 fire damage, or half damage with a successful Constitution saving throw. The area of the cloud is also quite slippery; any creature moving through it on the ground must make a successful Dexterity saving throw when it begins its move or fall prone.

At the beginning of each of your turns, the cloud moves 10 feet directly away from you. The cloud lasts for the duration of the spell or until a strong wind disperses it.

Steel Butterflies

4th-level conjuration

Components: V, S Casting Time: 1 action Duration: 1 hour Range: Self Area of Effect: Cone, 30 ft. long Saving Throw: Dexterity half damage

You conjure numerous steel butterflies, which you release in a 30-foot cone. Each creature in the cone takes 10d4 slashing damage, or half damage with a successful Dexterity saving throw. Fey creatures have disadvantage on the saving throw, and they are also stunned until the end of your next turn if the saving throw fails.

At Higher Levels: For each spell slot used higher than 4th level, the damage increases by 5 points.

Stonefast

4th-level abjuration Druid, Wizard

Components: V, S, M Casting Time: 1 action Duration: 1 day Range: Touch Area of Effect: 10,000 cubic ft. of stone Saving Throw: See text

You touch stone and ward up to 10,000 cubic feet of it, making it immune to transmutation spells and impassable to creatures that meld or pass through stone. A creature already within the stone is trapped there unless it makes a successful Constitution saving throw, in which case it is expelled to the nearest empty space.

A simple way to envision the volume of this spell is 10 cubes, each 10 feet on a side (10 x 10 x 10). Bricks, mortared stone, and other constructions that are made of stone but are not solid stone are resistant to the effect; only half the normal volume is affected.

Stupefy

4th-level necromancy

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 30 ft. Area of Effect: 1 creature Saving Throw: Intelligence half damage

You psychically attack one creature you can see. The creature must make an Intelligence saving throw. If the saving throw fails, it takes 6d6 psychic damage and loses 2 points from Intelligence, Wisdom, and Charisma. If the save succeeds, it takes half damage and suffers no ability score loss. Lost ability points are restored after the creature’s next short or long rest.

Track Magic

4th-level divination Ranger

Components: V, S Casting Time: 1 action Duration: Concentration, up to 8 hours Range: Self Area of Effect: Self Saving Throw: None

You gain the ability to track magical auras. You can follow the trail of any creature that is affected by ongoing spells or is carrying magical items. You must still make Wisdom (Survival) checks to follow the trail, but terrain and weather conditions have no effect on your tracking ability.

Transform Boulder to Pebble

4th-level transmutation Druid, Wizard

Components: V, S Casting Time: 1 action Duration: Permanent Range: 50 ft. Area of Effect: 1 boulder Saving Throw: None

You transform one natural boulder you can see into a pebble no more than 1 inch in diameter. The boulder can be no more than 1,000 cubic feet (a cube 10 feet on a side, or a sphere 12 feet in diameter). The boulder remains in pebble form until the magic is dispelled. The spell has no effect on creatures of living stone or on man-made objects; the target must be a boulder in its natural state.

At Higher Levels: For each spell slot used higher than 4th level, you can affect an additional boulder.

Transform Pebble to Boulder

4th-level transmutation Druid, Wizard

Components: V, S Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 pebble Saving Throw: None

You transform one pebble you touch into a boulder up to 1,000 cubic feet in volume (a cube 10 feet on a side, or a sphere 12 feet in diameter). If you throw the pebble as part of the spell, it transforms in flight, and you can make a ranged spell attack against one creature within 30 feet. On a hit, the boulder does 6d10 bludgeoning damage.

Twig Torture

4th-level transmutation

Components: V, S, M (a personal object belonging to the caster, twine left outside during a full moon) Casting Time: 1 action Duration: 8 hours Range: 1 mile Area of Effect: 1 creature Saving Throw: Wisdom negates

You form a crude representation of a humanoid creature from dead twigs. Something belonging to the target must be incorporated into the twig doll. The creature must make a Wisdom saving throw. If the saving throw fails, the twig doll is mystically linked to the targeted creature.

As an action, you can break or burn parts of the twig doll to injure the linked creature. A maximum of 10d6 force or fire damage can be inflicted on the linked creature. The damage can be done all at once, or in smaller amounts at a time. For example, you could spend an action to inflict 1d6 fire damage on your turn. On your next turn, you could do 5d6 force damage. This leaves 4d6 damage that could be inflicted at a later time.

The doll is destroyed and the spell ends when 10d6 damage has been done.

Umbral Touch

4th-level necromancy

Components: V, S Casting Time: 1 action Duration: 1 minute Range: Self Area of Effect: Self Saving Throw: None

You gain a Strength-draining attack. As an action, you can make a melee spell attack against one creature within your reach. If you hit, the creature loses 1d4 points of Strength. If the creature is reduced to 0 Strength, it dies; 1d4 rounds later, it reanimates as a shadow under your control, with the stats of a standard shadow.

Vermin Swarm

4th-level conjuration

Components: V, S Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: 60 ft. Area of Effect: 1 or more swarms Saving Throw: None

You summon one or more swarms of creatures that appear at the points you select within range. They can appear in spaces occupied by other creatures, but those creatures can make Dexterity saving throws; on a successful save, they jump to the nearest safe square.

Choose one of the following options when you cast the spell.

Only swarms categorized as beasts can be summoned. A swarm vanishes when its hit points drop to 0 or when the spell ends.

Swarms obey your mental commands and move on their own turns; roll initiative for them when you cast the spell. If you don’t issue any orders to a swarm, it stays where it is but attacks creatures in its space.

At Higher Levels: When you cast vermin swarm with a 7th-level or higher spell slot, you summon double the normal number of swarms. If you use a 9th-level spell-slot, you get triple the normal number.

Vines of Binding

4th-level conjuration

Components: V, S Casting Time: 1 action Duration: 1 minute Range: 30 ft. Area of Effect: 4 vines Saving Throw: Dexterity negates effect

You create up to four vines that spring from your fingers and attempt to wrap themselves around creatures you can see within range. You select each creature that will be affected. A creature be targeted by more than one vine.

Each target must make a Dexterity saving throw for each vine that attacks it. If the saving throw fails, the creature is restrained and falls prone; it is wrapped up securely by the vine.

A creature restrained by a vine can escape by using an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. Each restraining vine must be escaped individually. Vines can also be cut; each one has AC 15 and 10 hit points, and they are immune to all but slashing, acid, and fire damage.

Vines that miss their targets or that the target escapes from quickly wither and turn to dust, as do all remaining vines when the spell ends.

Voice of Confession

4th-level enchantment

Components: V, S, M (a shiny gold coin) Casting Time: 1 action Duration: 10 minutes Range: 30 ft. Area of Effect: 1 creature Saving Throw: Cha / negates effect for 1 question

One creature you can see becomes enchanted by your voice so that it has a very hard time lying to you. You can ask up to seven questions of the creature. The creature must answer each question truthfully unless it makes a successful Charisma saving throw; the saving throw is repeated for each question. Creatures that can’t be charmed are immune to the effect of this spell.

If you ask the creature the same question twice, it doesn’t make a new saving throw but uses the same result as the previous time you asked. This quirk of the spell can be overcome by framing the question differently and winning a contest between your Charisma (Deception) check and the creature’s Wisdom (Insight) check. For example, asking “How many ogres are in the giant king’s army” twice won’t accomplish much; if the creature was able to lie the first time, it can lie again the second time. If the creature answered “fifteen” and you then ask, “Does the giant king’s army include fifteen ogres,” it triggers a contest. If the creature wins the contest, it uses the earlier saving throw result (if that save succeeded) or makes a new one (if the previous saving throw failed). If the creature loses the contest, those results are reversed.

Wall of Blood

4th-level conjuration

Components: V, S Casting Time: 1 action Duration: 1 minute Range: 100 ft. Area of Effect: Wall, 40 ft. long, 20 ft. high, 1 ft. thick Saving Throw: Dexterity negates dropping; Constitution negates incapacitation

Blood pours from your hands and forms into a heaving, queasy, crimson wall of blood. The flat, vertical, 12-inch-thick barrier appears where you designate; its entire lower edge must be supported by a solid, reasonably flat surface. The entire wall must be within the spell’s range, and it must be 1 foot thick and 20 feet high along its whole length. Within those restrictions, it can bend however the caster chooses.

Objects and creatures can pass through the liquid wall. It lightly obscures everything behind it. Anything that passes through it becomes coated with thick, slippery fluid. Any creature that passes through the wall must make both a Dexterity saving throw and a Constitution saving throw. If the Dexterity saving throw fails, the creature drops any items it is holding. If the Constitution saving throw fails, the creature is nauseated by the experience; it becomes incapacitated until the end of its next turn. Creatures that enjoy the taste of blood or that have no sense of taste and smell are immune to the nauseating effect.

Warrior’s Touch

4th-level transmutation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 creature Saving Throw: None

One willing creature that you touch gains a +1 bonus on weapon attack rolls and gets advantage on Constitution checks and Constitution saving throws. The creature also gains 20 temporary hit points.

Zombify Self

4th-level necromancy

Components: V, S, M (a piece of zombie flesh) Casting Time: 1 action Duration: 10 minutes Range: Self Area of Effect: Self Saving Throw: None

Your flesh becomes corrupt and dead as your body transforms into that of a zombie. You become immune to poison, paralysis, stun, disease, and unconsciousness for the duration of the spell. You also lose 4 points of Dexterity and have disadvantage on Charisma checks used to interact with others.

You can end the spell as a bonus action. When the spell ends, you take 5d8 necrotic damage, or no damage if you make a successful Constitution saving throw.

Air Walk

4th-level transmutation

Casting Time: 1 action or reaction Range: Touch Components: V, S Duration: 10 minutes

You can tread on air as if walking on solid ground.

Moving upward is similar to walking up hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to half the air walker’s normal speed.

As the caster is walking on the air, it can be affected by the wind if it is strong. If the wind is particularly strong the caster may be carried along with it even if unwilling, although they can make a Strength (Athletics) each round to negate the winds effect. Additionally, if they are driven into a solid object by the wind they may suffer damage, a strong wind may deal 2d6 damage, while a howling gale could deal anything up to 8d6 damage, with a Dexterity Save vs DC 15 halving the damage.

Should the spell duration expire while you are still aloft, the magic fades out slowly, you float downward 60 feet per round for 1 minute. If you reach the ground in that amount of time, you land safely. If not, you fall the rest of the distance, taking falling damage as normal. Since dispelling a spell effectively ends it, you also descend in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a mount so it can be ridden through the air, however you must make a DC 20 Animal Handling check to do so. You can negate the need for this check if you take the time to train the animal you intend to cast air walk on, this training takes 1 week and a DC 25 Animal Handling check. This spell can be cast as a reaction to falling.

Animated Artillery

4th-level transmutation

This specialized version of animate objects targets a single siege weapon, allowing it to spring to life and perform attacks as if crewed by a number of invisible phantom artillerists equal to your caster level. The phantom artillerists are invisible and cannot attack or be attacked; their only function is to operate the siege weapon. Those unable to perceive invisible things see the siege weapon operating on its own. They load, aim, and shoot the siege engine just as a normal crew would, using your spell attack bonus to determine whether attacks with the siege weapon hit. You can command the animated artillery as a free action as long as you are within range, redirecting its attacks as you choose. If you are out of range, the animated artillery continues following your last command.

If actual living artillerists are present, you can command the animated artillery to simply allow itself to be operated by those people (during which time the spell has no effect), or you can command the animated artillery to work against them. In this case, living artillerists and phantom artillerists cancel each other out for the purpose of operating the siege weapon. Whoever has a larger number of artillerists has control of it and can load, aim, and shoot the siege engine, but only the number of artillerists that exceed those of the opponent count towards those required to operate it.

Avenge Me!

4th-level enchantment

Casting Time: 1 reaction, when the caster is reduced to 0 hit points

Range: 30 ft.

Components: V, S

Duration: 30 days

You place a magical command upon a creature that fails a Charisma saving throw to seek out and destroy a creature that kills or permanently incapacitates you.

The target has advantage on attack rolls and skill checks toward that creature, though the effect ends immediately if you are returned to life or your permanent incapacity is removed. The effect also ends if the target is destroyed or via a remove curse, greater restoration, or wish spell. If you cast this spell upon a follower, cohort, animal companion, eidolon, familiar, or similar creature that is bound to you by genuine loyalty, it automatically fails its saving throw. This does not apply to creatures that you have charmed, dominated, summoned, or otherwise magically compelled, controlled, or influenced.

Black Spot

4th-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Permanent

The black spot is a specific and feared pirate curse. If the target fails a Wisdom saving throw an intangible, illusory black spot manifest above the target’s head and remains until the target dies or the curse is lifted. The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a 10-foot radius around its target. Anyone within the aura gains a +2 bonus on weapon attack and damage rolls against the target. In addition, the target has disadvantage on saving throws against spells of the necromancy school and also on death saving throws.

Every day in which the creature bears a black spot, it must make a Constitution saving throw. On a failed save, the creature takes 2d10 points of necrotic damage. The damage cannot be healed until the black spot is removed. If the creature’s hit points are reduced to 0, it dies.

Pirates killed by this spell often return as ghosts, but that is not a direct effect of this spell.

The black spot cannot be dispelled, but it can be removed with greater restoration or wish.

Burst with Light

4th-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute Classes: cleric

The target becomes filled with intense magical light and must make a Wisdom saving throw. On a failed saving throw, the creature takes 2d8 radiant damage as the light bursts from its wounds and orifices (if the target is an undead creature, it instead takes 4d8 points of damage), or half as much damage on a success. In addition, a creature failing its saving throw radiates bright light in a 30-foot radius and dim light an additional 30 feet beyond that area.

Creatures adjacent to the target must make a Dexterity saving throw. On failed saving throw, a creature takes half as much damage as the target and is blinded until the end of its next turn; on a success, a creature takes half as much damage (one-fourth as much as the target) and is not blinded.

The caster may use an action to repeat the effect. If the caster does not use an action, the spell ends.

Air and Water

4th-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (sealed vial, half-filled with air and water) Duration: 8 hours

You create a 15-foot-radius emanation centered on a creature or object touched, which moves when the object or creature moves, if placed on a creature or a movable object. The emanation acts on both air and water, creating an area where the two mix in roughly equal portions. Water within the emanation becomes suffused with bubbles of air, creating an area where air-breathing creatures can breathe normally, while air within the emanation becomes a very wet mist where waterbreathing creatures can breathe normally. The spell does not affect any contaminants that may be suspended in the affected air or water, such as poison gases, silt, or smoke. Likewise, the spell does not function in a vacuum, nor will it affect any magical liquid or any nonmagical liquid that is not at least 75% water. Underwater, the emanation creates an environment that functions partly as a land area and partly as a water area. All the normal rules governing underwater combat apply except as noted here.

attacker is under a freedom of movement effect (as the spell).

A creature with a space larger than 5 feet can choose any area that it occupies to determine if it is inside or outside the emanation. Similarly, when attacking such a creature, the attacker can pick any of the squares the defender occupies to determine if is inside or outside the emanation. On land, the emanation’s damp fog can obscure vision (including darkvision). If line of sight to a creature or object passes through 10 to 15 feet of fog, the subject is lightly obscured. If line of sight passes through more than 15 feet of fog, the subject is heavily obscured. Unattended objects and points in space receive no saving throw against this spell. An unwilling creature can attempt a Wisdom saving throw to negate the effects if it or its equipment is the target of the spell.

Alter Range

4th-level transmutation

Casting Time: 1 action Range: 400 feet Components: V, S Duration: 1 hour

You can either enhance the range of ranged weapons by doubling their ranges (e.g. 30/60 becomes 60/120), or reduce their range increment by one-half (e.g. 30/60 becomes 15/30). Constructs are allowed a Wisdom saving throw to resist the effects of this spell on their built-in weapons, and other creatures are allowed a Wisdom save to resist for weapons they carry.

Armor of Force

4th-level abjuration

Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour

You evoke bands of invisible force around a suit of armor, extending the armor’s natural protective qualities to spell attacks. While this spell is in effect, any spell targeting you that requires an attack roll has disadvantage.

Armor of the Heart

4th-level abjuration

Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour

Armor of the heart imbues your armor with your own innate toughness and hardiness. While the spell is in effect, your armor gains a bonus to AC equal to your Constitution modifier (minimum +1).

This spell only affects armor. It has no effect on shields or normal clothing.

Armor of Thorns

4th-level conjuration

Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour

For the duration of the spell, your torso grows a weave of green, writhing thorns. Creatures striking you with natural weapons or hand-held weapons take 7 piercing damage each time they hit you. In addition, the thorns grant the caster a +3 bonus to AC. The caster may will the thorns to move out of the way so he may safely receive beneficial touch-based spells and effects. As a full-round action, the caster can have the vines strike out from his body, dealing 6d4 points of damage to all creatures within a 5-foot-long, 180-degree arc in front of him, or to all creatures within 5 feet of him (Dexterity saving throw for half damage).

Armor Plating

4th-level transmutation

Casting Time: 1 action Range: Self Components: V, S, M (four plates of metal) Duration: Concentration, up to 1 hour

This spell allows the caster to make metal plates adhere and meld with his skin, literally bonding armor to him. The metal plates are the material focus of the spell, and grant a +5 bonus to AC. This bonus applies in addition to your normal armor. Due to the nature of the metal actually merging with the caster’s skin, no penalties or the like are inflicted by the temporary armor as would normally occur by wearing heavy armor like disadvantage to Dexterity (stealth) checks. After the duration of the spell has expired, the armor plates simply drop off.

Bestow Affliction

4th-level necromancy

Casting Time: 1 action Range: Touch Components: V, S Duration: until dispelled

Bestow affliction causes the target to suffer a permanent physical or mental disability if it fails a Constitution saving throw. The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good [break enchantment], limited wish, miracle, remove curse, or wish spell.

The caster can choose an affliction to bestow from the following list:

(including casting spells with verbal components), he must make a Wisdom saving throw (DC 16) or whatever he says comes out as gibberish.

disadvantage on Strength (athletics) checks.

Blood Curse

4th-level necromancy

Casting Time: 1 action Range: Touch Components: V, S Duration: until dispelled

Make a melee attack roll against a target you are engaged with, on a success, you cause a target creature’s blood to thin and its heart to beat faster, increasing blood flow—and with it, the amount of damage dealt by wounds. A target under the effects of this spell suffers double damage from all slashing or piercing damage attacks and automatically fails all death saving throws. This spell does not affect constructs, elementals, plants, oozes, or undead. The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good [break enchantment], limited wish, miracle, remove curse, or wish spell.

Boorishness

4th-level enchantment

Casting Time: 1 action Range: 100 feet Components: V, S, M (a pinch of dung) Duration: Concentration, up to 1 hour

If the target of the spell fails a Charisma saving throw, the subject becomes amazingly rude, boorishness or completely disinteresting depending on the subject’s attitudes before being affected by the spell. The target has disadvantage and a 1d4 penalty on all Charisma checks, saves, spell casting attacks, and ability rolls for the duration of the spell. If the subject casts spells using Charisma as the spell casting ability, any subject of those spells has advantage on any saves vs those spells.

Borrow Limb

4th-level necromancy (ritual)

Casting Time: 1 minute Range: Self Components: V, S, M (a limb from a recently dead creature) Duration: 8 hours

You attach the severed forelimb of another creature to your torso, using it as an additional off-hand. You can use it to make an additional attack. You can also use it to wield a shield at no penalty. Additionally, you can hold objects or weapons in two hands and still cast spells with somatic components. At the end of the duration, the limb falls off with no ill effects. You also can use this spell to attach a limb to the stump of one of your limbs that has been severed. In this case, the spell’s casting time changes to Instantaneous, and you may gain some special property of the limb if it has any (a troll’s arm might regenerate, for instance, or a gargoyle’s stony arm might function as a shield). As above, the limb falls off with no ill effects at the end of the spell’s duration.

At Higher Levels. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot, the spell lasts until dispelled.

Brilliant Strike

4th-level transmutation

Casting Time: 1 bonus action Range: Self Components: V Duration: 1 round

One weapon you wield briefly changes into a brilliant energy weapon. A significant portion of one weapon you are wielding transforms into light, although this does not modify the item's weight. It always gives off light as a torch. When you attack a target with the weapon transmuted by this spell, you ignore any bonus to AC the target has from armor or a shield as your attack phases right through them. The weapon affected by this spell cannot harm undead, constructs, or objects. The benefits of this spell can only be applied to melee weapons, thrown weapons and ammunition.

Camouflage, Mass

4th-level illusion

Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 minute

Mass camouflage changes the appearance of up to 7 medium sized motionless target creatures to match their surroundings, granting a +10 bonus and advantage on Dexterity (stealth) checks. If the subject of the spell moves, attacks, or takes any action that can’t be accomplished while standing still, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target two additional creatures for each slot level above 4th that are within range of the spell.

Charm Person, Mass

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 hour

This spell functions like charm person, except that it affects six creatures all within a range of 30 feet of a central point in range.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target two additional creatures for each slot level above 4th that are within range of the spell.

Chaotic Blast

4th-level conjuration

Casting Time: 1 action Range: 150 feet Components: V, S Duration: see text

You release a chaotic blast of power to attack your foes. The range, shape, substance, and damage are all random, so your attack might be a flaming cone of feathers, a ray of spurting water, a burst of kittens (which vanish moments after the spell’s completion), or any other of thousands of possibilities. First, roll to determine the area of effect. After determining the area of effect, choose the target(s). After choosing your target(s), roll to determine damage dealt, then the substance of which the chaos blast is composed. If the substance includes a descriptor, such as [fire], the damage is of that type. Otherwise, it is considered bludgeoning damage. Roll once for each attribute (once for area of effect, once for damage, once for substance). All matter created by this spell disappears at the beginning of your next round.

If chaotic blast deals damage, it is a Dexterity saving throw for half damage, and the duration is instantaneous unless otherwise stated. If chaotic blast instead has a spell effect, use the saving throw and duration of that spell. If an ability is targeted or the targets receive a condition and the target fails their save, the targets have disadvantage on checks, attacks, and saves, and can make a Constitution saving throw at the end of each round to end the effect.

Spells simulated by chaotic blast affect all creatures and/or objects in the area of effect. This spell is known by many as “hail of inappropriate objects.”

Chaotic Blast Table

D20 Area/Targets/Effect Dmg Dealt/Effect Substance
1 Cone 10d3 Acid [acid]
2 Cone 10d4 Frost [cold]
3 Four 10-ft. cubes 10d4 Lightning [lightning]
4 Four 10-ft. cubes 10d4 Fire [fire]
5 Ray (ranged spell attack, no save) 10d6 Sonic [thunder]
6 Ray (ranged spell attack, no save) 10d6 Water
7 Cylinder (10-ft. radius, 40-ft. high) 10d8 Shards of metal and stone
8 Cylinder (10-ft. radius, 40-ft. high) Strength targeted Intense wind
9 15-ft. radius spread Dexterity targeted Many tiny furry animals, all of the same species
10 15-ft. radius spread Restrained Animal matter
11 5 ft. wide line out to range Blinded Plant matter
12 5 ft. wide line out to range Frightened Coinage
13 5 creatures, no two of which can be more than 30 ft. apart 2 levels of Exhaustion Spider webs
14 One creature/level, no two of which can be more than 30 ft. apart Paralyzed Insects
15 Creature or object touched Nauseated Slime or ooze
16 Creature or object touched All ability scores Household objects
17 One creature or object Stunned Prismatic [radiant]
18 One creature or object Sleep Stones [bludgeoning]
19 5-ft.-diameter sphere (controlled like flaming sphere) Unconscious Roll twice and combine
20 All creatures, no two of which can be more than 60 ft. apart Deafened Invisible force [force]

Circle of Censure

4th-level abjuration

Casting Time: 1 action Range: Self Components: V, S Duration: 10 rounds

You radiate a magical aura that damages any aberrations, fiends, or undead that come within 30 feet of you. These creatures automatically take 4d6 radiant damage every round they stay within your radius of effect and must pass a Charisma saving throw to remain within the radius after taking damage. If they fail the save, they are frightened for one round and must move out of the area. This spell stacks with any other “aura” abilities and spells you may be using such as holy aura, and denies undead within its radius the advantages to attacks and saves due to any creature abilities or necromancy spells affecting them.

Cloud Dragon

4th-level transmutation (ritual)

Casting Time: 10 minutes Range: 5 miles Components: V, S Duration: 8 hours or until dispelled

The energies of this spell are directed at clouds overhead, which take on the form of an adult gold or silver dragon under your control. This dragon has partial substance and is capable of transporting up to six Medium (or smaller) creatures on its back, just as a regular dragon can; however, it cannot make attacks and doesn’t possess a breath weapon. Whenever you are unable to concentrate on controlling the actions of the cloud dragon, it simply stops, hanging motionless despite winds or gravity, until you resume control or the spell expires (whereupon the dragon vanishes). The cloud dragon flies with the speed and maneuverability of an adult gold or silver dragon. To cast this spell, you must be outdoors and able to see clouds in the sky. While the spell will not instantly fail if you do not concentrate on the spell, you cannot concentrate on other spells during this spell’s duration. You can dispel this spell at any time.

Commune with the Ancients

4th-level divination Casting Time: 1 hour Range: Self Components: V, S, M (object from the site worth 50 gp) Duration: 10 minutes

Through this spell, you become one with the land or ruins you are touching, gaining knowledge about your immediate surroundings regarding any occurrence that befell there during the last 48 hours. You can mentally ask up to three simple questions about the location; if your queries have clear answers, they will instantly enter your mind. Common questions include: “How many beings like me (or larger than me) usually dwell here?”, “What kinds of creatures live in this forest?”, “In what direction is the nearest body of water larger than a small stream (or the largest body of fresh water)?”, or “Where is the closest drinkable water on the surface of the land?”

The land replies as honestly and completely as it can, but it is incapable of answering specific questions, such as “Does Rael Yundri live in these lands?” or “Has a wizard (or the wizard Beldran Sendaer) ever been here?” (Or, “Is Rael Yundri inside this castle or on this farm right now?”) The caster can ask about specific spots or features (such as rooms or doors). Queries about a particular set of ruins will be answered about only those specific ruins. If queried about an entire land or region, the land answers about a plot of land of a 10-mile radius maximum area centered on the caster.

Confession’s Hand

4th-level enchantment

Casting Time: 1 action Range: Touch Components: V, S, M (a silver pen worth 50 gp) Duration: 10 minutes

The subject must hold a pen when the spell is cast, and must have a surface to write on while this spell is in effect. If the target of this spell fails a Wisdom saving throw, the subject is compelled to hold the pen until the spell ends. If the caster asks the subject a question, he must write a truthful answer to the question. The spell does not prevent unintentional inaccuracies, and the subject may commit lies of omission; the subject must also be literate. A pen must be dipped in ink every few words, which slows the writing process. A short answer to a question usually takes about 30 seconds to write. A long answer may take two minutes or more.

Contingent Serious Healing

4th-level conjuration

Casting Time: 1 bonus action Range: Touch Components: V, S, M (drop of blessed oil) Duration: 8 hours or until discharged

You bestow a small blessing on a target creature. Whenever the creature takes 12 or more points of damage, the spell discharges, suffusing the creature with positive energy that heals 3d8 points of damage; the spell can also be used against any undead creature, but does not require an attack roll against the target. If used against undead, this spell is triggered in one of two ways, dealing 3d8 radiant damage either the next time the undead target takes normal damage, or the next time the undead target is healed in any way. An undead creature can attempt a Wisdom saving throw to take half damage. A creature may only be under the effect of one contingent healing spell (of any sort) at a time.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the target of the spell heals an additional 1d8 or does an additional 1d8 damage to undead for each slot level above 4th.

Corrosive Touch

4th-level conjuration

Casting Time: 1 bonus action Range: Self Components: V, S, M (paste of ground acorns) Duration: Concentration, up to 1 minute

After casting this spell, corrosive slime oozes from one of your hands, causing no harm to you or your equipment but dealing 4d6 acid damage to any object or creature you strike with a successful melee spell attack as an action, plus an additional 2d6 acid damage each round for the next 1d4 rounds. Washing off or neutralizing the slime can negate continuing damage from this spell, but requires a full-round action and a successful Dexterity saving throw (DC equal to your spell save DC). Success is automatic if the creature or item is completely immersed in water or doused with something to neutralize the acid (such as powdered chalk or bicarbonate of soda). Wiping or scraping off the slime grants advantage on the save, but the item or creature used to remove the slime takes 2d6 acid damage. Until the spell ends, you can make the attack again on each of your turns as an action. A target may be attacked multiple times, but only one ongoing acid effect may occur at a time.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the target of the spell is dealt an additional 1d6 damage on the initial attack and for each round of acid damage for each slot level above 4th.

Counter Silence

4th-level transmutation

Casting Time: bonus action Range: 10 feet Components: S Duration: Instantaneous

Choose one area of magical silence in range. Any magical silence spell or effect of 4th level or lower instantly ends. For any silence spell or effect of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level, or for effects, use the DC of the creature or item who made the effect, the creature’s save DC of the spell itself, or the highest DC of the creature or item if not provided one. On a successful check, the spell ends. Unlike all other bardic spells, you cast this without need of verbal components.

Crystalguard, Lesser

4th-level abjuration

Casting Time: 1 action Range: Touch Components: V, S, M (crystals worth a total of 50 gp) Duration: 1 hour or until discharged

When this spell is cast, 10 dimly glowing gems or crystals of any color the caster wishes float around the target's body protecting the target from spells, magic abilities and magic effects. Any effect of 4th level or lower, or ability or effects with a save DC of 14 or lower can be absorbed by lesser crystalguard, if the target of lesser crystalguard wishes. When a spell or effect is absorbed, a number of crystals equal to the spell level (or Save DC - 9) glow brightly and disappear. Only the effects of the spells that are cast that would affect the target of lesser crystalguard can be absorbed. Non-magical effects and abilities like animal poisons are not blocked by lesser crystalguard. The recipient of lesser crystalguard must have enough gems remaining around his body to absorb a spell; otherwise, lesser crystalguard has no protective effect against that spell. Spells such as magic missile that shot multiple times from one spell are all blocked by one crystal, and spells such as fireball protect the subject of this spell but do not protect any other creatures in the area of the spell. This spell does not prevent spells such as silence if a creature with lesser crystalguard is not the original target of the spell, but a creature under lesser crystalguard is silenced if it enters an area of magical silence.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell uses an additional crystal without changing the total value of crystals used and grants the target an additional floating crystal to absorb spells for each slot level above 4th.

Curse Ability

4th-level necromancy

Casting Time: 1 action Range: 50 feet Components: V, S Duration: until dispelled

The target of this curse has one named class ability or named monster ability, spoken at the time of casting, rendered non-functional (a rogue cannot sneak attack, a dragon cannot use its breath weapon etc.) if it fails a Wisdom saving throw. The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good [break enchantment], limited wish, miracle, remove curse, or wish spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you target one additional creature for each slot level above 4th. For each target, you can target a separate ability.

Curse of Wanderlust

4th-level enchantment

Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours

The target of this spell experiences a powerful need to travel and explore. On a failed Wisdom saving throw, the creature is compelled to leave the area (though it may hastily pack first), traveling for 8 hours in a random direction. The target creature may make periodic stops during its trek, and can detour or hide to avoid danger as normal. It will leave combat through the most directly accessible path necessary, taking the withdraw action to avoid attacks of opportunity. For the balance of the journey though, it must travel for 45 minutes of every hour with the intention of leaving its former location behind. The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good [break enchantment]), limited wish, miracle, remove curse, or wish spell.

Dampen Magic Item

4th-level abjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 10 minutes

Dampen magic item suppresses all the magical abilities of one magic item. If the item is held or worn by another, that creature makes a Charisma saving throw to prevent the effect. For the spell’s duration, the item has no magical power (although a magic sword is still a sword and can be used as such). Artifacts are immune to this spell.

Depth Charge

4th-level evocation

Casting Time: 1 action Range: 150 feet Components: V, S, M (tiny metallic cylinder) Duration: 5 rounds or fewer, see text

A tiny metallic cylinder under your direction rushes from your hand to its intended destination where you can detonate it at any time within the next 5 rounds. Triggering the explosion in a subsequent round only requires a bonus action. When the cylinder erupts, the intense vibrations ripple through water stunning creatures underwater for 1 round and dealing 6d6 thunder damage to all creatures underwater within a 40-foot radius of metallic cylinder. Creatures not underwater but within the area of effect suffer only the damage dealt by the spell. A successful Constitution saving throw negates the stunning effect and reduces the thunder damage by half.

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.

Dust Cloud

4th-level evocation

Casting Time: 1 action Range: 150 feet Components: V, S, M (pinch of sand) Duration: Concentration, up to 1 hour

You create a roiling cloud of dust that rises from the ground to a height of 20 feet that has a 40-foot radius. Living creatures within the area must make a successful Constitution saving throws or be blinded for as long as they remain in the cloud and for 1 round thereafter. The cloud obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has light obscurement, while creatures farther away have heavy obscurement. The squares containing the cloud are difficult terrain. The churning dust makes spellcasting difficult, requiring a concentration check (DC 10 + spell level). You can make the cloud twice as tall by making it half as wide (20-foot-radius spread, 40 feet high). As a bonus action, you can direct it to move along the ground up to 20 feet each round.

Dying Vengeance

4th-level Transmutation

Casting Time: 1 action Range: 50 feet Components: V Duration: Instantaneous

This spell may be cast as a reaction whenever the caster is killed. The bard chooses one target (who must be directly responsible for her death).

The bard releases an unearthly and terrible scream that tears at the murderer’s soul and may eventually kill him. The curse deals 2d10 necrotic damage per day that cannot be cured or healed in any way. If the target dies, he immediately dies and his soul is forever consigned to the deity of vengeance. This prevents any raise dead, resurrection or true resurrection spell, although a miracle or wish has a 20 percent of returning the victim to life, but any materials used in the attempt at still spent.

The curse bestowed by this spell cannot be dispelled with dispel magic, but it can be removed with a dispel evil and good [break enchantment], limited wish, miracle, remove curse, or wish spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Deathless Defenders

4th-level necromancy

Classes: cleric, paladin, sorcerer, wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

This spell functions as animate dead except as noted above, but the undead you raise can take no actions other than attacking creatures you designate. Your deathless defenders have the same alignment you do, and when you cast this spell the spell gains alignment subtypes to match your alignment.

Deathless defenders gain advantage on any saving throw against an effect that would move them.

Any skeletons or zombies that leave the area of your stronghold begin crumbling to dust, taking 2d6 points of damage per round until they return to the stronghold or are destroyed. A corpse that has been animated with deathless defenders and then destroyed cannot be reanimated by this spell or by animate dead.

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 undead creatures for each slot level above 4th. Each of the creatures must come from a different corpse or pile of bones.

Deep Diver

4th-level transmutation

Casting Time: 1 action

Range: touch

Components: V, S, M (a bit of stone or mud from a deep ocean trench)

Duration: 12 hours

You adapt up to ten willing creatures to survival in the ocean’s black depth, causing their eyes to become enlarged and their flesh hard and cold.

Targets gain the ability to breathe water and a swim speed equal to their land speed. Their altered physiology grants them cold resistance and immunity to pressure damage due to deep water.

The targets also gain darkvision with a range of 60 feet, or their darkvision is extended by 60 feet if they already have darkvision, and they may generate bio-luminescent stripes or dots on their flesh as a bonus action if desired, shedding light as a light spell.

Dusk Fortress

4th-level evocation

Classes: cleric

Casting Time: 1 action

Components: V, S

Range: 30 feet

Duration: 1 hour

You cause all walls, towers, doors, and other surfaces within your stronghold to draw light into them, creating shadowy darkness and reducing illumination by one step within 60 feet. Normal light becomes dim light, and dim light becomes darkness. This does not stack with other forms of magical darkness and does not suppress or dispel magical light effects within the area. It can be used to counter a magical light spell of 4th-level or lower if cast within your stronghold.

Entrenchment

4th-level transmutation

Classes: druid, ranger, sorcerer, wizard

Casting Time: 1 round

Range: 30 feet

Components: V, S

Duration: Instantaneous

This spell excavates a trench 20 feet long that is 5 feet wide and 5 feet deep. Creatures in the area where the trench appears are knocked prone in the pit unless they make a successful saving throw. If they make a successful saving throw, they land on their feet in the pit, or on either side of it (creature’s choice).

The dirt excavated by the spell is hurled up to form a 5-foot-high earthen berm along one side of the trench. This berm is of loosely packed soil, with 90 hit points per 5-foot section. Creatures in the area where the berm appears are partially buried and gain the restrained condition unless they succeed on a Reflex save. A successful save allows them to move into an adjacent square and avoid being restrained. A creature partially buried can free themselves with a successful DC 10 Strength or Dexterity check or can dig themselves out by dealing 15 points of damage to the berm.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the trench is 5 feet longer for each slot level above 4th.

Eldritch Mouth

4th-level Illusion (ritual)

Casting Time: 1 minute Range: 50 feet Components: V, S, M (Jade dust worth 20 gp) Duration: Until dispelled

This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. Unlike magic mouth, eldritch mouth can utter verbal components, use command words, and activate magical effects within 30 feet. It moves according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, eldritch mouth can be placed upon a tree, rock, or any other object or creature.

The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. An eldritch mouth cannot distinguish alignment, level, challenge rating, or class except by external garb.

The range limit of a trigger is 150 feet. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.

Escape the Bonds of Flesh

4th-level necromancy

Casting Time: 1 action Range: 50 feet Components: V, S, M (piece of bone) Duration: Until dispelled

The victim’s skeleton writhes and twists within his body, tearing muscles and rupturing flesh. The victim suffers 4d8 necrotic damage. If the damage dealt by this spell brings the target to 0 hit points, his skeleton tears from its body and becomes an animated skeleton. This skeleton is under the caster’s control in all respects; as if it had been created by the animate dead spell. If the target succeeds at a Constitution saving throw, the damage is halved, and the skeleton will not emerge even if the target is has 0 hit points. Creatures without a skeleton or those that are undead are immune to this spell.

Excruciating Grasp

4th-level necromancy

Casting Time: 1 action Range: Touch Components: V, S, M (piece of bone) Duration: Instantaneous

Your extremities shine with malevolent energy. With a touch, you fill your opponent with terrible pain. Your successful melee spell attack deals 6d6 necrotic damage and causes the target to have disadvantage on Dexterity attacks, saves, and checks for a minute. A successful Constitution saving throw negates the disadvantage on Dexterity. In addition, you can choose to have this spell not kill an opponent who takes damage from this spell. The disadvantage on Dexterity can be reversed with greater restoration or remove curse.

Exile

4th-level conjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 10 days

You create an extradimensional prison where you store a captured creature in stasis if it fails a Wisdom saving throw with which it has advantage, if it is conscious. The spell can be dispelled or canceled at any time by the caster. If the creature holds more than its carrying capacity, the spell fails. This spell places the subject into a state of suspended animation. For the creature, time ceases to flow, and his condition becomes fixed. The creature grows no older. His bodily functions virtually cease, and no force or effect can harm him. This prison is tied to you, so that when the spell ends, the freed subject appears next to you. This spell is often used on a willing subject granting him mercy rather than death, or to keep a rescued hostage or bystander safe until an escape is made.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional creature may be targeted for each slot level above 4th.

Exorcism

4th-level abjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

This spell expels a possessing entity (such as a ghost, demon, or wizard using magic jar) from its victim. If the possessing creature fails a Charisma saving throw, the creature is instantly expelled from the possessed victim. Since the expelled creature is free to act on its next turn, the exorcism spell is often used in conjunction with protection from evil and good to prevent the creature from possessing the victim again.

Eyes of Decay

4th-level illusion

Casting Time: 1 action Range: touch Components: V, S Duration: 1 minute

Make a melee spell attack against a creature. On a success, the caster causes the creature touched to see its world as a dead and horrific place. The affected target sees all living creatures surrounding it as hideous undead zombies, and the rest of its surroundings as a hellish nightmare. Buildings looked burned and ruined; food looks spoiled; even the sky appears black and ominous. This apocalyptic nightmare is so terrifying he is frightened. Each turn the creature can make a Wisdom saving throw at the end of its turn to disbelieve the vision.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be targeted for each slot level above 4th.

Fit of Pique, Greater

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute

When you cast this spell, choose five targets that are within 30 feet of a point in range. Your words cause your targets’ faces to twist and contort as they turn to vent their wrath on their allies. You force the targets to attack their nearest ally if they fail an initial Wisdom saving throw. This attack can be of any sort, but it must be an attack that, to the creature’s knowledge, deals damage and is the most effective form of attack in the target’s arsenal. If the creature has no ally, or if all its allies are out of attack range, it takes no actions but defends itself normally. At the end of each of the targets rounds, that target makes another saving throw to end the effect.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Fold

4th-level transmutation

Casting Time: bonus action Range: Self Components: S Duration: Concentration, up to 1 hour

You transmute your body and your equipment to become paper-thin and flexible. You can then fold yourself, as if you were parchment, into a tiny, flesh-colored, one-inch square. You gain advantage on a Dexterity (stealth) check to hide in this state, and a successful Intelligence (arcana) DC 15 check reveals that you are under the effects of this spell if you are found. If you are moving, you immediately come to rest in the square in which you cast the spell. While in your folded state, you cannot cast spells or take any actions except dismissing the spell. You can be picked up, but the square weighs as much as you and your equipment weigh normally. However, you are fully aware of your surroundings, allowing you to see and hear to the normal limits of your abilities. If you are attacked in this state or are in the area of a damaging spell effect, fold immediately ends, and you resolve the attack or spell as normal.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you may extend the duration up to 10 hours. If cast at 7th level or higher, the duration is 24 hours. If cast as a 9th level slot, the spell lasts until dispelled. If this spell is cast using a 7th level or higher spell slot, the duration doesn’t require concentration.

Foozle

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S, M (vial of alcohol) Duration: Concentration, up to 1 minute

Select up to three targets that are within 30 feet of a point in range to make a Wisdom saving throw. If they fail, the subjects of this spell become so clumsy and oafish they find it exceedingly difficult to undertake most actions without error, gaining disadvantage on all attack rolls, ability checks, and saves. At the end of each of the affected creature’s turns, it makes another saving throw to end the effect. Whenever an affected creature fails an attack or skill check that involves a manufactured weapon or tool, it must make a Dexterity save or drop it.

An affected creature can move at only up to one-half its normal speed without having to make a Dexterity saving throw to avoid falling prone.

In cases where a skill check also involves movement (such as climbing, acrobatics, or swimming), ignore the speed restriction but apply the check penalty noted above. If a creature falls prone for any reason while affected by this spell, it must make a Dexterity saving throw to get up again. An affected creature must make a Dexterity saving throw to draw a weapon, pick up a dropped item, retrieve a stored item, and the like. If the save fails, the creature drops the item in its space.

To cast a spell, an affected creature must succeed on a Concentration check with a DC equal to your spell save DC. If the check fails, the creature loses the spell with no effect. Whenever foozle prevents a creature from completing an action, the creature’s turn ends.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Foresight of the Just Warrior

4th-level divination

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute

You foresee the exact amount of force necessary to control a situation. Gain a +2 bonus to all attack rolls while the spell is active. For each point by which your attack roll exceeds the AC of the target, the caster applies the difference as a bonus to the damage based on the type of weapon you are wielding. If your opponent is alive and not evil, the damage dealt will not kill the target.

Giant Lava Ball

4th-level transmutation

Casting Time: bonus action Range: Touch Components: V, S, M (strand of fire giant hair) Duration: 1 hour or until discharged

You magically enhance 10 small stones such that when you throw them they transform into giant balls of lava that do not harm you. As an action you can throw these with a ranged spell attack up to 120 feet. These balls of lava deal 4d6 bludgeoning damage and 4d6 fire damage. Once a stone strikes (or misses) its target, the magic within it is discharged, and the stone reverts to normal.

Grappling Vine

4th-level conjuration

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

When you cast this spell, a thick, sticky vine launches from your outstretched hand. You make a ranged spell attack against an opponent up to 30 feet away. If the attack hits, you can grapple the target. The vine maintains the grapple by itself (so you don’t have to move into the opponent’s space), and will continue to grapple while you make other attacks.

You can’t move more than 30 feet from the target creature without releasing it or dispelling the vine, though the vine contracts and expands as needed so that you can move freely within the 30-foot range. The round following a successful attack, the vine automatically restrains the opponent, dealing 3d6 damage per round to a restrained foe. Once an opponent is struck and grappled, the vine does not let loose until the opponent is dead, the spell ends, or you release the grappled creature voluntarily.

If you miss with the ranged touch attack, the vine writhes uncontrollably for the rest of the round. On the following round, you can make another ranged spell attack against any creature within range as an action. You can continue to do this until the spell expires or is dispelled.

You can cast spells while the vine is grappling, but you must make a concentration check (DC 10 + spell level) to do so.

The vine has AC 10 and 20 hit points. Dealing enough damage severs it, freeing any currently grappled opponent. The severed tip instantly shrivels into dust, but the vine regrows quickly and is ready to latch onto a new target on your next turn.

Gruesome Appetite

4th-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (a tooth from a huge or larger creature) Duration: Concentration, up to 1 minute

The creature you touch gains a bite attack and can grab and swallow whole as an action. A creature under the effect of this spell can bite with an action; the target is considered efficient, and the target can use Strength or Dexterity when making this attack. A Small creature deals 1d4 piercing with this bite, a Medium creature deals 1d6 piercing damage, and a large creature deals 1d8 piercing damage. If the target already has a bite attack, use whichever damage is higher. Any creature hit with this bite is considered grappled. If the target begins his turn with an opponent held in his mouth, as a bonus action he can attempt to hit the opponent again as a new attack to swallow the opponent. On a hit, the opponent immediately takes bite damage, and every round thereafter takes 3d6 of bludgeoning damage, and 3d6 acid damage from the target’s digestive tract. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, by dealing 20 points of damage against an AC of 10. Once the creature exits, the target’s stomach muscles close the hole; another swallowed opponent must cut its own way out. The target of gruesome appetite may hold in his stomach one creature of equal size, two creatures of one size smaller, or four creatures of two or more sizes smaller. If this spell ends while a creature or its equipment is still in the target’s stomach, the target regurgitates whatever he has swallowed into any adjacent space.

Halo of Righteousness

4th-level abjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 10 minute

Your allies in a 20-foot radius of you gain a +3 to AC and Dexterity saving throws; they ignore one condition chosen by you (though not death) at the time of casting. In addition, as the caster, you know any conditions your allies are affected by, and you can uses any of your class abilities on those within the area without being required to touch those allies.

Halt Device

4th-level abjuration

Casting Time: 1 action Range: Touch Components: S, M (a piece of a broken wheel) Duration: 1 minute

The mechanical device you touch ceases to function for the duration of the spell, so that a cart no longer rolls, a door no longer opens or closes, a trap does not trigger, and so on. If the object is moving, you must succeed at a melee spell attack. Any object with moving parts can be affected by this spell. In the case of a mechanical barrier (such as a door), the barrier can still be destroyed as normal if this spell holds it closed. Vehicles can be moved with appropriate force, but wheels, rudders, and other moving parts remain frozen, impeding directional control and normal movement. For example, a cart under the effect of this spell requires as much effort to push forward as it normally would to push it sideways. This does not affect creatures including constructs.

Hand of Time

4th-level evocation

Casting Time: 1 action Range: Touch Components: V, S, M (a waterclock’s minute hand) Duration: 10 minutes

This spell accelerates temporal effects within an affected sphere with a 20-foot radius of an object touched, but only concerning the duration of spells and the effects of magic items. The area of effect moves when the original target of the spell moves. When a subject enters an area where the hand of time is in effect, the subject must make a Charisma saving throw; on a failure, all magical durations expire 20 times faster on the subject (for example: if a duration of a spell is 2 minutes, it expires in 1 round). At Higher Levels. If you cast this spell using a spell slot of 5th level, you may extend the duration up to 1 hour. If cast at a 6th level spell slot, the spell lasts 8 hours. If cast at 7th level, the duration is 24 hours. If cast as a 9th level slot, the spell lasts until dispelled.

Heart of the Gazelle

4th-level transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (heart meat of a gazelle) Duration: Concentration, up to 1 minute

The recipient of this spell gains the speed, agility, and endurance of one of nature’s most elusive creatures: the gazelle. For the duration of the spell, the subject’s base land speed doubles. This increase stacks with any increase granted by class abilities, but not with bonuses from other spells or magic items. The subject also gains advantage on Dexterity attacks, checks, and saves and a +2 bonus to Constitution checks and saves.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Heroic Sacrifice

4th-level abjuration

Casting Time: reaction or bonus action Range: 50 feet Components: V Duration: Instantaneous

You open up a brief but powerful divine conduit between you and up to three target creatures, taking on the damage and any other effects those creatures suffer. When a creature in range is hit by an attack or fails a saving throw, you can cast this spell and the wounds and/or effects are magically transmitted to you instead of the target. You may cast this spell after the results of the damage are revealed. You are affected as if you were hit by the attack or failed the saving throw, taking all the damage and suffering all of the adverse effects. Any resistances or immunities you have are applied normally, but you cannot otherwise reduce or negate the damage or effects in any other way.

You can use this spell against an effect that also targets you or includes you in its area; you suffer the effects for yourself and the targets you spared, potentially taking damage or suffering other consequences multiple times.

Ideal Restraints

4th-level conjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 8 hours

This spell ensnares a creature or object in conjured manacles, chains, and ropes if it fails a Wisdom saving throw. Creatures are rendered restrained though they can attempt a Strength (athletics) or Dexterity (acrobatics) check (DC equal to your spell save DC) to break or escape the bonds as an action.

Imbue Creature with Divine Power

4th-level transmutation (ritual)

Casting Time: 1 action Range: Touch Components: V, S, M (holy oils worth 50 gp) Duration: 1 hour

You take a bit of divine energy and use it to fill another with power. Choose three targets. The recipient gains a + 2 bonus to Strength, Constitution and Dexterity checks, saves, and attacks; also, the subject deals 4d4 extra damage to any creature targeted with an attack requiring an attack roll.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Inspiring Word

4th-level enchantment

Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute

While casting this spell, you shout a word of challenge to foes, inspiring your allies. All allies within a 25-foot circle around the caster gain 3d8 temporary hit points and advantage on attacks, Wisdom saving throws, and saves against any effect or spell that would cause the target to be frightened.

Kismet

4th-level necromancy

Casting Time: 1 action Range: 50 feet Components: V, S, M (loop of copper wire) Duration: 10 rounds

Kismet creates a mystic connection between you and the spell’s subjects so that they feel your pain if the target fails a Wisdom saving throw. You still take damage normally, but while this spell is active any damage you are dealt is dealt to the spell’s subjects as well. Targets suffer only hit point damage, and target creatures are not subject to any additional effects that might accompany a damage-dealing attack (such as poison or other conditions).

You can intentionally target yourself with an attack (magical or otherwise) in order to deal damage to the targets. However, whenever you are subjected to damage that allows a saving throw; you must attempt your saving throw before the damage is passed to the spell’s subjects. You are not allowed to voluntarily fail your saving throw against any damage-dealing effects while kismet is active. If all of the spell’s subjects are slain by transferred damage, the spell ends. If a spellcaster casts kismet on another spellcaster who has kismet already active, both spells end immediately, then both casters take 3d6 force damage from magical feedback.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th. Additional targets are also dealt damage when you take damage.

Last Act

4th-level abjuration

Casting Time: reaction or bonus action Range: Self Components: V Duration: 1 round

You ignore any conditions affecting you (including being dead) for the duration of the spell.

Light Before, Darkness Behind

4th-level evocation

Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour

This spell surrounds the target with a hemisphere, exactly half of which is lit as by a daylight spell and half of which is as dark as a darkness. Initially, the illuminated section is directly in front of the target and moves to correspond with his facing. He may choose to rotate the facing of the light and dark sections as a bonus action, making up to one full rotation per round; if cast on an object, the caster can control the facing of these sections.

Neither daylight nor darkness will dispel light before, darkness behind, but this spell will dispel either daylight or darkness.

Light of Truth

4th-level divination

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 2 minutes

Choose a target in range to make a Charisma saving throw. If the target fails the save, the target is surrounded by a pale blue glow; if she lies while under the influence of the spell; this briefly shifts to an aura of red and black. If the target succeeds at the initial Charisma save, the aura never becomes visible.

Maddening Insult

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S, M (bit of dung) Duration: Concentration, up to 1 minute

If the target creature fails a Wisdom saving throw, it is afflicted with an uncontrollable anger, taking a –2 penalty to Armor Class and a –2 penalty on attack rolls. Starting with the target’s first action after the spell has been cast; it tries to attack you, disregarding any ranged attacks available to it in order to attack with a melee weapon. The subject makes up to a double move toward you (charging if possible), and while it won’t move into obvious hazards trying to reach you, it may rush across hidden dangers (such as covered pits or quicksand), even as it ignores attacks from other creatures.

If the target gets within melee reach of you, it attacks you to the exclusion of all other foes until the spell ends or it kills you.

When attacking, the subject uses the most potent melee attack or attacks it has available (subject to the limitations below). If unable to reach or attack you, the subject tries to position itself for melee attacks against you for 1d4 rounds before turning and attacking the nearest creature. Once it chooses a creature to attack, it attacks that creature to the exclusion of all others.

While the spell is in effect, the target creature cannot use Concentration or any Charisma, Dexterity, or Intelligence based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), nor can it use any abilities requiring patience or concentration. The target creature cannot cast spells or activate command-word, spell-trigger, or spell-completion magic items, nor can it use Combat Expertise or any item creation or metamagic feat.

Creatures with Intelligence scores of 2 or lower are not affected by this spell.

Many Arms

4th-level Transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (vial of blood from a many-armed creature) Duration: 1 minute

This spell causes the target creature to sprout an additional 2 arms. In addition, the target’s clothes and armor alter themselves to allow these new arms to function without penalty. If the target’s hands end in natural weapons such as claws, the new arms have similar natural attack forms. These additional arms allow the target to make additional attacks as if the creature had extra attack class ability for each limb, but the target must have extra weapons. The limbs could also be used to wield extra ranged weapons or shields.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, an additional target may be selected for each slot level above 4th.

Martyr

4th-level transmutation

Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours

The paladin imbues his body with the divine power of his god. If he dies while the spell is active, he may make a wish. This effect cannot bring the paladin back to life, though it can bring back other fallen comrades through mimicking raise dead or other spells. The paladin cannot ask for any items, gold, or material gain, but can ask for preventing damage to his allies, restoring hit points, preventing a single spell, or resistance to his allies. Only true resurrection can bring the paladin back to life.

Massmorph into Trees

4th-level illusion

Casting Time: 1 action Range: 150 feet Components: V, S, M (handful of bark chips) Duration: Concentration, up to 8 hours

You instantly change the appearance of up to 8 subjects within 30 feet of a point in range so they appear as normal trees and maintain that appearance for the spell’s duration. The subjects look, feel, and smell just like real trees. If attacked, the illusion is negated on that creature (and that creature only), unless it’s you, in which case you must succeed on a Concentration check using the damage dealt to the creature for the check to maintain the spell. If your check fails, the spell ends, revealing all massmorphed subjects. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on themselves by making Charisma saving throw. Those who interact with the subjects can attempt Wisdom saving throw to see through the glamer. Truesight and true seeing reveals a massmorphed creature. Targets of the spell may not move, as that will end the spell on that target.

Multi-Image

4th-level Illusion

Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes

Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. As a move action, the figments can all be directed to act independently and disappear when struck.

This spell creates 3d4 images. These figments separate from you though they must remain within 100 feet of you. You can move into and through an image. When you and an image separate, observers can’t use vision or hearing to tell which one is you and which one is the image. The figments may also move through each other. If not directed by you, the figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.

Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is the same as yours. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).

While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.

An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blind.)

Portrait of the Wanted

4th-level divination (ritual)

Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous

You draw an image of the last creature that touched the targeted item. Any creature with an intelligence score of 3 or below that touched the item is not revealed. You can draw an image of the last intelligent creature to touch the item within 10 days with an extreme level of skill. If the item hasn’t been touched for longer than that you obtain no image at all. This spell can be fooled with illusions. In addition, if the last person to touch the item was wearing a mask at the time he touched it, you draw only his masked face, although you still get an idea of his general size and shape.

Power Word: Laughter

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V Duration: See Text

When you speak this powerful yet humorous word, you cause a single creature with 50 or fewer hit points to succumb to uncontrollable laughter. The laughing creature falls to the ground and is knocked prone for the duration of the spell. A creature with 30 or fewer hit points laughs for 4d4 rounds, one with 31 to 40 hit points laughs for 2d4 rounds, and one with 41 to 50 hit points laughs for 1d4 rounds.

Primal Scream

4th-level transmutation Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous and 10 rounds, see text

You unleash a scream filled with primal energy, dealing 4d8 thunder damage to all creatures in a 60-foot cone. A successful Constitution save reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 8d8 thunder damage. An affected creature is allowed a Constitution saving throw to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Dexterity saving throw. In addition, you are filled with the primal fury of the scream, gaining minor bonuses that last for 10 rounds. You gain a +2 bonus to Strength and Constitution checks, attacks, and saves for the duration.

Prophet’s Eye

4th-level divination

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 hour

You gain an immediate insight into a target’s bodily experiences. You see what she sees, experience what she experiences, hear what she hears, and even taste what she tastes for the duration of the spell. You do not take damage if the target takes damage, nor do you heal damage if the target heals. An unwilling target that fails a Charisma saving throw knows only that some sort of magic has passed through her, not what it was. If the target creature begins to do or say something that would normally be kept secret she is allowed a second Charisma saving throw; if this save is successful, she gets an uneasy feeling that someone is watching her but no idea who or how.

During the duration of the spell, you see what the target sees in addition to what your normally see. This overlapping of images and sounds can make it very difficult to perform complex tasks giving you a –4 penalty on all checks and forcing a concentration check (DC 10+ spell level) to cast a spell.

Puffball

4th-level conjuration

Casting Time: 1 action Range: Self Components: V, S, M (dried puffball mushroom) Duration: 10 minutes or until expended

A leathery sphere about the size of a grapefruit appears in your palm, and can be thrown as a ranged spell attack with a maximum range of 120 feet. If the sphere is wielded by any other creature, treat it as a ranged weapon with a range of 20/60 feet that they are proficient with. When the sphere hits, it breaks with an audible pop and releases a cloud of splinters, acidic vapor, and toxic dust. The target struck takes 5d8 acid damage. In addition to damage, the burst fills a 15-foot radius with a toxic cloud poisoning all creatures within it (including the target and the wielder if the wielder isn’t you). Anyone in the burst is blinded and poisoned (Constitution saving throw to avoid both).

Remember Way

4th-level divination

Casting Time: 1 action Range: Touch Components: V, S Duration: See Text

You cast this spell on a conveyance or mount to make it memorize any course you take for the next 10 hours. The journey instilled in this memory remains until either replaced by a new remember way spell or is dispelled. During any future trip through this area, unless the spell is dispelled the conveyance does not require guidance.

Upon command, the subject steers itself to any point stored in its memory. If it passes beyond the bounds of its recorded journey, it immediately drifts aimlessly until correctly piloted. A conveyance or mount can only hold one journey in its memory at a time. This spell only causes a conveyance to guide itself, it still must have its own source of locomotion.

Resist Damage

4th-level transmutation

Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute

You gain minor damage reduction. Reduce all damage you take by an amount equal to your Constitution modifier (minimum 1). This reduction occurs after other effects such as resistance.

Retaliatory Missile

4th-level evocation

Casting Time: 1 action Range: Self Components: V, S, M (a tiny replica of a shield) Duration: 10 rounds

When you cast this spell, it grants you limited protection from projectile weapons and a retaliatory strike against an attacker. You reduce all damage you take from ranged attacks, both weapon based, and magic based, by your intelligence modifier. Additionally, for each projectile that strikes you within a round, a magic missile spell streaks back at the source of the attack, so long as the attacker is within 100 yards. The spell releases a maximum of one magic missile spell each round, cast as a first level spell slot. The magic missile is released even if the spell’s damage reduction negates all damage inflicted by the projectile weapon.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you increase the level of the magic missile spell cast by this spell by one for each slot level above 4th.

Sanctum

4th-level conjuration

Casting Time: bonus action Range: Self Components: V, S Duration: 10 rounds

You transport yourself to an extradimensional sanctuary just large enough to hold you and what you hold or carry. If you have a familiar or other companion creature, that creature can accompany you into the sanctuary if it is touching you or within 5 feet when you cast the spell. While in the sanctuary, you can cast spells that target you, your equipment, or your bonded companion or familiar, use skills, or take other actions. When sanctum ends, you reappear where you had been when you cast the spell. If this location contains a solid object, you appear in the nearest open space. As a free action, you can choose to end the sanctum spell at any time before the duration ends.

Spells and abilities that move you within a plane (such as teleport and dimension door); do not function within the sanctuary, although a plane shift spell allows you to exit to whatever plane the spell designates.

Scapegoat, Greater

4th-level abjuration

Casting Time: 1 action Range: 50 feet Components: V, S, M (hair from a goat) Duration: 1 minute or until discharged

This spell transfers your bad luck to another. You nominate a creature within range to be the scapegoat, or recipient. If the target fails a Charisma saving throw, the two of you are linked. While the spell is in effect, if you fail an attack roll, saving throw, or check, you may transfer that failed roll to the scapegoat and roll again. You must accept the results of your second roll. Once you have successfully transferred a roll to the scapegoat, the next attack roll, saving throw, or skill check the scapegoat makes uses the result of your die roll before your own modifiers. If the target has yet to take an action that would use the transferred roll (for instance, if the scapegoat chooses to move instead of attacking), you cannot transfer another poor roll to him. You may transfer a maximum of four poor rolls to the scapegoat by use of this spell.

Secret Missive

4th-level transmutation (ritual)

Casting Time: 10 minutes Range: Touch Components: V, S, M (rare inks worth 50 gp) Duration: until dispelled

When casting this spell, you write a short message of up to 50 words which you then conceal within a larger text (created by the spell that must be at least three times as large as your short message) that seems perfectly normal and innocuous.

If you have them available to you, you can include spells that are normally hidden via text in the larger text, cast as part of the secret missive’s casting time.

Your hidden message looks like part of the larger text, but the person or persons you designate at the time you cast the spell are the only ones who can readily discern it. A comprehend languages spell merely allows someone to read the larger text, while a true seeing spell reveals a faint web of magical tracery through the text but not the hidden message itself. The whole message has a dim aura of transmutation magic.

A character can pick out your hidden message with an Intelligence check (DC equal to your spell save DC). The creature deciphering your message gains advantage if using true seeing.

When you designate who can read the text, you can specify creatures by name or can specify conditions or triggers under which the hidden message can be read.

Conditions can be as general or as detailed as desired, though note that only visual and audible actions will work as conditions (such that the spell cannot distinguish alignment, level, challenge rating, or class except by external garb), and such conditions can often be fooled by disguises and illusions. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Audible triggers can be keyed to general types of noises or to a specific noise or word, but silent movement or magical silence defeats them.

When you designate who can read your hidden text, you can also limit the number of times the message can be read in total. After this number of readings, the hidden message and the text that disguises it disappear, ending the spell. You can also make the message vanish (ending the spell) under certain conditions you set, using the same guidelines for specifying who can read the message.

A secret missive spell is destroyed when the surface that holds it is destroyed, or if the spell is dispelled.

Shield of Ablation

4th-level abjuration

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute

You surround yourself with a barely-perceptible shining field that reduces damage from most physical sources. All damage dice from purely physical sources, such as weapon attacks and falling, are minimized to 1 per die that would be rolled. This includes damage from critical hits and sneak attacks, but does not include damage from special effects, such as poison, energy effects, or magic. For this spell, magic weapons and creatures whose base attacks are considered magical also have their damage minimized. Effects that do not cause direct hit point loss, such as the random elements of chaotic blast, are not affected by shield of ablation.

Shimmering Crystal

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S, M (crystal worth 50 gp) Duration: 10 rounds

The target creature of this spell, if he fails a Wisdom saving throw, believes he is transported to a place that holds whatever he wishes for most. He also forgets where he was last, what he was doing, and only thinks of the fact that what he wants most is now near. He hasn’t, of course, been transported anywhere—all of this happens in the target’s mind. The target is actually stunned for the duration of the spell. In any round that the target takes damage while under the influence of shimmering crystal, he receives another saving throw against shimmering crystal.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creatures for each slot level above 4th that are within range of the spell.

Shockwave

4th-level evocation

Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous

A powerful shockwave radiates outward from you, blasting all creatures within 10 feet of you for 10d6 thunder damage. In addition, all creatures in the area must make a Strength saving throw or are thrown 30 feet away from you, landing prone. On a successful save, the thunder damage is halved and the target is not thrown.

Smite Foe

4th-level evocation

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

You create a ray of sacred energy. Make a ranged spell attack. On a hit, the ray deals 5d8 radiant damage. Fiends and undead suffer 10d8 radiant damage. This spell deals no damage to good-aligned creatures, including good aligned undead. Paladins, clerics, and any other class that has the divine smite ability may add it to this spell.

Soften

4th-level transmutation

Casting Time: 1 action Range: 50 feet Components: V, S, M (a pinch of wet clay) Duration: Concentration, up to 1 minute

You cause all the objects in a 10-foot cube around a point in range to become softer, making them more susceptible to damage. Unattended objects and materials receive no save. Creatures may make saving throws for their items. Failure indicates that the item or material takes five times as much damage as normal. This only makes damaging the objects easier; it does not reduce a creature’s armor class. Creatures such as animated objects must also make a successful saving throw or be more vulnerable to damage as well. Creatures such as constructs are unaffected.

Solipsism

4th-level transmutation

Casting Time: 1 action Range: 150 feet Components: V, S, M (a spoon) Duration: Concentration, up to 1 minute

This spell can only be cast on a non-living object that entirely fits within a 10-ft. cube (a normal door, for example, but not a section of a wall or a very large door). That object flickers in and out of another plane, seeming to disappear and reappear randomly. However, even if it disappears in this way, the rest of the world still operates normally. Ceilings are still supported; swords still hang on an invisible sword rack, etc. At each count of the initiative, there is a 50% chance the object is present, and an identical chance that it is somewhere else. If the object is not present, creatures, objects, attacks, etc. can pass through its space easily. It can appear and disappear several times per round (but it is only necessary to roll to see if it is present on those initiative counts that its location becomes important).

If a creature or object spends more than one initiative count in the object, such as when a character ends his move in that spot, that creature or object is shunted to the nearest clear spot as the object phases in and out.

Sonic Blast

4th-level evocation

Casting Time: bonus action Range: 50 feet Components: V Duration: Instantaneous

With a single note, you blast forth a cone of sonic energy from your mouth inflicting 10d4 thunder damage to a single target if you succeed at a ranged spell attack.

Sonic Lance

4th-level evocation

Casting Time: bonus action Range: 50 feet Components: V Duration: Concentration, up to 1 minute

You shape a chord into a long melee weapon of sonic energy. The weapon is sized appropriately for you, with reach weapons requiring two hands for use. You are proficient with this weapon, which inflicts 8d4 thunder damage on a successful melee attack.

Spell Turning, Lesser

4th-level abjuration

Casting Time: 1 action Range: Self Components: V, S Duration: 8 hours or until dispelled

When you cast this spell, all magic cast upon you is reflected back at the caster for a total of 1d4 + your spell casting ability modifier spell levels. When a spell of 4th level or lower is cast upon you, the effects of the spell are reflected back to the caster that originally targeted you with the spell. Subtract the total spell level (including casting at higher spell slots) from the total levels of spells that can be reflected as determined above. If you do not have enough spell levels to reflect the spell, then that spell is not reflected. If a spell targets an area and you are that area, you reflect the entire spell back at the caster and the caster is in the center of that spell’s area. You can end this effect at any time, such as when you would like healing, as those spells are reflected as well. If you lose consciousness, this spell is dispelled.

Spirit Dragon

4th-level illusion

Casting Time: 10 minutes Range: 50 feet Components: V, S, M (scale of a dragon) Duration: Concentration, up to 1 hour

When you cast this spell, a life-size, partially real, adult dragon (of a type the same as the scale) appears, under your complete control. Each turn as a bonus action, you can direct the creature. If, for any reason, you’re unable to concentrate on controlling the actions of the spirit dragon, the illusory dragon simply ceases to move or act until you succeed at another concentration check on your turn (bonus action or action) instead of normally losing the spell. Its natural weapons and breath attack deal damage, but a successful Wisdom save negates this damage. You must have seen a real dragon of the same type in order to cast this spell.

Spiritbow, Lesser

4th-level evocation

Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes or see text

You conjure a bow of magical force, which can be wielded by you or attack on its own. As a move action, you can set the bow loose to attack once per round at a creature you designate (starting the round you release it, and requiring a bonus action from then on to change the target). The bow shoots on your turn as a free action in the initiative order, staying in your space and firing at its target until the spell ends, the target leaves your line of sight, or you redirect the bow against another target. If the bow has nothing to shoot at, it merely hangs in the air near you. With each shot, the bow generates a force projectile that functions just as if an arrow fired from a regular short bow, but with range of 60/120 and 4d6 force damage, targeting only creatures and hitting with a ranged spell attack. A projectile affects its target as a spell, not as a weapon, and so ignores damage reduction and immunity to piercing damage. If you choose to wield the bow yourself, you can fire normal or magic arrows (as available) from the bow, or you can use the bow to shoot force projectiles as a ranged spell attack (with all effects and damage as described above). If you use arrows you supply, you make a ranged spell attack. Any feats, abilities, or other effects that influence your ability to shoot a bow normally still apply.

Firing a real arrow from the bow has no effect on the spell’s duration, but each time the bow fires a force projectile (whether on its own or when wielded by you), the duration is reduced by 1 minute. If a shot would reduce the spell’s duration to less than 0, the bow can no longer fire force projectiles. The bow cannot be attacked, but spells such as dispel magic have normal effect, while a disintegrate spell destroys it. Only you can fire the bow.

Staffstrike

4th-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S, M (a staff) Duration: Instantaneous

You send forth shockwaves from your staff, dealing 2d6 bludgeoning damage and 2d6 thunder damage to all creatures and objects within a 30-foot cone. Creatures are knocked prone and stunned for 1 round, and living creatures are deafened for 1d6 rounds. A successful Strength save negates being knocked prone, stunned and being deafened, but does not reduce the damage.

Steam Jet

4th-level evocation

Casting Time: 1 action Range: 60 feet Components: V, S, M (a bladder filled with water) Duration: Instantaneous

A blast of high-pressure steam erupts from your hand, dealing 6d6 fire and bludgeoning damage to all creatures in a 60-foot line, 5-feet in diameter (Dexterity saving throw for half). In addition to soaking creatures in scalding water, the jet heats their equipment, dealing an additional 2d6 fire damage the following round to any creatures that fail their Dexterity saves. Any cold effects or spells operating in the area that are intense enough to deal damage negate the extra fire damage from the spell. Creatures in the jet may be knocked down or pushed back if they fail their saves. Tiny or smaller creatures are knocked down and rolled to the end of the jet plus 1d4 x 10 feet if standing on the ground, or are blown back to the end of the jet plus 2d6 x 10 feet if flying. Small creatures are knocked down and rolled to the end of the jet plus 1d3 x 10 feet by the force of the water, or are blown to the end of the jet plus 2d4 x 10 feet if flying. Medium creatures are knocked prone by the force of the steam, or if flying are blown to the end of the jet plus 1d4 x 10 feet. Large creatures are knocked prone if standing, or are blown to the end of the jet plus 1d3 x 10 feet if flying. Huge or larger creatures aren’t moved or knocked down by the spell.

Stomach Bloom

4th-level conjuration

Casting Time: 1 action Range: Touch Components: V, M (piece of rancid meat) Duration: Concentration, up to 1 minute

On a successful melee spell attack, this spell causes the target creature’s stomach to fill with unwholesome acidic fluid. At the start of its first turn and at the start of every 1d4 turns after that, the subject must make a Constitution save or be incapacitated and spew the contents of its stomach onto all engaged creatures, dealing 4d6 acid damage to itself and all engaged creatures (including its allies and enemies).

A successful save negates the incapacitated condition and the spewing until the spell triggers again. Engaged creatures may make a Dexterity saving throw to reduce the damage by half, but the initial target cannot make a saving throw to reduce damage.

Subvert Charm

4th-level enchantment

Casting Time: 1 action Range: 50 feet Components: V, S, M (two small mirrors) Duration: See Text

Make a spellcasting ability check (DC 10 + level of the spell, do not add your proficiency for this check) against one enchantment spell in range affecting a target. If successful, the enchantment effect that is affecting the subject is altered in such a way that the caster of subvert charm becomes the originator of the effect for that one target. The duration of the original charm effect is unchanged.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.

Sunray

4th-level evocation

Casting Time: bonus action Range: 150 feet Components: V, S, M (a glass lens) Duration: Concentration, up to 10 rounds

You gather the ambient light from your surroundings and focus it into a scorching beam dealing 4d8 fire damage on a ranged spell attack; undead creatures suffer 8d8 points of fire damage from this beam. You can make one attack with the beam as an action each round for as long as the spell lasts.

Supernatural Ward, Greater

4th-level abjuration

Casting Time: bonus action Range: Touch Components: V, S Duration: 1 round

The subject gains a +10 bonus to its saving throws against abilities and effects (such as a succubus’s charm and draining kiss ability) that are not caused by spells for the spell’s duration.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.

Symbol of Despair

4th-level enchantment (ritual)

Casting Time: 10 minutes Range: Touch Components: V, S, M (mercury, phosphorus, powdered diamond, and opal worth 750gp) Duration: until dispelled

This spell functions like symbol (death), except each creature within a 60-foot radius of a symbol of despair is afflicted with a sense of utter despair for 10 minutes if they fail a Charisma saving throw. Each affected creature takes a –2 penalty on attack rolls, saving throws, checks, and weapon damage rolls.

Teeth of the Wind

4th-level evocation

Casting Time: 1 action Range: 60 feet Components: V, S, M (miniature bellows) Duration: 1 round

This spell creates a blast of air and grit at storm strength (approximately 70 mph) that originates from you and affects all creatures in a 60-foot line, 5-feet in diameter. The force of the blast deals 6d6 bludgeoning damage. Creatures caught in the blast are allowed a Dexterity saving throw for half damage. Creatures in the blast may be knocked down or pushed back if they fail their saves. Small or smaller creatures are blown away and rolled 1d4 x 10 feet if standing on the ground (taking 1d4 points of damage per 10 feet moved in addition to the initial damage, or are battered back 2d6 x 10 feet (taking 2d6 points of nonlethal damage) if flying. Medium creatures are knocked prone by the force of the wind, or, if flying, are blown back 1d6x10 feet. Large or Huge creatures are unable to move forward against the force of the wind, or, if flying, are blown back 1d6 x 5 feet. Gargantuan or Colossal creatures can move normally within a teeth of the wind effect. In any event, though, teeth of the wind can’t move a creature beyond the limit of the spell’s range.

Regardless of size, all creatures have disadvantage on Wisdom (perception) checks and ranged weapon attack rolls in the spell’s area.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly, with a 75% chance to be extinguished as well. In addition to the effects noted, teeth of the wind can do anything that a sudden blast of wind would be expected to do, including fan a large fire, move unsecured objects (treat them as creatures of the appropriate size), heel over a ship, or blow gases or vapors to the edge of its range.

Track Magic

4th-level divination

Casting Time: 1 minute Range: Touch Components: V, S Duration: 8 hours

You grant the ability to see traces of magic. The target may follow the trail of any creature that has active (or continuous) spells, magic items, innate spellcasting, or magiclike abilities. The spell lets the target see a faint, glowing trail, but the target cannot tell what type of magic creates it. For every three active items/spells/abilities, the subject gains a +1 bonus to Wisdom (survival) checks to track the creature. This spell does not help the target track via magic used to conceal or alter normal tracks, such as pass without trace, but it would still give the target a chance to track other active magic in the possession of someone using those magic to avoid being tracked.

Translocation Viewing

4th-level divination (ritual)

Casting Time: 10 minute Range: 50 feet Components: V, S Duration: 10 minutes

You are able to see the destination of the most recently used teleportation spell cast within range. You are able to view the destination as if standing there. In addition, though you cannot move your perspective from the destination point, you can look around as if you were there.

Unstable Form

4th-level transmutation Casting Time: 1 action Range: 150 feet Components: V, S, M (a small ball of clay) Duration: Concentration, up to 10 minutes

On a failed Constitution saving throw, corporeal instability causes the target’s body to destabilize into an amorphous, ever-shifting mass. The creature’s body melts, flows, writhes, and boils. The affected creature is unable to hold or use any item. Clothing, armor, rings, helmets, and backpacks become useless. Large items—armor, backpacks, even shirts—hamper more than help, causing the creature to have disadvantage on Dexterity saves, checks, and attacks. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the creature cannot act coherently, attacking blindly, unable to distinguish friend from foe (disadvantage on attack rolls). At the end of the spell’s duration, it returns to its normal form. A creature can regain its own shape by taking an action to attempt a new save. A successful save reestablishes the creature’s normal form for 1 minute. On a failure, it can repeat the check each round until successful.

Untiring

4th-level abjuration

Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours

This spell allows three targets to ignore the effects of exhaustion. Targets do not need to make checks related to exhaustion, nor Constitution saving throw against environmental conditions such as desert heat. 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.

Wall of Light

4th-level evocation

Casting Time: 1 action Range: 50 feet Components: V, S, M (a lit candle) Duration: 10 minutes

This spell creates an immobile wall of shimmering white light whose volume is 100 cubic feet, illuminating a 60-foot area beyond the wall. It does not provide any sort of barrier to entry or attack, but any undead that move voluntarily or involuntarily through the light take 3d8 radiant damage. Any living creature that walks through the wall is illuminated as if by a faerie fire spell for 10 minutes. If the caster attempts to cast the wall on individual creatures, they may make Dexterity saving throw to avoid taking damage (if undead) or being illuminated (if living).

Wall of light counters or dispels any darkness spell of equal or lower level, but is only dispelled by darkness spells or effects of 4th level or higher.

The caster can form the wall into a flat, vertical plane or into a sphere or hemisphere. The wall of light must be continuous and unbroken when formed.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you increase the volume of the spell by 20 cubic feet for each slot level above 4th.

Ward of Mercy

4th-level abjuration

Casting Time: 1 action Range: Self Components: V, S, M (a padded cloth glove) Duration: 10 minutes

Any damage dealt to a living creature within 50 feet of you that would normally kill the creature will knock the creature unconscious instead. Any death saving throw in the area is automatically successful, but a creature may roll to see if it receives a natural 20 to return to 1 hit point.

Warrior’s Insight

4th-level divination

Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute

You gain a temporary, intuitive insight into the vagaries of combat. You receive advantage on melee attack rolls, may reroll one melee damage roll per turn, and gain a +3 bonus to AC for the duration of the spell.

Watchful Spirits

4th-level conjuration

Casting Time: 1 action Range: Self Components: V, S, M (small vial of anointing oil) Duration: 1 hour or until discharged

Opponents gain no bonus and cannot use abilities gained from flanking you or having allies engaged with you such as a rogue’s sneak attack. In addition, while this spell is in effect, you gain advantage on one save. Using this function is a free action and must be declared before the save is rolled. Using this ability discharges the spell.

Wave of Pain

4th-level necromancy

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Concentration, up to 1 minute

Choose four targets in range. Those creatures must make a Constitution saving throw. On a failure, the target creatures suffer wracking pains that impose disadvantage on all attack rolls and on initiative, ability checks, and saves. In addition, the target creatures’ speed suffers a 10-ft. penalty (to a minimum speed of 5 ft.).

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.

Witchbreaker

4th-level evocation

Casting Time: 1 action Range: 50 feet Components: V, S Duration: Instantaneous

This spell creates a blast of divine energy that causes anyone in a 20-foot radius of a point in range who can cast an arcane spell (such as a bard, warlock, wizard, or sorcerer) to take 8d6 radiant damage and be stunned for one round. The target may make a saving throw based on its spellcasting ability to reduce damage by half and negate the stunned condition.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the damage dealt by 1d6 for each slot level above 4th.

Zone of Mishaps

4th-level abjuration

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes

By casting zone of mishaps, you manipulate magical energy in your immediate vicinity so that spells that are cast within a 20-foot radius of you may randomly fail. This effect is centered on you, moves with you, but does not affect you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Each time a spell is affected by this spell, its caster must succeed on a concentration check (DC 10 + spell level) or the spell is lost with no result.

Zone of Parley

4th-level abjuration

Casting Time: 1 action Range: 50 feet Components: V, S Duration: 1 hour

The zone of parley is a special, fortified sanctuary. When it is set up, anyone who enters it is compelled to proclaim whether he will respect the truce of the zone; this declaration is a free action. If he agrees to honor the truce, he is protected by a sanctuary spell until he leaves the zone. However, he must succeed at a Wisdom saving throw to make any attack (even in response to another’s attacks on him) within the zone, and suffers 6d8 radiant damage even if he successfully makes his save. He loses his sanctuary when he attempts to commit an act that violates the zone, but must continue to make saving throws when he attempts to commit further acts of violence (and suffers the damage). The zone of parley is most commonly used during parleys in battle.

Fortress of Light

4th-level evocation

Classes: cleric, druid, paladin

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

You cause all walls, towers, doors, and other surfaces within your stronghold to glow brightly, creating normal light within 80 feet, and dim light within 120 feet. This does not stack with other forms of magical light and does not suppress or dispel magical darkness effects within the area. It can be used to counter a magical darkness spell of 4th-level or lower if cast within your stronghold.

Hardened Surface

4th-level transmutation

Classes: cleric, sorcerer, wizard

Casting Time: 1 minute

Range: Touch

Components: V, S

Duration: Until dispelled

You cause the surface of a permanent structure within your stronghold, such as a wall, door, or statue, to become harder and more durable, up to a 10-foot square surface, increasing its damage threshold by 5 and adding 10 hit points to each 5-foot square you affect. The hardened surface extends 1 foot deep into the structure. If you wish to harden the entire thickness of an object that is thicker than 1 foot, you can cast hardened surface repeatedly in the same area, with each casting increasing its depth by 1 foot. While this spell increases the surface’s resistance to physical damage, it does not alter the fundamental characteristics of the material that makes up the structure. A wall of paper or straw still can be set aflame, a structure of snow or ice can melt, and so on.

This spell also can be used to harden structures made of snow and ice.

If you establish a new stronghold, any hardened surface spells you cast in your former stronghold begin to fade, ending after one day per caster level passes.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage threshold increases by 1 and the hit points for each 5-foot section increase by 2.

Haunted Ruin

4th-level illusion

Classes: bard, cleric, sorcerer, wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 hour

You shroud your stronghold in a macabre illusion, causing it to appear as a grisly abattoir, a place of despair and massacre. Illusory bloodstains are everywhere, as are hacked remains, broken weapons, scorch marks, and eerie noises like scratching scavengers, moving shadows, and distant, bloodcurdling wails and moans.

The distraction caused by the haunted ruin causes enemies to gain disadvantage on Perception and Survival checks unless they successfully disbelieve the illusion. In addition, creatures spending more than 1 minute within the haunted ruin must succeed on a Wisdom saving throw once per minute or become frightened as long they remain within it and for 1d4 rounds thereafter.

Hullshock

4th-level evocation

Casting Time: 1 action

Range: touch

Components: V, S, M (a silver nail worth 50 gp)

Duration: 8 hours or until discharged

You infuse a ship’s hull with tremendous power, which discharges if a Large or larger creature attack the ship or attempts to climb the ship’s hull without first uttering a password chosen by the caster at the time of casting. When the hullshock is discharged, the creature triggering it takes 8d6 lightning damage, with a Dexterity saving throw allowed for half damage. In addition, any other creature climbing on the ship’s hull and all creatures in the water within 60 feet of the hull take half damage from the hullshock, or no damage on a successful Dexterity save. The target ship itself is not damaged by the hullshock nor is any creature on board the ship’s deck.

Once triggered, the spell’s magic dissipates. The focus component must be nailed into the target ship’s keel. If the spell expires without being discharged, the focus can be removed and reused.

If the spell triggers, the focus is consumed. Despite the name, hullshock also can be cast on a wooden pier, wharf, or similar structure made of wood, vines, and similar materials.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the lightning damage is increased by 2d6 for each spell level above 4th.

Ice Ship

4th-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a glass model of a ship worth 100 gp)

Duration: 8 hours

You create a small ship made of ice, which can take the form of a sailing ship to travel on water or a skate-runner made to run across vast stretches of ice.

Ice Cruiser: This broad-hulled single-masted roundship is low and stable in the water. It can propel itself magically through the water, even against the wind, with a speed of 30 feet (about 3 miles per hour). If moving with the wind, its sail increases its speed to 60 feet. An ice cruiser has 10 hit points per level of the caster. An ice cruiser can comfortably carry up to three Medium creatures per level of the caster. A single Large creature takes up the space of three Medium creatures, and a Huge creature the space of three Large creatures. Ice Skimmer: This narrow-hulled ship glides across the ice on sharp runners, driven by its sail with maximum speed of 180 ft. when running with the wind. It cannot move against the wind, but can move perpendicular to wind direction at up to 90 ft. per round. An ice skimmer has 5 hit points per level of the caster. An ice skimmer can carry one Medium or smaller creature per level of the caster, but Large and larger creatures cannot fit into its narrow hull. An ice ship is resistant to all types of damage, except fire, which it is vulnerable to. An ice ship of either type begins to melt slowly in temperatures above freezing, taking 1d12 points of damage each hour. This damage cannot be reduced. If reduced to 0 hit points or dispelled, an ice ship slows to half speed as it cracks and splinters to pieces over the course of 1d4 rounds and then collapses completely.

Phantom Rigging

4th-level illusion

Casting Time: 1 minute

Range: 150 feet

Components: V, S, M (a bit of canvas and string)

Duration: 8 hours

You create ghostly, translucent, faintly glowing sails, rigging, and even masts that match the needs of the target vessel. A small raft or ship’s boat might get only a single sail, while a great galleon damaged in a storm or in battle would get three masts each with billowing sheets of phantom canvas. The phantom rigging allows the vessel to catch the wind and move at its normal sailed speed, and it requires only half the normal amount of crew to sail a ship using these ghostly sails. The ghostly rigging is only quasi-real and can be damaged in combat; phantom rigging has half as many hit points as a ship’s normal rigging would have, though it gains advantage on saving throws against damaging effects. Dispel magic or a similar effect can destroy it immediately, if the check succeeds.

The caster can designate the appearance of the phantom rigging, incorporating a personal symbol or religious icon, and can command the sails to glow with enough radiance to provide dim light everywhere on the ship’s decks. The effect is somewhat eerie, granting members of the ship’s crew a +2 bonus on Charisma (Intimidation) checks.

Scalding Cauldron

4th-level conjuration

Classes: sorcerer, wizard

Casting Time: 1 action

Range: 30 feet

Duration: 1 round; see text

You create huge cauldron atop a structure within your stronghold, which tips over and spills its burning-hot contents (such as oil, scalding water, ashes, sand, etc.) upon those below. The flow from the scalding cauldron must be adjacent to a wall, and all creatures failing their saves take 4d6 points of fire damage (Dexterity saving throw for half). In addition, the burning effluent from the scalding cauldron sticks to creatures failing their saves for one round per three caster levels, dealing an additional 2d6 points of damage each round on your turn.

The scalding material created by the cauldron is not flammable, but it does make the floor at the bottom of the cylinder, as well as all walls adjacent to the cylinder and any rope, ladder, or similar item in the area, as slippery as a grease spell for three rounds.

Secure Seal

4th-level abjuration

Classes: sorcerer, wizard

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (gold dust worth 100 gp)

Duration: Until dispelled

This spell affects a portal or opening within your stronghold as arcane lock, but it additionally creates a magical trap on it. If the secure seal is forced open by any means, it explodes in a 20-foot radius burst, dealing 5d6 force damage. This burst does not harm the walls, floor, windows, or any other permanent furnishings or features of your stronghold. Spell resistance applies against this damage, A Dexterity saving throw is allowed for half damage. The secure seal can be detected as a magical trap. After a secure seal explodes, the spell ends. You can freely pass through your own secure seal without triggering its explosion.

You can cast this spell outside your stronghold, but its duration is reduced to 1 day.

Shatterhull

4th-level transmutation

Casting Time: 1 action

Range: touch

Components: V, S, M (a sliver of wood and a bit of broken glass)

Duration: instantaneous

You cause a wooden structure immersed in water to buckle and collapse. The target object takes 16d6 points of Bludgeoning damage, and if the target is a ship it gains the broken condition, or the sinking condition if its hit points are reduced to 0. If the structure or ship succeeds on its saving throw, it takes 5d6 points of damage instead.

In addition to the immediate damage, the wooden structure is weakened, reducing its damage threshold by 5; this reduction persists until all damage to the structure or ship is repaired. If the structure or ship remains immersed in water, it also springs numerous small leaks, causing the structure to take an additional 1d6 points of damage every 10 minutes (ignoring damage threshold) until the leaks are plugged. This damage is doubled during any 10-minute period that the ship is moving at full speed or engaged in combat.

Shatterhull affects animated objects as described above but otherwise does not affect creatures made of wood.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage is increased by 3d6 for each such spell level.

Shield of Dawn

4th-level evocation

Casting Time: 1 action Range: Self Components: V, S, M (a piece of pale amber or a shimmering insect wing) Duration: 10 minutes Classes: cleric, paladin

You create a disk of sunlight on one arm, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The sunlight provides you with a shimmering shield or a blazing shield, as you choose. The shimmering shield grants you resistance to radiant damage, and the blazing shield grants you resistance to necrotic damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with light. The attacker takes 2d8 radiant damage.

You can only have one instance of this spell in effect at a time. It does not stack with similar damaging aura spells such as fire shield.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 and the radius of bright and dim light each increase by 10 feet for every two slot levels above 4th.

Skeleton Crew

4th-level necromancy

Casting Time: 1 action

Range: touch

Components: V, S, M (a humanoid corpse or corpses)

Duration: 24 hours

This spell turns up to 10 corpses into skeletons that act as crew and obey your commands to the extent of their abilities.

The undead you create will be a skeleton that and is proficient with Navigators tools, Carpenters tools, and all water vessels. It has a skill level equal to your spellcasting ability modifier. The skeleton can perform the duties of one crew member but has no other abilities. The skeleton cannot speak, attack, or even defend themselves. The only orders it obeys are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor.

On each of your turns, you can use a bonus action to mentally command any skeleton you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn. The skeleton crew will continue to man the ship and keep it on course to their best of their abilities even without specific orders to do so.

The skeletons are under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for a further 24 hours, you must cast this spell on the creatures again before the current spell ends. This use of the spell reasserts your control over up to twenty creatures you have animated with this spell, rather than animating new ones.

A skeletal crew member can only be created from a mostly intact humanoid corpse. The corpses must have bones. When you cast this spell, any flesh left on the corpses melts away into fog.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher you can create a further two Skeletons per spell level or control a further four skeletons you have already created. To create further skeletons, you must have a corpse for each additional skeleton you wish to create.

Steaming Breath

4th-level conjuration

Casting Time: 1 action

Range: self (30 foot cone)

Components: V, S

Duration: 1 round

You exhale a roiling cloud of scalding steam that persists until the beginning of your next turn, causing the area to be heavily obscured. Any creature within the cloud at the time of casting must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. Creatures entering the cloud afterwards take half damage, or one-quarter damage on a successful save. For purposes of this spell, creatures that are normally resistant to fire are not resistant to the damage, and creatures that are immune to fire damage are resistant instead.

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.