Æthereal Zone

4th-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (a fine cut quartz gemstone worth at least 50 gp)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Astromancer, Bard, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure up Æthereal energy in a 60-foot radius, 90-foot high cylinder at a point that you can see within range. For the duration, any creature you choose that casts a spell of 4th-level or lower which allows them to teleport to a location, or space on this plane whilst within the spells area, can do so using a spell slot of one level lower than its minimum casting level, to a minimum of 1st level.

For example, should a creature you have chosen to be affected cast the spell misty step whilst in the spells area, they have the choice of casting misty step using a 1st or 2nd-level spell slot.

At Higher Levels. When you cast this spell using a 5th level spell slot or higher, the level of spell that Æthereal Zone can affect increases by one level for every spell slot expended above 4th. If you cast this spell using a spell slot of 7th-level or higher, you can affect spells that allow interplanar travel, provided they meet the level requirements.

Anaesthesia

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a vial of ether)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Bard, Odic, Prism, Shaman, Sorcerer, Wizard
  • Origin: Jack Weighill

You touch a creature, overwhelming them with drowsiness before they fall into a magical slumber. The target creature has disadvantage on attack rolls and ability checks for the duration. At the end of each of the target’s turns whilst it remains conscious, it must make a Constitution saving throw. After failing three saving throws, it falls unconscious for the duration and cannot be awoken through nonmagical means. After succeeding on three saving throws, the target does not fall asleep and the spell ends.

When the target wakes, unless it was awoken through magical means, it suffers advantage on ability checks and saving throws for the next minute.

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 an hour
  • Classes: Æthera, Accursed, Druid, Ranger, Sorcerer, Wizard
  • Origin: Genuine

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.

Ashen Pack

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a strip of dried meat)
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Runeshaper, Wizard
  • Origin: Player's Handbook

With a gesture, you summon three flaming wolves made from ash and metal into your space. When you cast this spell, and as an action on each of your turns while it is in effect, you can choose a point within 60 feet of you. When you do, one of the flaming wolves rushes to the target point, and then seeks out the nearest creature within 30 feet of it, making a melee spell attack using your spell attack modifier.

If the attack hits, the target takes 4d10 fire damage and must make a Strength saving throw. If the target fails, they are knocked prone. The flaming wolf then immediately returns to your space, coiling around your feet. The wolves have an AC equal to your spell save DC. If a flaming wolf is struck by a weapon or spell attack or is prevented from returning to your space after making an attack, it vanishes. The spell ends when all three wolves are lost, or you lose concentration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage of the wolf’s attack increases by 1d10 per spell slot level above 3rd.

Aura of Life

4th-level abjuration


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Paladin
  • Origin: Player's Handbook

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 nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Aura of Penitence

4th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Paladin
  • Origin: Miscellaneous

A harrowing energy surrounds you, forcing your foes to come to grips with the sins of their past. Any hostile creature that starts their turn within 10 feet of you must succeed a Wisdom saving throw or suffer 4d6 psychic damage and have disadvantage on attack rolls until the end of their next turn. The target takes half damage on a success.

Aura of Purity

4th-level abjuration


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Odic, Paladin
  • Origin: Player's Handbook

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 nonhostile 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.

Auriferous Ichor

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a sheet of gold leaf with a drop of blood)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Odic, Warden, Wizard
  • Origin: Jack Weighill

You transform a creature’s blood with the enchanting power of the earth, turning their veins a glowing golden. The target gains the following benefits:

  • The target exhumes dim-light in a 5-foot radius.
  • The target gains a +1 bonus to saving throws.
  • The target gains 2d6 temporary hit points at the start of each of its turns.
  • When the target damages a creature, they can choose to not roll for the damage, but instead deal the average damage of their weapon, or spell. For example, if a wizards casts fireball, they can choose to, instead of rolling, choose to deal 28 damage, the average of 8d6.

Autochronosis

4th-level transmutation


  • Casting Time: 1 reaction, which you take when you are attacked or targetted by a damaging effect
  • Range: Self
  • Components: V,S
  • Duration: Concentration, up to a round
  • Classes: Æthera, Wizard
  • Origin: Swordmeow

You remove yourself from time for a few moments. To other creatures, you've disappeared and reappeared. You are immune to the attack or effect that you casted this spell in reaction to. You return to time at the start of your next turn.

Bane Bow

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Ranger
  • Origin: Miscellaneous

You touch a nonmagical ranged weapon that uses ammunition, infusing it with nature's power. For the duration, when you attack with the weapon using nonmagical ammunition and hit your favored enemy, the target must make a Constitution saving throw. It takes an extra 5d6 piercing damage on a failed save, or half as much on a successful one.

Banefire

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Inquisitor, Occultist, Odic, Paladin, Sorcerer, Warlock
  • Origin: Jack Weighill

You transfer some of your lifeblood into a dark fire that burns even the greatest of foes. You unleash a beam of burning fire in a 5-foot wide, 30-foot long line in front of you. Each creature caught in the line must succeed on a Dexterity saving throw or take 3d8 fire damage, taking half on a success. This spell ignores a creature's resistance to fire damage.

Additionally, you may sacrifice some of your own lifeforce to fuel the spell. Roll up to 4d4. You take necrotic damage equal to the number rolled. For each d4 you rolled as damage to yourself, you add 1d8 necrotic damage to the damage dealt to target creatures. Damage you deal to yourself with this spell cannot be reduced in any way.

If the damage dealt to you from casting this spell would knock you unconscious, the spell is successfully cast before you fall unconscious.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage dealt by this spell increases by 1d8 per spell slot level expended above 5th.

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 a minute
  • Classes: Æthera, Accursed, Astromancer, Cleric, Inquisitor, Occultist, Odysseer, Paladin, Prism, Runeshaper, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Beacon

4th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a fine emerald cut into a 1-inch cube, worth at least 100 gp)
  • Duration: 8 hours
  • Classes: Astromancer, Bard, Cleric, Occultist, Wizard
  • Origin: Jack Weighill

You transmit a location across the weave to your allies, directing them to the chosen location. You touch a creature or object, up to 6 creatures you choose know the exact distance and direction to the target until the spell ends. A creature loses the target’s location if they are on separate planes of existence.

Beacon of False Life

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (alcohol or distilled spirits)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Cleric, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

Necromantic energy emanates from you in a 30-foot radius area. Until the spell ends, the area moves with you, centered on you. While within the area, you and every creature that you have under your control (such as through an animate dead or conjure minor elementals spell) gains 2d6 temporary hit points at the start of each of their turns. These temporary hit points last until they leave the area.

Bestow Syphons

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Odic, Odysseer, Shaman, Warlock
  • Origin: Swordmeow

You turn a foes’ innate drive of survival against them to work for you. Choose a creature within range, who must make a Constitution saving throw. On a failure, each time you or an ally does damage to them, the damage dealer can immediately roll one of their hit dice and adding your spellcasting modifier to the result, regaining the total in hit points. The target of the spell can remake the saving throw at the end of each of their turns, ending the spell 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 every 2 slot levels above 3rd. The creatures must be within at least 20 feet of each other when you target them.

Bleed

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (some of the target's blood)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Cleric, Ranger, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Axios Verum

You take some of a creature’s blood, and use it to cause the creature to bleed more when wounded.

Choose a creature within range. The next time that creature is hit with a weapon attack, it must make a Constitution save. On a success, it takes 3d8 necrotic damage and the spell ends. On a failure, it takes 3d8 necrotic damage and it begins bleeding.

A creature that is bleeding takes 1d8 damage at the end of each of its turns. A creature can take an action to stop the bleeding, ending the condition.

This spell has no effect on constructs.

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

Blight

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Accursed, Druid, Occultist, Odic, Sorcerer, Warlock, Wizard
  • Origin: Axios Verum

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.

Blistering Geyser

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a vial of water with a copper wire inside)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden Wizard
  • Origin: Jack Weighill

You shoot forth a blast of scalding water in a 30-foot long, 5-foot wide line. Each creature caught in the line must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage, plus a further 2d10 fire damage at the start of its next turn. A creature that fails the saving throw also falls prone. A creature that succeeds the saving throw takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the fire damage dealt increases by 1d10 per spell slot level expended above 4th.

Break

4th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Cleric, Occultist, Warlock
  • Origin: Jack Weighill

You touch a part of the target's body, causing one of their bones to instantly break. The target can make a Constitution saving throw to resist the spell. On a failed save, the target creature takes bludgeoning damage equal to the base damage of the targeted bone, taking no damage on a success. The bone you target can grant the spell additional effects should the target creature fail its saving throw, but may grant the target bonuses to the initial save. The targetable bones and their effects are as follows:

Bone Base Damage Bonus Effect
Rib 2d12
Arm 2d10 The target cannot wield weapons or shields in that hand, and drops whatever it is holding.
Leg 2d10 The target gains +2 to the saving throw, but takes 1d4 force damage for every step it takes on a failure.
Skull 3d12 The target gains +8 to the saving throw, but falls unconcious on a failed save.
Spine 4d12 The target gains +10 to the saving throw, but becomes paralyzed on a failed save

No matter what, regardless of the result of the save, or the bone you attempt to break, the target will take additional bludgeoning damage equal to your spellcasting ability modifier.

The targets bone can be restored from breaks caused by this spell using a successful Wisdom (Medicine) check against your spell save DC during a long rest, or the use of a heal, mass heal, or regenerate spell.

Catalyst of Horror

4th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a white sheet)
  • Duration: Concentration, up to a round
  • Classes: Accursed, Bard, Occultist, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

You utterly break the mind of another being for a moment, shattering their defences. One creature of your choice within range must make a Wisdom saving throw. On a failure, they are frightened, and take a -5 penalty to their AC and all saving throws for the duration. A creature that is immune to the frightened condition is unaffected by this spell.

Caustic Quicksand

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Miscellaneous

Your gesture turns a 15-foot radius circle of earth or stone into a bubbling, tar-like morass that lasts for the duration. Any creature attempting to enter the quicksand or beginning its turn there takes 4d6 acid damage, and must make a Strength saving throw or fall prone.

The quicksand is 2 feet deep, and is considered difficult terrain. If a creature is more than half submerged when this spell damages it, it instead takes 7d6 damage.

Ceremony

4th-level abjuration (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (50 gp worth of powdered silver, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Inquisitor, Paladin, Shaman
  • Origin: Xanathar's Guide to Everything

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Chains of Affinity

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a chain link)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Bard, Occultist, Odic, Odysseer, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

You bind your enemies together in their minds and their fates. Choose up to 6 hostile creatures within range, who must all make Charisma saving throws. The creatures who failed are bound to each other. While bound, whenever any of them takes damage that isn’t from this spell, the others take 1d10 psychic damage. The creatures can remake the saving throw at the beginning of their turns, unbinding themselves on a success. The spell ends when only one creature remains bound. A creature that is immune to the charmed effect, or to having its mind read is unaffected by this spell.

Charm Monster

4th-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Æthera, Astromancer, Bard, Druid, Occultist, Prism, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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.

Chrono Step

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 round
  • Classes: Astromancer, Bard, Cleric, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You slow down time around you, moving at blinding speed. Until the end of your next turn, your movement is multiplied by four and you do not provoke attacks of opportunity for the duration.

Cloud of Spores

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fungal spore)
  • Duration: Instantaneous
  • Classes: Bard, Druid, Sorcerer, Warden, Wizard
  • Origin: Sprouting Chaos

You conjure a cloud of hallucination spores in a 10-foot cube within range. Each creature within the cube must succeed on a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. A poisoned target is incapacitated while it hallucinates. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Compulsion

4th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Occultist, Prism
  • Origin: Player's Handbook

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.

Confusion

4th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Bard, Druid, Occultist, Prism, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. 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.

1d10 Behaviour
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 each 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.

Conjure Balgura

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: Up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: That Old Black Magic

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

The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves towards and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.

As part of the casting of 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 barlgura cannot cross the circle or target anyone in it while the spell lasts.

Conjure Minor Elementals

4th-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Astromancer, Druid, Wizard
  • Origin: Player's Handbook

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

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.

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.

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 an hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: That Old Black Magic

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 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.

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 an hour
  • Classes: Druid, Ranger
  • Origin: Player's Handbook

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


  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower -Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

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.

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
  • Classes: Æthera, Cleric, Druid, Warden, Wizard
  • Origin: Player's Handbook

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.

Crimson Cloak

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a drop of own blood)
  • Duration: 1 minute
  • Classes: Accursed, Sorcerer, Warlock, Wizard
  • Origin: Genuine

You pull blood from the open wounds of those around you into the form of a stygian cloak. Whenever you or a creature within 15 feet of you loses hit points, your cloak gains a blood value equal to the amount of hit points lost, growing in length with the increase, to a maximum total of 30. Whenever you would take damage from a spell while your cloak has reached the maximum blood value, you can use your reaction to gain resistance to the damage you would take from the spell. Once you do this, the cloak’s blood value returns to zero.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the maximum decreases by 5 per spell slot level above 4th.

Crown of Diamonds

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tiny cut diamond worth at least 25 gp)
  • Duration: 1 hour
  • Classes: Æthera, Astromancer, Bard, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

Three crystal shards appear and orbit around your head until the spell ends. As a bonus action, you can cause one of the crystals to turn outwards, firing off a beam of multi-coloured energy in a 5-foot wide, 30-foot long line in front of you. Each creature caught in the area must succeed on a Dexterity saving throw or suffer 2d4 radiant damage, taking half on a successful saving throw. When a beam is fired, the shard is expended, and falls to the ground as a worthless hunk of rock. Once all shards are expended, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of shards you create increases by 2 for each spell slot level expended above 4th.

Cryptic Ward

4th-level abjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, Shaman, Warlock
  • Origin: Jack Weighill

You form a protective barrier of negative energy that forms around you, striking out at those that get too close. Whenever a creature enters a space within 10 feet of you, you can use your reaction to unleash a warbling blast of negative energy. The target creature must succeed on a Constitution saving throw or be pushed 20 feet away from you and suffer 3d10 necrotic damage. A creature that succeeds its saving throw suffers half damage and is only pushed 5 feet away.

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

Crystalbreath

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a clear blueish crystal worth at least 50 gp, which the spell consumes)
  • Duration: 1 hour
  • Classes: Æthera, Astromancer, Runeshaper, Wizard
  • Origin: Jack Weighill

You unleash a breath of light blue energy in a 10-foot cone in front of you. This energy hardens into strong crystalline structures that engulf enemies inside. Each creature within the area must succeed on a Dexterity saving throw or become petrified for 1 hour. A creature can make a Strength saving throw at the end of each of its turns, breaking the crystal from the inside on a success, freeing itself.

A section of the crystal surrounding a creature has AC 15, 25 hit points, as well as immunity to poison and psychic damage. When it is reduced to 0 hit points, the creature inside is freed. Any damage that targets the crystal also targets the petrified creature inside.

A creature of huge size or larger can only become restrained by this spell.

Death Ward

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Cleric, Inquisitor, Occultist, Odic, Odysseer, Paladin
  • Origin: Player's Handbook

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.

Delphi's Dowsing Rod

4th-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a forked branch)
  • Duration: 1 hour
  • Classes: Cleric, Occultist, Shaman, Wizard
  • Origin: Kithlis

You imbue your divining rod with the ability to find what you seek. When you cast this spell, you must describe or name an object. If such an item exists within 1 mile, the rod points in the direction of the nearest object that meets your intentions.

The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of food, safe water, or a weapon.

If no items exist within the given distance but you later move to a location that is within range, the rod will attempt to leap to your hand to guide you. The rod will always point in the most direct route - which does not guarantee safety nor ease of travel.

Delphi's Looking Glass

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (spring water with a pinch of silver dust)
  • Duration: 24 hours
  • Classes: Cleric, Occultist, Wizard
  • Origin: Kithlis

When this spell is cast on a surface, you can look through it to to see out of another surface you have cast this spell on. Touch a solid reflective surface no larger than 1 square foot, such as a mirror or reflective glass. The surface may be affixed or portable.

While this spell is still active, if it is cast on more than two surfaces it ends for the oldest surface first and is replaced by the newest. If you cast Through the Looking Glass every day for 30 days on the same two items, the spell lasts until it is dispelled.

At Higher Levels. When you cast this spell using a 5th level spell slot or higher, you can affect a surface of up to 5 square feet.

Depthsurge

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, M (a shattered vial of water)
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, Warden, Warlock, Wizard
  • Origin: Codex of the Waves

You conjure a powerful explosion of water, scattering all creatures around it. Choose a point that you can see within range. Creatures within a 10-foot radius sphere centered on that point must make a Strength saving throw. If a creature fails this saving throw, it takes 4d10 bludgeoning damage, is knocked 15 feet away from the center of this explosion, and is rendered prone. A creature that succeeds on this saving throw takes half damage and is subject to no other effects from this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage done by this spell increases by 1d10 and the distance pushed increases by 5 feet, for each spell slot level above 4th.

Dimension Door

4th-level conjuration


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Astromancer, Bard, Inquisitor, Prism, Runeshaper, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Displace

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of blood and whale oil)
  • Duration: Concentration, up to 10 minutes
  • Classes: Æthera, Occultist, Prism, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure up an ethereal image of yourself from shadowstuff at a point that you can see within range. The image is invisible and does not move or take actions. As a bonus action whilst you are still maintaining the spell and the image is within 120 feet of you, you can teleport back to the image's space, ending the spell immediately.

Additionally, as an action, you can look through the image's eyes, seeing and hearing a 30-foot area around it in both the ethereal plane and your current plane, all in black and white. Whilst you take on the image's senses, your body is both blind and deaf.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases by 10 feet per spell slot level expended above 4th.

Divest

4th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a pair of butterfly wings)
  • Duration: Instantaneous
  • Classes: Bard, Occultist, Wizard
  • Origin: Jack Weighill

You touch a creature, causing it to suddenly forget a crucial piece of information. The target creature must succeed on an Intelligence saving throw. On a failure the target creature suffers one of the following effects:

  • Choose a spell of 4th-level or lower you know the target to be able to cast, the target is considered to not know – or not have prepared – that spell until it completes a long rest. You cannot cause a target to forget a spell it gains through racial traits, innate spellcasting, or through a magic item.
  • The target instantly forgets one image, word, name, or the appearance/layout of a place no larger than a 150-foot-cube that you know it to be familiar with and you yourself are familiar with, such as a spouse’s name, or the location of buried treasure. Such lost memories can only be regained through the use of a remove curse spell, or similar magic.
  • The target instantly becomes unattuned to a magic item in its possession.

At Higher Levels. When you cost this spell using a spell slot of 5th-level or higher, the level of spell slot you can cause the target to forget increases by 1 for every spell slot level expended above 4th.

Additionally, the number of images, words, names, or places you can cause a target creature to forget increase by 1 for every two spell slot levels expended above 4th.

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 25gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Inquisitor, Occultist, Runeshaper, Shaman
  • Origin: Player's Handbook

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

Dome of Warding

4th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Cleric, Druid, Paladin, Shaman, Wizard
  • Origin: Miscellaneous

You create a 10-foot radius dome of protective magic to shield your allies from harm centered on a location within range. When an ally within the dome takes damage, the damage is reduced by 1d6.

At Higher Levels. When cast using a spell slot of 5th level or higher, the shielding increases by 1d6 per spell slot level above 4th.

Dominate Beast

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid, Inquisitor, Occultist, Odic, Shaman, Sorcerer, Warden
  • Origin: Player's Handbook

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.

Duel of Destiny

4th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a holy symbol)
  • Duration: 1 minute
  • Classes: Paladin
  • Origin: Devout Handbook

Divine energy extends from you to a creature you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed bright light in a 10-foot radius and dim light for an additional 10 feet. You and the target are immune to the damage, spells, and effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.

For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a melee weapon attack, the attack deals an additional 1d4 radiant damage.

The spell ends early if you end your turn without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all of your remaining temporary hit points when the spell ends.

Elemental Bane

4th-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Warlock, Wizard
  • Origin: Elemental Evil

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.

Embers

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warden, Wizard
  • Origin: Grimlore's Grimoire

You cause tiny burning embers to fall from the sky around you in a 30-foot radius. When you cast the spell, you must choose if you intend for the embers to help or hinder.

Help. The embers provide restorative powers to all creatures that you choose within range. Creatures that are currently unconscious gain advantage on all death saving throws until they complete a short rest or die, whichever comes first. Creatures that are conscious gain 3d6 temporary hit points.

Hinder. The embers york to oppress your foes. All creatures that you choose within range must make a Dexterity saving throw or take 3d6 fire damage and have their movement speed halved until the end of their next turn. They take half damage on a successful saving throw and their move speed is unaffected.

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 3rd.

Energy Ward

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes


  • Classes: Æthera, Bard, Odysseer, Runeshaper, Sorcerer, Wizard
  • Origin: Axios Verum

Warding magical force radiates from you in a 30-foot radius. Until the spell ends, the ward moves with you, centered on you. Each nonhostile creature in the ward (including you) has resistance to a damage type you choose when you cast the spell: acid, cold, fire, lightning, or thunder.

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
  • Classes: Accursed, Occultist, Wizard
  • Origin: Player's Handbook

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.

Fabricate

4th-level evocation


  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Runeshaper, Wizard
  • Origin: Player's Handbook

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.

Find Greater Steed

4th-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Paladin
  • Origin: Xanathar's Guide to Everything

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 polar bear, 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 resummons 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.

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
  • Classes: Wizard
  • Origin: Player's Handbook

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.

Forbidden Obelisk

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Bard, Cleric, Druid, Inquisitor, Shaman, Warden, Warlock, Wizard
  • Origin: Genuine

You conjure forth a 10-foot tall pillar, 5 feet across, and is covered from top to bottom in shifting letters that would break the mind of all who gazed upon it. A creature that starts its turn within 10 feet of the obelisk that can see it must succeed on a Wisdom saving throw. On a failure, it takes 4d8 psychic damage and is blinded for 1 minute, remaking the save at the end of each of their turns. On a success, it takes half damage and the blindness ends. A creature with an Intelligence of 4 or lower, or a creature that cannot speak a language is unaffected by the spell.

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

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
  • Classes: Bard, Cleric, Druid, Occultist, Odic, Odysseer, Ranger, Warden
  • Origin: Player's Handbook

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.

Ghostwalk

4th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a vial of ghostly essence)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Occultist, Shaman, Warlock, Wizard
  • Origin: Jack Weighill

You channel illusory energy, turning invisible, whilst leaving an illusory afterimage of your body behind. You can use your action to move the afterimage, or have it stay whatever you choose. You must have line of sight of the afterimage to do this.

The afterimage can be determined immediately as a falsity upon contact or can be determined as false using an action and a successful Intelligence (Investigation) check. The DC for this check is your spell save DC.

Whilst the real you is invisible, you are also under the effects of the silence spell. Your movement is reduced to 0, and touching any visible creature or object makes you visible for the remaining duration of the spell.

To move whilst your are invisible, you can use your reaction to teleport to an unoccupied space within 5 feet of a creature that you can see within 30 feet of you, during which you move wherever it moves on its turn. You can also teleport to your afterimage’s side as long as it’s within line of sight.

Giant Insect

4th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Occultist, Odic
  • Origin: Player's Handbook

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 becomes 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.

Gomez's Simoom

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a little bag of sand tied with silver string worth at least 20 gp)
  • Duration: Concentration, up to 1 minutes
  • Classes: Æthera, Druid, Ranger, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

You shoot forth a swirling storm of sand in a 15-foot cone in front of you. Each creature in the cone must succeed on a Constitution saving throw or take 4d6 slashing damage and be knocked prone. A successful save halves the damage, and the target is not knocked prone.

As an action on each of your subsequent turns, you can conjure another simoom.

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

Grasping Vine

4th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Odic, Ranger, Warden
  • Origin: Player's Handbook

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.

Greater Invisibility

4th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Prism, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Grimlore's Withering Coils

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You create three spectral coils gleaming with green necrotic energies. Make a ranged spell attack against up to three targets within range, one for each coil. Each successful attack deals 3d10 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 number of created coils increases by one for every two slot level above 4th.

Guardian of Faith

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 8 hours
  • Classes: Cleric, Inquisitor
  • Origin: Player's Handbook

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.

Guardian of Nature

4th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Ranger, Warden
  • Origin: Xanathar's Guide to Everything

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.

Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity and Wisdom based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

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
  • Classes: Æthera, Accursed, Astromancer, Bard, Druid, Occultist, Prism, Shaman, Warden, Warlock, Wizard
  • Origin: Player's Handbook

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.

Horrorblade

4th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a drop of blood)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You instil a weapon with a terrible evil energy, making it appear as a weapon born of nightmares and death. Each creature perceives the blade differently, but all see it as unnerving and distracting.

The weapon gains a +1 bonus to hit and deals an additional 2d4 psychic damage on a hit. This damage increases by a further 1d4 psychic damage if the target creature is frightened of the weapon’s wielder.

A creature that is immune to the frightened condition takes no additional damage from the weapon, and the weapon receives no bonus to hit the target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage that the weapon deals on each attack increases by 1d4 per spell slot level expended above 4th.

Hound of Vengeance

4th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a wolf fang)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Ranger, Shaman
  • Origin: Jack Weighill

You summon a nature spirit from beyond the veil, commanding it to attack a creature within range. A spiritual wolf charges forth, attempting to maul the target. Make a ranged spell attack against the target creature. On a hit, the target takes 3d4 necrotic damage, and 2d4 force damage.

On a hit or a miss, you can then target a second creature within 10 feet of the first, make a ranged attack roll against that creature as the hound moves to strike it too. On a hit the target takes the same damage.

You can perform the same effect for a third time, against a third target, which must be different to both the second and first.

The wolf then returns to you, restoring hit points to you equal to half the damage dealt by the hound.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the necrotic and force damage dealt to each creature by the hound increases by 1d4 each for each slot level expended above 4th.

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
    
    

  • Classes: Æthera, Astromancer, Druid, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Illusory Bounty

4th-level illusion


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S, M (ten coins of the same value, which the spell consumes)
  • Duration: 10 minutes
  • Classes: Bard, Runeshaper, Wizard
  • Origin: Jack Weighill

You toss a small number of coins to the ground, magically producing a great bounty of wealth of the same value that fills a 5-foot area on the ground where it was thrown. Any creature that comes within 30 feet of the bounty must succeed on an Intelligence saving throw or become charmed for 10 minutes. A creature charmed in this way becomes entranced by the coin, and moves by the fastest possible means towards it, before sifting through, taking as much coin as it can.

The illusion supports motion, with the coins able to be picked up and stored. An affected creature does not notice that the coins have no weight to them. The illusion subtly adds more and more coins to the pile, creating a seemingly endless bounty. As a part of your casting of the spell, you can choose any number of creatures to be unaffected by the spell.

Depending on the value of coin you expended to cast this spell, the target gains a saving throw modifier as shown below:

Coin Saving Throw Modifier
Copper +5
Silver +3
Electrum +1
Gold +0
Platinum -5

Indalamar’s Bladestorm

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a shard of broken blade)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard
  • Origin: Jack Weighill

You unleash a storm of metal shrapnel in a 30-foot radius sphere around you, cutting and slicing their way through your foes. Each creature within range must succeed on a Dexterity saving throw or take 6d6 piercing damage, taking half on a success.

A creature that fails its saving throw takes an additional 1d4 slashing damage at the start of each of its turns as it bleeds profusely. A creature can use its action to make a Wisdom (Medicine) of a DC equal to your spell save DC, staunching the bleeding on a success. A creature with no blood does not take this extra damage.

At Higher Levels. When you casting this spell using a spell slot of 5th level or higher, the spells initial damage increases by 1d6 per spell slot level expended above 4th.

Infernal Shackle

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a chain link and the essence of a devil)
  • Duration: 1 round
  • Classes: Accursed, Occultist, Warlock, Wizard
  • Origin: Jack Weighill

You conjure fiendish shackles that entwine around a target creature's legs. That creature must succeed on a Strength saving throw or take 6d8 fire damage and have their speed halved for the duration. A successful save halves the damage, and the target suffers no additional effects of the spell. This spell also ignores resistance to fire damage.

At the start of your next turn, if the target creature both failed the saving throw, and has not moved 30 feet or further away from its location when it was first targeted with this spell, it takes an additional 4d6 fire damage, is pulled back to its starting location, and then then the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage this spell deals increases by 1d8 per spell slot level expended above 4th.

Ion Pulse

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a coiled piece of copper wire)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Warlock, Wizard
  • Origin: Jack Weighill

You unleash a wave of electric energy in a 30-foot cone in front of you, charging your enemies with a volatile force. Each creature in the radius becomes charged. When a charged creature starts its turn, it must succeed on a Constitution saving throw. A creature that fails its saving throw takes 4d8 lightning damage and becomes incapacitated by the shocking force until the start of its next turn.

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

Iron Spike of Dis

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an iron rod)
  • Duration: Instantaneous
  • Classes: Accursed, Warlock
  • Origin: Manual of Magical Martial Manoeuvres

You fire arcane spikes, marked with the curse of Dispater's kiss, into a creature close by. Make a melee spell attack against a creature within range, dealing 2d12 piercing damage on a hit.

On a hit or a miss, you can use your bonus action to summon thin iron spikes that rupture from the 5-foot square attacked. The creature must succeed on a Dexterity saving throw or take 2d12 piercing damage and be restrained. The creature can use its action to free itself.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack and area of effect increases by 1d12 for each slot level above the third.

Jackdaw's Nevermove

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (three black feathers)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Shaman, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

A clawed bird foot flies from your hand in a line 30 feet long, and 5 feet wide. Each creature the claw hits takes 1d6 necrotic damage, plus 1d6 slashing damage.

Once the claw reaches the end of the line, it returns, stopping at the first creature in comes into contact with. That creature must succeed on a Constitution saving throw or take 3d10 necrotic damage and be restrained until the end of your next turn. A successful saving throw halves the damage, and the target creature is not restrained.

At Higher Levels. When you cast this spell using a 5th-level spell slot or higher, the initial and final necrotic damage of the spell increases by 1d6 and 1d10 respectively for each spell slot level expended above 4th.

Jodariel's Condemning Claws

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the claw of a demon)
  • Duration: Instantaneous
  • Classes: Accursed, Occultist, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You transmute your hands into claws of demonic bone and swipe at your enemies. Make a melee spell attack against a creature within range. On a hit, the claws deal 2d6 slashing damage, plus 2d8 necrotic damage.

Additionally, the next time that the target creature takes damage, it takes an additional 4d8 necrotic damage.

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

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
  • Classes: Runeshaper, Wizard
  • Origin: Player's Handbook

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.

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 an hour
  • Classes: Astromancer, Bard, Cleric, Druid, Occultist, Odic, Odysseer, Paladin, Ranger, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

Malefic Miscreation

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pound of flesh)
  • Duration: Concentration, up to a minute
  • Classes: Accursed, Occultist, Odic, Sorcerer, Warlock, Wizard
  • Origin: Theorums and Thaumaturgy

You conjure a formless, throbbing blob of flesh that appears at a point within range. Until the end of your next turn, the blob grows and mutates, radpidly forming into a bizare hybrid creature that will do the caster's bidding, understanding simple verbal commands. The creature is genetically unstable and will dissolve into a pool of protoplasm when the spell’s duration expires.

The miscreation has the following statistics:


Miscreation

Medium monstrosity, unaligned


  • Armor Class 10 (natural armour)
  • Hit Points 30 (4d8 + 12)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 1 (-5)

  • Condition Immunities charmed, frightened
  • Senses passive Perception 10
  • Languages Understands the language of its creator, but cannot speak

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage

The miscreation gains an additional bonus to hit equal to your spellcasting ability modifier, and any save DC it may gain is equal to 10 + the level at which this spell is cast.

Additionally, the miscreation gains additional features and traits by rolling a d12, d10, d8, d6 and a d4, while consulting the tables below.

Miscreation Attribites
d4 Attribute Effect
1 None None
2 Strong Muscles +2 Strength
3 Quick Reflexes +2 Dexterity
4 Tough Hide +2 Constitution
Miscreation Appendages
d6 Appendage Effect
1 Claws Gains a Claws attack, which can be used as a part of its multiattack
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d6 + 2) piercing damage
2 Many Legs Movement increases to 40 feet
3 Wings Gains a 40-foot fly speed
4 Tentacles Gains a Tentacle attack, which can be used twice as a part of its multiattack
Tentacle. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The miscreation can only grapple two creatures at a time.
5 Suckers or Grippers Gains a 25-foot climb speed
6 Springing Legs The miscreation's long jump is up to 20 feet, and its high jump is up to 10 feet, with or without a running start.
Miscreation Special Attacks
d8 Special Attack Effect
1 None None
2 Blood Sucking The miscreation's bite attack deals an additional 1d4 damage, and the miscreation regains hit points equal to the bonus damage dealt.
3 Strong Jaw The target of the miscreation's bite attack must succeed on a Strength saving throw or be knocked prone.
4 Giant Tongue Gains a Tongue attack, which can be used as a part of its multiattack
Tongue. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage, and the target is pulled 5 feet closer to the miscreation.
5 Breath Weapon The miscreation gains a Breath Weapon action.
Each creature within a 15-foot cone of the miscreation must succeed on a Constitution saving throw or take 4d6 damage. The type of this damage is determined by rolling a d4. 1 - acid, 2 - cold, 3 - fire, 4 - poison.
6 Venomous Bite A creature that it hit by the miscreation's bite attack must succeed on a Constitution saving throw or take 2d6 poison damage, half on a success.
7 Two Heads The miscreation makes two bite attacks as a part of its multiattack.
8 Three Heads The miscreation makes three bite attacks as a part of its multiattack.

Miscreation Head Type
d10 Head Type Bite Damage Die
1 Bear 1d10
2 Bull 1d6
3 Frog 1d4
4 Insect 1d6
5 Lion 1d10
6 Lizard 1d6
7 Rat 1d4
8 Snake 1d6
9 Spider 1d6
10 Wolf 1d8
Miscreation Body Type

A miscreation is generally around 8’ long, tall or wide (depending on their exact form). The DM and caster may feel free to add any further descriptive details desired.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the miscreation summoned gains 2 hit die per spell slot level above 4th.

Matter Void

4th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a round
  • Classes: Astromancer, Wizard
  • Origin: Jack Weighill

You conjure up a tiny singularity in the palm of your hand which draws in small objects that pass by it which lasts until the end of your next turn Any non-living projectile you choose that originates from – or passes through – a space within 15 feet of you is instantly pulled inside the singularity and destroyed.

Mergesort

4th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (four connected rings collectively worth at least 100 gp)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Bard, Odic, Sorcerer, Wizard
  • Origin: Jack Weighill

Your form shivers as three identical clones of yourself spring forth from you into the nearest unoccupied spaces around you. Each clone looks exactly like you, has hit points equal to one quarter of your current hit points, and can be moved up to 30 feet on your turn. The clones feel tangible, and a creature rationalises information gained that would lead it to believe it was an illusion.

You can cast spells and make weapon attacks as if you were in any one of your clones’ spaces, though you must use your own senses to do so.

When a clone is reduced to 0 hit points, it disappears, and you must make a Concentration check on the spell as if you were the target of the damage that destroyed it.

Mordenkainen's Colliding Cubes

4th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a 3" cube made of solid iron)
  • Duration: Concentration, up to a minute
  • Classes: Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure two 10-foot diameter floating cubes in unoccupied spaces within range. The cubes spin slowly, resonating with a light humming sound. As an action on your turn (or as part of your action used to summon them), you can move any number of cubes up to 30 feet in any direction. Should the two cubes collide, choose an option from the ones below.

Crash. A thunderous sound echoes out in a 30-foot radius from each cube. Any creature caught in the area must succeed a Constitution saving throw or take 4d4 thunder damage and be knocked prone on a failure. A successful save halves the damage, and the target does not fall prone.

Ring. The resonating sounds echo out in a 60-foot radius from each cube, bouncing off solid objects. You learn the exact location of any corporeal creature within the radius.

Sparks. The cubes cause showers of sparks to rain down in a 10-foot radius from each colliding cube. Each creature under the sparks must succeed a Constitution saving throw or take 4d6 fire damage, and have disadvantage on the first attack roll they make on their next turn. A successful save halves the damage, and the target does not suffer disadvantage.

At Higher Levels. When you cast this spell using a 5th level slot of higher, the damage of crash increases by 1d4, and the damage of sparks increases by 1d6 for each level expended above 4th.

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
  • Classes: Inquisitor, Odysseer, Wizard
  • Origin: Player's Handbook

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.

Mordenkainen's Private Sanctum

4th-level abjuration


  • Casting Time: 10 minutes
  • 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
  • Classes: Inquisitor, Wizard
  • Origin: Player's Handbook

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:

  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
  • Sensors created by divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can’t be targeted by divination spells.

  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

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.

Mystic Aurora

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Classes: Astromancer, Paladin, Shaman
  • Origin: Miscellaneos

With a prayer and a shift into a meditative stance, you call upon your inner power to cloak yourself in a shimmering mantle of color that sheds light as a torch, and grants resistance to non-magical bludgeoning, piercing and slashing damage.

While the aura is active, your natural attacks are enhanced, dealing 1d8 additional radiant damage and overcoming any resistance or immunity to nonmagical weapons. This damage is also dealt to any creature who damages you with a natural weapon.

You may also use your action to project a flare of the mantle's power at a foe; this behaves as the cantrip flame bolt, but deals radiant damage rather than fire.

Nether Void

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a tiny replica of a handaxe, bathed in oil)
  • Duration: 1 round
  • Classes: Warlock, Wizard
  • Origin: Jack Weighill

You conjure the power of the shadowfell around you, causing you be transported to a microplane within the fell itself until the start of your next turn. When you cast the spell, you select an unoccupied space within range to arrive at when the spell ends. If the space becomes occupied before you return, you instead reappear in the closest unoccupied space.

When you reappear, a burst of dark energy fires from you, affecting all creatures within a 15-foot radius. Each creature in range must succeed on a Constitution saving throw or take 4d8 necrotic damage and become afflicted with the Nether Curse. A successful save halves the damage taken.

The Nether Curse affects a creature that failed its saving throw for 1 hour, but can be removed with a successful remove curse spell. When a creature that has the Nether Curse takes damage, its hit point maximum is reduced by half the damage taken. Should it take damage from an effect that would have already lowered its hit point maximum, such as a spectre's Life Drain, the curse does not act.

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

Noktyn’s Empty Vessel

4th-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a crystal talisman worth at least 500 gp)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Runeshaper, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure a door to a 10-foot tall, 5-foot wide, 5-foot deep demiplane capable of holding a variety of items. The demiplane is cupboard with shelving units, that is overall capable of housing a single medium or smaller creature stood within it, as well as up to 200 cubic feet of material.

When the door disappears, the objects inside the demiplane remain safe and secure inside and can be found just as they were when the spell ended on a recasting of the spell. Any creature inside the demiplane when the spell ends is teleported just outside of the door, with everything it was wearing and carrying remaining inside the demiplane.

You can have multiple instances of this spell, one per crystal talisman acquired and used in conjunction with the spell.

Orbital Stones

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal model of a planet, worth at least 100 gp)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Astromancer, Druid, Sorcerer, Warden, Wizard
  • Origin: Miscellaneous

You raise three stones or clumps of earth from the ground that lie within 10 feet of you, bringing them to orbit around your body, slowly circling you. While all three are in orbit around you, you have total cover against ranged attacks. While two are in orbit, you have three quarters cover against ranged attacks, and while only one remains, you have half cover. The spell ends when none of the objects are orbiting.

As a bonus action whilst at least one object remains in orbit, you can magically fling it at a target within 60 feet. Make a reanged spell attack. On a hit, the target takes 2d12 bludgeoning damage and is pushed 5 feet backwards.

Otiluke's Resilient Sphere

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
  • Duration: Concentration, up to a minute
  • Classes: Runeshaper, Odysseer, Prism, Shaman, Wizard
  • Origin: Player's Handbook

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.

Peal

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a small brass bell)
  • Duration: Instantaneous
  • Classes: Æthera, Accursed, Bard, Cleric, Inquisitor, Odysseer, Paladin, Sorcerer, Wizard
  • Origin: Jack Weighill

You place a mark on a creature that you can see within range. At the start of the creature's next turn, the mark detonates in a peal of thunderous force. Each creature within 15 feet of the target, including the target must succeed on a Constitution saving throw or take 4d12 thunder damage, and be deafened for 1 minute.

A creature that succeeds on the saving throw takes half damage and is not deafened.

A creature that is deafened can repeat the saving throw at the start of each of their turns to end the effect.

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

Phantasmal Killer

4th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration for up to a minute
  • Classes: Accursed, Prism, Runeshaper, Wizard
  • Origin: Player's Handbook

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.

Polymorph

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration for up to an hour
  • Classes: Æthera, Astromancer, Bard, Occultist, Odic, Runeshaper, Shaman, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Prismatic Shroud

4th-level illusion


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a prism cut from crystal worth at least 150 gp)
  • Duration: Concentration for up to a minute
  • Classes: Æthera, Bard, Occultist, Prism, Runeshaper, Sorcerer, Wizard
  • Origin: Miscellaneous

You bend and refract light around your space until the spell ends, causing your form to become heavily obscured from others. Additionally, the shimmering illusion makes any dimly lit space within 10 feet of you become brightly lit, and any darkened space in the same area dimly lit. Until the spell ends, you have resistance to necrotic damage.

In addition, whenever a creature within 10 feet of you hits you with an attack, shards of prismatic light strike that creature, dealing it 2d8 radiant damage.

Radiant Brand

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a holy symbol)
  • Duration: Concentration for up to a minute
  • Classes: Inquisitor, Paladin, Prism
  • Origin: Jack Weighill

You touch a creature, branding it with radiant energy, marking it as a target for holy justice. Make a melee spell attack against a creature within reach. On a hit, the target suffers 4d6 radiant damage, and is branded by the symbol of your god. For the duration, once per turn, a creature can choose to add 1d4 to either an attack roll, or a damage roll versus the target. It must choose to apply this bonus before it makes its roll. Bonus damage is dealt as radiant damage.

Rary's Rapid Replication

4th-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S, M (a poison or venom)
  • Duration: Concentration for up to 10 minutes
  • Classes: Druid, Wizard
  • Origin: Dark Arts

You transform up to ten bats, rats, or ravens, three quippers, five insects, or one poisonous snake within range into a swarm made out of shadowstuff for the duration. Each creature becomes a swarm, as described in the monster manual. Each creature obeys your verbal commands, and in combat, they act on your tum each round.

The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains a swarm for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

Rebuking Bolts

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a holy symbol)
  • Duration: Concentration for up to a minute
  • Classes: Cleric, Inquisitor, Odysseer, Paladin, Prism
  • Origin: Jack Weighill

You conjure three motes of radiant energy around your head that pulse with divine power. As a part of your bonus action to cast this spell, or on subsequent turns, you can launch a mote at an enemy. Make a ranged spell attack, the first mote deals 4d4 radiant damage, the second deals 4d6 radiant damage, and the third deals 4d8 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the radiant damage of each mote increases by one damage die per spell slot level expended above 4th.

Rend Shadows

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration for up to a minute
  • Classes: Accursed, Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

Choose up to 4 creatures within range. Each creature has their shadow forcibly ripped from their body, conjuring a shadow in an unoccupied space next to them. As long as the shadow is separate from their body, they do not cast a shadow. A shadow created through this spell reforms with its host when it drops to 0 hit points or when the spell ends, and it disappears if its host dies. If its host dies, a new shadow does not rise from the corpse.

The shadows seek only to attack the creature they were separated from, and disappear when that creature is killed. Roll initiative for the shadows as a group, which has its own turns. They spend their turns attacking their host, without any thought for strategy or tactics.

The DM has the creature’s statistics.

At Higher Levels. When you cast this spell using certain higher level spell slots, you can target more creatures: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Roil

4th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial filled with muddy water)
  • Duration: 24 hours
  • Classes: Æthera, Druid, Ranger, Warden
  • Origin: Jack Weighill

You unleash a wave of sediment-disturbing energy that turns the earth around a point you choose within range. A 60-foot cube of unworked earth or stone originating from your chosen point is transmuted into a sludgy material. A creature that attempts to move through the area expends 4 feet of movement for every 1-foot it moves. A creature that attempts to take the Dash action to move through the area must succeed on a Strength saving throw or fall prone.

When you cast this spell, you can choose one or more areas of any size to be excluded from the spell’s effects.

A creature that falls prone in the area becomes restrained. A creature restrained in this way can use its action to make a Strength check against your spell save DC.

When the spell ends, the earth returns to a more pulverised state than it was previously, though otherwise its other attributes remain the same from before the spell was cast.

Sapling of Protection

4th-level conjuration (ritual)


  • Casting Time: 1 action or 24 hours
  • Range: 60 feet
  • Components: V, S, M (a leaf in a glass sphere)
  • Duration: Concentration, 1 minute
  • Classes: Æthera, Druid, Ranger
  • Origin: Jack Weighill

You conjure a sapling with beautiful, exotic coloured leaves from the ground at a point that you can see within range. The sapling fills a 5-foot cube and produces an aura of protection in a 30-foot radius.

A non-hostile creature that starts its turn in the area gains temporary hit points equal to 2d8 + your spellcasting ability modifier.

If you cast this spell over 24 hours, the sapling remains permanent, even after your concentration is broken. With a bit of care, and the right environment, the sapling will grow into a fully sized tree in 2d12 months.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the number of temporary hit points gained increases by 1d8 for each spell slot level expended above 4th.

Searing Spear

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a piece of charcoal)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You create a spear of concentrated heat in your hand to strike your enemies. The weapon has the same statistics as a magical spear that deals fire damage instead of piercing damage and uses your spellcasting ability modifier in place of Strength to determine its bonus to attack and damage rolls.

The spell ends if you end your turn not holding the spear in your hand. When thrown, the spear deals 8d4 additional fire damage and ignores half cover. This damage increases by 2d4 at the end of each turn that you remain concentrating on the spell, to a maximum of 14d4.

When used as a melee weapon, the spear deals 3d4 additional fire damage. This damage increases by 1d4 at the end of each turn that you remain concentrating on the spell, to a maximum of 6d4.

Additionally, at the start of each turn that you spend concentrating on this spell, you take 1d4 fire damage, increasing by 1d4 on each subsequent turn you concentrate, to a maximum of 3d4. You do not need to make concentration checks to maintain concentration on searing spear when it damages you in this way.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and maximum damage that the spell deals on its weapon attacks both increase by 1d4 per spell slot level expended above 4th.

Shadow of Moil

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an undead eyeball uncased in a gem worth at least 150 gp)
  • Duration: Concentration for up to a minute
  • Classes: Accursed, Occultist, Warlock
  • Origin: Xanathar's Guide to Everything

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.

Shattersong

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard
  • Origin: Genuine

You sing a discordant song infused with magical power. When you cast this spell, the vibrations you cause begin to distort reality in a 10-foot radius centered on you. Creatures you choose and unattended objects within that area take 2d6 thunder damage, and damaged creatures must make a Strength saving throw. If they fail, they are knocked prone.

As an action on each of your turns while maintaining concentration on this spell, you can strengthen your song, repeating the effect while increasing the affected radius by 10 feet and the thunder damage by 2d6 each time, and causing affected creatures you choose to make the Strength saving throw to avoid being knocked prone. The affected distance and damage cannot exceed an 30-foot radius or 6d6 thunder damage.

Shining Force

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Inquisitor, Paladin, Prism
  • Origin: Jack Weighill

You create a powerful burst of light that bursts forth from you in a 30 foot radius. Each creature within range that can see you must succeed a Constitution saving throw or take 5d6 radiant damage and become blinded for 1 minute. Undead and fiends make the saving throw with disadvantage. A creature blinded by this spell can remake the save at the end of each of its turns. When you cast the spell, you can designate up to 6 creatures to automatically succeed the saving throw.

At Higher Levels. When you cast this spell at 5th level or higher, the damage you deal increases by 1d6 per slot level above 4th.

Sickening Radiance

4th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration for up to 10 minutes
  • Classes: Accursed, Astromancer, Odic, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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.

Sigil of Agony

4th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Odic, Runeshaper, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a 15-foot-radius sigil on the ground, centred on a space within range. When a creature stands on the sigil for the first time, or starts its turn their, it must succeed on a Constitution saving throw or take 5d6 necrotic damage.

At Higher Levels. When you cast this spell using a 5th level slot or higher, the damage increases by 1d6, and the radius of the sigil increases by 5 feet for every spell slot level expended above 4th.

Soul Grip

4th-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a gem worth at least 50 gp that acts as an achor for the soul, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Accursed, Cleric, Occultist, Warlock
  • Origin: Miscellaneous

You reach beyond the veil separating life and death. Touching a creature who has died within the last hour, you grab hold of the soul as it prepares to cross over to its destination in the afterlife and anchor it to the gem.

The soul regains it's awareness of the material plane around it, being able to perceive sights and sounds in a 15-foot-radius centered on the gem. It can learn new information, comprehend new events, and speculate about future events. The anchor gem allows you to telepathically communicate with the soul, though the soul has no compulsion to communicate or cooperate with you if it regards you as hostile or recognizes you as an enemy.

Additionally, anchoring the soul preserves it within. If this spell is cast within the time requirements for other spells like revivify, those spells are still able to be used until soul grip fades. If a resurrection spell is cast while a soul is anchored, you are aware and can prevent the soul from returning to its body. This also delays the transition of a soul into a new body, as in the spell clone. The soul itself is not considered a creature and cannot be the target of spells.

When your concentration on this spell ends, the soul moves on to its destination and the soul's corpse cannot be targeted by this spell again.

Those who hold death as sacred know that preventing a soul from crossing over to the afterlife can be immensely insulting to the gods of death who guide souls, or the fiendish beings looking to collect on the deals they made with the still living.

Spiritual Duality

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Cleric, Occultist, Odysseer, Shaman
  • Origin: Jack Weighill

You split into two ghostly forms, one of body and one of soul. For the duration, you cannot cast spells, take bonus actions, make attack rolls. Each form has hit points equal to half your current hit points and a speed of 25 feet, but otherwise have your exact statistics. Each of your forms move separately on your initiative and can takes one of their defined actions.

The defined actions are as follows:

Body. Your body form unleashes a bolt of life-draining energy at a creature it can see within 30 feet of it. Make a ranged spell attack roll. On a hit, the target takes 3d8 necrotic damage

Soul. Your soul form releases a wave of healing energy onto a creature that it can see within 10 feet of it. The target creature regains 4d4 hit points.

If either of your forms are reduced to 0 hit points, the spell ends, your other form disappears, and your body reforms at the end of your next turn at an unoccupied space within 10 feet of where your other form was.

You take damage equal to any damage that your body or soul forms took.

Staggering Smite

4th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to a minute
  • Classes: Paladin
  • Origin: Player's Handbook

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.

Starry Revelations

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bag of stardust worth at least 25 gp to be given back as an offering, which the spell consumes)
  • Duration: 10 minutes
  • Classes: Druid, Ranger, Shaman, Sorcerer, Wizard
  • Origin: Jack Weighill

You create a circle of stardust around you, before spending 10 minutes communing with the stars. If you cast this spell during the day, the spell has no effect and the spell slot is wasted, but the material components remain.

You can ask the stars up to three questions about things that they might know. Considering their distance from the earth, the stars most certainly have little knowledge of the local barmaid's dishonesty towards her husband, but may well have seen a dragon skulking above the clouds high above the barmaid's hometown.

The stars can also know of any planar travel that has occured, and can inform the caster of the type of creature that travelled, when they travelled, and whether they ventured to the negative plane, the positive plane, the outer planes or any combination thereof.

The stars can only answer with one word answers, favouring "yes and no" questions. If the stars are asked a question that they would or could not know the answer to, they simply answer with "unsure" or "unclear" respectively.

If you cast this spell two or more times without taking a long rest, there is a cumulative 30% chance that the spell fails, the slot is wasted, and the components are lost.

Stellular Strike

4th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a piece of moonstone)
  • Duration: 1 round
  • Classes: Astromancer, Druid, Odysseer, Ranger, Shaman, Warden, Warlock
  • Origin: Jack Weighill

You conjure down a 10-foot radius, 40-foot high cylinder of blinding astral light at a point that you can see within range. Each creature caught in the light must succeed on a Constitution saving throw or be petrified in hardened stardust until the start of your next turn.

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

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
  • Classes: Cleric, Druid, Warden, Wizard
  • Origin: Player's Handbook

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.

Stone Sphere

4th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a stone marble)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Sorcerer, Wizard
  • Origin: Miscellaneous

You create a polished sphere of stone, 5 feet in diameter. It appears in an unoccupied space of your choice within range and lasts for the duration. The sphere is an object made of stone that can be damaged. It has AC 15 and 250 hit points. Reducing it to 0 hit points destroys it.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, the sphere stops moving and the creature must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save. If you ram the sphere into an object it is automatically damaged, and if this destroys the object the sphere's movement is not halted. If you do not move the sphere, it may naturally roll down an incline. It does so at a speed of 15 feet on gradients of 1:4, and 30 feet on gradients of 1:2.

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.

Stoneskin

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100gp, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Æthera, Astromancer, Druid, Odic, Ranger, Sorcerer, Wizard
  • Origin: Player's Handbook

This spell turns the flesh of a willing creature you touch as hard as stone.

Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage.

Storm Sphere

4th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Wizard
  • Origin: Elemental Evil

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.

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 an hour
  • Classes: Occultist, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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 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 for 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 a 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.

Swarmtide

4th-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (two dead rats)
  • Duration: Concentration, up to 8 hours
  • Classes: Æthera, Accursed, Druid, Wizard
  • Origin: Grimlore's Grimoire

You conjure two huge-sized swarms of rats in any location you can see within range. Each swarm has 48 hit points, and dies when it drops to 0 hit points. The swarms are friendly to you and your companions. Roll initiative for the swarms, 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, each 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 rats.

You can recast the spell before it expires to regain control over the swarms again.

Syphon Defences

4th-level abjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round
  • Classes: Runeshaper, Wizard
  • Origin: Jack Weighill

You draw the protective energies from a creature that you can see within range that is wearing armour or has natural armour, imbuing those defences in a nearby creature. The target creature must then make a Constitution saving throw. On a failure, it reduces its armour class by 3, to a minimum of 10 until the end of your next turn. Another creature you choose within range then gains a +3 bonus to its armour class. On a successful saving throw, both targets only respectively reduce and increase their armour class by 1.

Syphon Life

4th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, for up to a minute
  • Classes: Accursed, Cleric, Occultist, Odic, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure a 10-foot-radius field of life draining energy around you, sucking the energy out of nearby creatures. A creature that starts its turn in the area, or enters it for the first time must succeed on a Constitution saving throw or take 2d4 necrotic damage, taking half on a success.

You regain hit points equal to half the damage dealt, and your hit point maximum increases by an amount equal to half the damage dealt. You hit point maximum returns to normal after the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d4 per spell slot level expended above 4th.

Thundergrasp

4th-level evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: S
  • Duration: Concentration, for up to a minute
  • Classes: Accursed, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You extend your reach to a creature within range, shocking them with lightning from your fingertips. The target creature must succeed on a Constitution saving throw or take 3d8 lightning damage and become paralyzed for the duration. A creature that succeeds its saving throw instead takes half damage. You can use your bonus action on subsequent turns to maintain your grasp on a creature. A creature must repeat its saving throw against the spell, ending the spell on a success. If the creature fails, it takes 1d8 lightning damage, and remains paralyzed by the spell.

The spell ends if you end your turn more than 15 feet away from the target, or you fail to use your bonus action to use your action to maintain hold on your turn.

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

Tower of Iron Will

4th-level aburation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Cleric, Inquisitor, Occultist, Odysseer, Paladin, Shaman
  • Origin: Swordmeow

You create a cylinder of resolve for your side. Choose one point within range. A psionic cylinder 60 feet high, and 15 feet in diameter appears for the duration. The area is difficult terrain for creatures you wish. You and other creatures of your choice within the cylinder have immunity to psychic damage, are immune to diseases, and have advantage on saving throws against magic while the spell lasts.

Transfigure

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a moth's wing)
  • Duration: 8 hours
  • Classes: Æthera, Druid, Wizard
  • Origin: Harrowson's Pocketbook

You improve your current form, modifying it to suit your needs. Choose two of the following options below, the effects of which last for the duration of the spell.

Adaptive Camouflage. As long as you remain stationary and take no actions, you gain a +10 bonus on Dexterity (Stealth) checks. You cannot benefit from other forms of camouflage while under this effect.

Carapace. A protective hardened carapace forms around your body. Your base AC becomes 13 + your spellcasting ability modifier. If you don any armor, the effect ends.

Climate Adaptation. You acclimate yourself to the current environment in some way, such as growing thick or insulating fur. Extreme Heat, Extreme Cold, Frigid Water, and High Altitude have no effect on you.

Blindsight. You develop the ability to perceive your surroundings without relying on sight, through heightened hearing, smell, echolocation, or some other method. For the duration, you have blindsight out to a range of 30 feet.

Tetrabrachius. You grow two arm-like appendages that can appear however you like. For the duration you can take the Use an Object action as a bonus action, can grapple two more creatures at once than your form normally allows, and have advantage on strength checks used to climb.

Viscous Form. Your insides become pliable and slippery, taking on an ooze-like aspect. Enemies that attempt to grapple you have disadvantage, and you can squeeze through spaces that are large enough for creatures one size categories below your own.

Additionally, you are immune to any spell or effect that would alter your form against your will for the duration of the spell. The spell ends early if you take the form of another creature. You can also end the spell early as an action.

Tree Strike

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a vial of water)
  • Duration: Concentration, up to a minute
  • Classes: Druid, Ranger, Sorcerer
  • Origin: Sprouting Chaos

You cause a tree to grasp at a creature within 10 feet of it with its branches, pulling and constricting that creature. The target must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, be pulled to the tree, and become restrained. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained.

Tseric’s Seething Objection

4th-level enchantment


  • Casting Time: 1 reaction, which you take in response to a creature that you can see being damaged by a creature within range of you that you can see
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard
  • Origin: Jack Weighill

You yell out your objection to a creature’s attack. The attacking creature must succeed on a Wisdom saving throw or take 5d10 psychic damage, taking half damage on a successful save. A creature that failed the saving throw must roll any damage rolls that it makes until the end of your next turn twice, taking the lower of the two results.

At Higher Levels. When you cast this spell using a spell slot of 5th-level or higher, the spells damage increases by 1d10 per spell slot level expended above 4th.

Twisting Vortex

4th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure forth a swirling vortex of wind in front of you that flies forward in a 10-foot wide, 30-foot long line. Any creature caught in the line must succeed on a Strength saving throw or be carried by the vortex to the end of the line, taking 1d6 bludgeoning damage per 5 feet pushed along the way, before being knocked prone. A successful save prevents the creature from being pushed or knocked prone, and the creature takes damage as if it had been pushed only half the distance it would have been if it had failed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the length of the line increases by 10 feet per spell slot level expended above 4th.

Undertow

4th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (vial of salt water mixed with ground whale bones)
  • Duration: Instantaneous
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Jack Weighill

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.

Vitriolic Sphere

4th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a drop of giant alug bile)
  • Duration: Instantaneous
  • Classes: Occultist, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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.

Wall of Bones

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a bone)
  • Duration: Instantaneous
  • Classes: Occultist, Sorcerer, Warlock, Wizard
  • Origin: Dark Arts

A wall of writhing bones and skeletons springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of three 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). Any creature that starts its turn next to a wall must make a Dexterity saving throw or take 1d8 bludgeoning damage and become restrained. The creature can repeat the saving throw at the start of each of its turns, taking the same damage on a failure or freeing itself on a success.

The wall is an object that can be damaged and thus breached. Each panel has AC 10 and 20 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it.

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 a minute
  • Classes: Æthera, Astromancer, Druid, Occultist, Sorcerer, Warden, Wizard
  • Origin: Player's Handbook

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.

Wall of Pain

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sharp object or torture implement)
  • Duration: Concentration, up to 10 minutes
  • Classes: Accursed, Cleric, Occultist, Shaman, Sorcerer Warlock, Wizard
  • Origin: Axios Verum

You create wall of invisible energy. You can make the wall up to 30 feet long, 10 feet high, and 1-foot-thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1-foot-thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Whenever a creature passes through the wall, it must make a Strength saving throw to push through. On a failed save, the target takes 6d6 psychic damage, or half as much on a success. A creature who ends its turn inside the wall, or enters it for the first time on a turn, takes 6d6 psychic damage.

The wall extends into the Ethereal Plane, affecting creatures there.

At Higher Levels. When you cast this spell using spell slot of 5th level or higher, both kinds of damage this spell inflicts increase by 1d6 for each spell slot level above 4th.

Watery Sphere

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a drop of water)
  • Duration: Concentration, up to a minute
  • Classes: Æthera, Druid, Sorcerer, Warden, Wizard
  • Origin: Elemental Evil

You conjure up a sphere of water with a 10-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.

Winter's Fang

4th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Warden
  • Origin: Jack Weighill

You freeze the water in the air around a target creature within range, forming a pair of icy fangs that snap shut, breaking off its frozen teeth inside the target’s body. The target creature must succeed on a Dexterity saving throw, suffering 3d8 piercing damage, plus 4d6 cold damage on a failure, and half damage on a success.

Additionally, a creature that fails its saving throw takes 1d8 cold damage at the start of each of its turns until it uses its action to pull the icy fangs from its body.

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