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<title>Abhorrent Apparition</title>
</head>
<body>
<h1>Abhorrent Apparition</h1>
<ul>
<li><strong>Level</strong>: 4 illusion</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: M (a gourd with a face carved on it)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/abhorrent-apparition.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
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li {
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<title>Accelerate</title>
</head>
<body>
<h1>Accelerate</h1>
<ul>
<li><strong>Level</strong>: 3 transmutation</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a toy top)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Choose up to three willing creatures within range, which can include you. For the duration of the spell, each targets walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/accelerate.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
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th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
#monsterTable td:nth-child(4),
#monsterTable th:nth-child(4) {
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<title>Acid Gate</title>
</head>
<body>
<h1>Acid Gate</h1>
<ul>
<li><strong>Level</strong>: 7 conjuration</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S, M (a vial of acid and a polished silver mirror worth 125 gp)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizards tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesnt exist or is inaccessible, the spell automatically fails and the gate doesnt form.</p>
<p>Any creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it cant be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/acid-gate.md">Markdown Format</a></p>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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table {
border-collapse: collapse;
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padding: 5px;
text-align: left;
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#monsterTable th:nth-child(4) {
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<title>Acid Rain</title>
</head>
<body>
<h1>Acid Rain</h1>
<ul>
<li><strong>Level</strong>: 5 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 150 feet</li>
<li><strong>Components</strong>: V, S, M (a drop of acid)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/acid-rain.md">Markdown Format</a></p>
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body {
max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
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border: 1px solid black;
padding: 5px;
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<title>Adjust Position</title>
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<body>
<h1>Adjust Position</h1>
<ul>
<li><strong>Level</strong>: 1 transmutation</li>
<li><strong>Classes</strong>: Bard, Cleric, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 Feet</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/adjust-position.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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padding: 5px;
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<title>Afflict Line</title>
</head>
<body>
<h1>Afflict Line</h1>
<ul>
<li><strong>Level</strong>: 9 necromancy</li>
<li><strong>Classes</strong>: Cleric, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 hour</li>
<li><strong>Range</strong>: 1 mile</li>
<li><strong>Components</strong>: V, S, M (a statuette carved in the likeness of the victim worth 1,250 gp)</li>
<li><strong>Duration</strong>: Permanent; one generation</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the targets firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the targets firstborn has already died, the curse passes to the targets next oldest offspring.</p>
<p><strong>Ritual Focus.</strong> If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the familys lineage until one of them successfully saves against the curse and throws off your dark magic.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/afflict-line.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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p, li {
line-height: 1.5em;
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ul, ol {
padding-left: 20px;
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li {
margin-left: 0; /* Remove margin from li */
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table {
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<title>Agonizing Mark</title>
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<body>
<h1>Agonizing Mark</h1>
<ul>
<li><strong>Level</strong>: 1 evocation</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 90 feet</li>
<li><strong>Components</strong>: S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/agonizing-mark.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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<title>Alchemical Form</title>
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<body>
<h1>Alchemical Form</h1>
<ul>
<li><strong>Level</strong>: 6 transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a vial of acid, poison, or alchemist's fire)</li>
<li><strong>Duration</strong>: 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:
* you are immune to acid and poison damage and to the poisoned and stunned conditions;
* you have resistance to nonmagical fire, piercing, and slashing damage;
* you cant speak, cast spells, use items or weapons, or manipulate objects;
* your gear melds into your body and reappears when the spell ends;
* you don't need to breathe;
* your speed is 20 feet;
* your size doesnt change, but you can move through and between obstructions as if you were two size categories smaller; and
* you gain the following action: <strong>Melee Weapon Attack:</strong> spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; <strong>Hit:</strong> 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/alchemical-form.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
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padding: 5px;
text-align: left;
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#monsterTable th:nth-child(4) {
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<title>Ale-dritch Blast</title>
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<body>
<h1>Ale-dritch Blast</h1>
<ul>
<li><strong>Level</strong>: Cantrip Conjuration</li>
<li><strong>Classes</strong>: Bard, Druid, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.</p>
<p><strong>Cantrip Upgrade.</strong> The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/ale-dritch-blast.md">Markdown Format</a></p>
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max-width: 700px;
margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
th, td {
border: 1px solid black;
padding: 5px;
text-align: left;
}
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#monsterTable th:nth-child(4) {
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<title>Ally Aegis</title>
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<body>
<h1>Ally Aegis</h1>
<ul>
<li><strong>Level</strong>: 6 abjuration</li>
<li><strong>Classes</strong>: Bard, Cleric, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: 1 round</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemys spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/ally-aegis.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
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border: 1px solid black;
padding: 5px;
text-align: left;
}
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#monsterTable th:nth-child(4) {
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<title>Alone</title>
</head>
<body>
<h1>Alone</h1>
<ul>
<li><strong>Level</strong>: 3 enchantment</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/alone.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
p, li {
line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
}
li {
margin-left: 0; /* Remove margin from li */
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table {
border-collapse: collapse;
}
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border: 1px solid black;
padding: 5px;
text-align: left;
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<title>Alter Arrows Fortune</title>
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<body>
<h1>Alter Arrows Fortune</h1>
<ul>
<li><strong>Level</strong>: 1 divination</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Ranger, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when an enemy makes a ranged attack that hits</li>
<li><strong>Range</strong>: 100 feet</li>
<li><strong>Components</strong>: S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemys aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/alter-arrows-fortune.md">Markdown Format</a></p>
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<title>Altheas Travel Tent</title>
</head>
<body>
<h1>Altheas Travel Tent</h1>
<ul>
<li><strong>Level</strong>: 2 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 5 minutes</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a canvas tent)</li>
<li><strong>Duration</strong>: 8 hours</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/altheas-travel-tent.md">Markdown Format</a></p>
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<title>Amplify Gravity</title>
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<body>
<h1>Amplify Gravity</h1>
<ul>
<li><strong>Level</strong>: 7 transmutation</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 100 feet</li>
<li><strong>Components</strong>: V, S, M (a piece of lead)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/amplify-gravity.md">Markdown Format</a></p>
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<title>Analyze Device</title>
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<body>
<h1>Analyze Device</h1>
<ul>
<li><strong>Level</strong>: 1 divination</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 hour</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a set of clockworkers tools)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/analyze-device.md">Markdown Format</a></p>
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<title>Ancestors Strength</title>
</head>
<body>
<h1>Ancestors Strength</h1>
<ul>
<li><strong>Level</strong>: 1 transmutation</li>
<li><strong>Classes</strong>: Cleric, Druid, Paladin</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 8 hours</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/ancestors-strength.md">Markdown Format</a></p>
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<title>Anchoring Rope</title>
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<h1>Anchoring Rope</h1>
<ul>
<li><strong>Level</strong>: 1 evocation</li>
<li><strong>Classes</strong>: Bard, Druid, Ranger</li>
<li><strong>Casting Time</strong>: 1 action, or 1 reaction that you take while falling</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: 5 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair cant be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/anchoring-rope.md">Markdown Format</a></p>
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<title>Ancient Shade</title>
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<h1>Ancient Shade</h1>
<ul>
<li><strong>Level</strong>: 5 necromancy</li>
<li><strong>Classes</strong>: Cleric, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 10 feet</li>
<li><strong>Components</strong>: V, S, M (burning candles of planar origin worth 500 gp)</li>
<li><strong>Duration</strong>: 10 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.</p>
<p>Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesnt return the creatures soul to its body, only its animating spirit. Thus, the corpse cant learn new information, doesnt comprehend anything that has happened since it died, and cant speculate about future events.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/ancient-shade.md">Markdown Format</a></p>
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<title>Angelic Guardian</title>
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<body>
<h1>Angelic Guardian</h1>
<ul>
<li><strong>Level</strong>: 1 conjuration</li>
<li><strong>Classes</strong>: Cleric, Paladin, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.</p>
<p>Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/angelic-guardian.md">Markdown Format</a></p>
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<title>Animate Ghoul</title>
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<h1>Animate Ghoul</h1>
<ul>
<li><strong>Level</strong>: 2 necromancy</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/animate-ghoul.md">Markdown Format</a></p>
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<title>Animate Greater Undead</title>
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<h1>Animate Greater Undead</h1>
<ul>
<li><strong>Level</strong>: 6 necromancy</li>
<li><strong>Classes</strong>: Cleric, Wizard</li>
<li><strong>Casting Time</strong>: 1 hour</li>
<li><strong>Range</strong>: 15 feet</li>
<li><strong>Components</strong>: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p><strong>Animate greater undead</strong> creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.</p>
<p>The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.</p>
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<title>Animated Scroll</title>
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<h1>Animated Scroll</h1>
<ul>
<li><strong>Level</strong>: Cantrip Transmutation</li>
<li><strong>Classes</strong>: Druid, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (intricately folded paper or parchment)</li>
<li><strong>Duration</strong>: 24 hours</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.</p>
<p><strong>Cantrip Upgrade.</strong> The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).</p>
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<title>Anticipate Arcana</title>
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<h1>Anticipate Arcana</h1>
<ul>
<li><strong>Level</strong>: 3 divination</li>
<li><strong>Classes</strong>: Cleric, Paladin, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when an enemy you can see casts a spell</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Your foresight gives you an instant to ready your defenses against a magical attack. When you cast <strong>anticipate arcana</strong>, you have advantage on saving throws against spells and other magical effects until the start of your next turn.</p>
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<title>Anticipate Attack</title>
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<h1>Anticipate Attack</h1>
<ul>
<li><strong>Level</strong>: 2 divination</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when you are attacked but before the attack roll is made</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attacks range, are in a space that's impossible for the attack to hit, or cant be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.</p>
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<title>Anticipate Weakness</title>
</head>
<body>
<h1>Anticipate Weakness</h1>
<ul>
<li><strong>Level</strong>: 1 divination</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 bonus action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>With a quick glance into the future, you pinpoint where a gap is about to open in your foes defense, and then you strike. After casting <strong>anticipate weakness</strong>, you have advantage on attack rolls until the end of your turn.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/anticipate-weakness.md">Markdown Format</a></p>
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<title>Arcane Sight</title>
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<body>
<h1>Arcane Sight</h1>
<ul>
<li><strong>Level</strong>: 8 divination</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a piece of clear quartz)</li>
<li><strong>Duration</strong>: Concentration, up to 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>The recipient of this spell gains the benefits of both true seeing and detect magic until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spells duration.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/arcane-sight.md">Markdown Format</a></p>
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<title>As You Were</title>
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<body>
<h1>As You Were</h1>
<ul>
<li><strong>Level</strong>: 2 necromancy</li>
<li><strong>Classes</strong>: Cleric, Wizard</li>
<li><strong>Casting Time</strong>: 1 minute</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a piece of flesh from a creature of the targets race)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When cast on a dead or undead body, <strong>as you were</strong> returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.</p>
<p>If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpses appearance is restored to that of a healthy, uninjured (albeit dead) person.</p>
<p>If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.</p>
<p>This spell doesnt confer the ability to speak on undead that normally cant speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.</p>
<p>The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.</p>
<p>If this spell is cast on an undead creature that isnt your ally or under your control, it makes a Charisma saving throw to resist the effect.</p>
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<title>Ashen Memories</title>
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<body>
<h1>Ashen Memories</h1>
<ul>
<li><strong>Level</strong>: 2 divination</li>
<li><strong>Classes</strong>: Bard, Cleric, Wizard</li>
<li><strong>Casting Time</strong>: 1 minute</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/ashen-memories.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
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line-height: 1.5em;
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<title>Aspect of the Dragon</title>
</head>
<body>
<h1>Aspect of the Dragon</h1>
<ul>
<li><strong>Level</strong>: 7 transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a dragon scale)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.</p>
<p>You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesnt reduce your normal form to 0 hit points, you arent knocked unconscious.</p>
<p>You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.</p>
<p>When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesnt change shape or size to match the new form. Any equipment that the new form cant wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/aspect-of-the-dragon.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
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ul, ol {
padding-left: 20px;
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border-collapse: collapse;
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padding: 5px;
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<title>Aspect of the Serpent</title>
</head>
<body>
<h1>Aspect of the Serpent</h1>
<ul>
<li><strong>Level</strong>: 3 transmutation</li>
<li><strong>Classes</strong>: Druid, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a dried snakeskin)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.</p>
<p>As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.</p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
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line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
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li {
margin-left: 0; /* Remove margin from li */
}
table {
border-collapse: collapse;
}
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border: 1px solid black;
padding: 5px;
text-align: left;
}
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<title>Aura of Protection or Destruction</title>
</head>
<body>
<h1>Aura of Protection or Destruction</h1>
<ul>
<li><strong>Level</strong>: 3 abjuration</li>
<li><strong>Classes</strong>: Cleric, Paladin</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self (30-foot radius)</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/aura-of-protection-or-destruction.md">Markdown Format</a></p>
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margin: auto;
font-size: 18px;
font-family: sans-serif;
padding: 10px;
}
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line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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border: 1px solid black;
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<title>Auspicious Warning</title>
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<body>
<h1>Auspicious Warning</h1>
<ul>
<li><strong>Level</strong>: 1 enchantment</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.</p>
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line-height: 1.5em;
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padding-left: 20px;
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<title>Avoid Grievous Injury</title>
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<body>
<h1>Avoid Grievous Injury</h1>
<ul>
<li><strong>Level</strong>: 1 divination</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when you are struck by a critical hit</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.</p>
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margin: auto;
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font-family: sans-serif;
padding: 10px;
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line-height: 1.5em;
}
ul, ol {
padding-left: 20px;
margin-left: 0;
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<title>Avronins Astral Assembly</title>
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<body>
<h1>Avronins Astral Assembly</h1>
<ul>
<li><strong>Level</strong>: 6 necromancy</li>
<li><strong>Classes</strong>: Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 10 minutes</li>
<li><strong>Range</strong>: Unlimited</li>
<li><strong>Components</strong>: V, M (a spool of fine copper wire and a gem worth at least 100 gp for each target)</li>
<li><strong>Duration</strong>: Concentration, up to 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.</p>
<p>When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.</p>
<p>A creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.</p>
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margin: auto;
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font-family: sans-serif;
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line-height: 1.5em;
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ul, ol {
padding-left: 20px;
margin-left: 0;
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margin-left: 0; /* Remove margin from li */
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border-collapse: collapse;
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border: 1px solid black;
padding: 5px;
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<title>Awaken Object</title>
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<body>
<h1>Awaken Object</h1>
<ul>
<li><strong>Level</strong>: 8 transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 8 hours</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a ruby worth at least 1,000 gp, which the spell consumes)</li>
<li><strong>Duration</strong>: Permanent</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.</p>
<p>An awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.</p>
<p>An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.</p>
<table>
<thead>
<tr>
<th>Size</th>
<th>HP</th>
<th>AC</th>
<th>Attack</th>
<th>Str</th>
<th>Dex</th>
<th>Con</th>
<th>Int</th>
<th>Wis</th>
<th>Cha</th>
</tr>
</thead>
<tbody>
<tr>
<td>T</td>
<td>20</td>
<td>18</td>
<td>+8 to hit, 1d4 + 4 damage</td>
<td>4</td>
<td>18</td>
<td>10</td>
<td>2d6</td>
<td>2d6</td>
<td>2d6</td>
</tr>
<tr>
<td>S</td>
<td>25</td>
<td>16</td>
<td>+6 to hit, 1d8 + 2 damage</td>
<td>6</td>
<td>14</td>
<td>10</td>
<td>3d6</td>
<td>2d6</td>
<td>2d6</td>
</tr>
<tr>
<td>M</td>
<td>40</td>
<td>13</td>
<td>+5 to hit, 2d6 + 1 damage</td>
<td>10</td>
<td>12</td>
<td>10</td>
<td>3d6</td>
<td>3d6</td>
<td>2d6</td>
</tr>
<tr>
<td>L</td>
<td>50</td>
<td>10</td>
<td>+6 to hit, 2d10 + 2 damage</td>
<td>14</td>
<td>10</td>
<td>10</td>
<td>3d6</td>
<td>3d6</td>
<td>2d6 + 2</td>
</tr>
</tbody>
</table>
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<title>Bad Timing</title>
</head>
<body>
<h1>Bad Timing</h1>
<ul>
<li><strong>Level</strong>: 2 divination</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.</p>
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<title>Batsense</title>
</head>
<body>
<h1>Batsense</h1>
<ul>
<li><strong>Level</strong>: 2 transmutation</li>
<li><strong>Classes</strong>: Bard, Druid, Ranger, Sorcerer</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a bit of fur from a bats ear)</li>
<li><strong>Duration</strong>: 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.</p>
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<title>Become Nightwing</title>
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<body>
<h1>Become Nightwing</h1>
<ul>
<li><strong>Level</strong>: 6 enchantment</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a crows eye)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.</p>
<p><strong><em>Nightwing Breath (Recharge 46).</em></strong> You exhale shadowsubstance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.</p>
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<title>Beguiling Bet</title>
</head>
<body>
<h1>Beguiling Bet</h1>
<ul>
<li><strong>Level</strong>: 2 enchantment</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.</p>
<p>The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.</p>
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<title>Benediction</title>
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<body>
<h1>Benediction</h1>
<ul>
<li><strong>Level</strong>: Cantrip Abjuration</li>
<li><strong>Classes</strong>: Cleric, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.</p>
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<title>Bestial Fury</title>
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<body>
<h1>Bestial Fury</h1>
<ul>
<li><strong>Level</strong>: 2 enchantment</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the targets attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target cant be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.</p>
<p>This spell has no effect on undead or constructs.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.</p>
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<title>Binding Oath</title>
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<body>
<h1>Binding Oath</h1>
<ul>
<li><strong>Level</strong>: 4 necromancy</li>
<li><strong>Classes</strong>: Bard, Cleric, Paladin</li>
<li><strong>Casting Time</strong>: 10 minutes</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Until dispelled</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.</p>
<p>The curse effect of binding oath cant be dismissed by dispel magic, but it can be removed with dispel evil and goodremove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast <strong>binding oath</strong>. Depending on the nature of the oath, one creatures breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.</p>
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<title>Biting Arrow</title>
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<h1>Biting Arrow</h1>
<ul>
<li><strong>Level</strong>: Cantrip Evocation</li>
<li><strong>Classes</strong>: Druid, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, M (an arrow or a thrown weapon)</li>
<li><strong>Duration</strong>: 1 round</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapons range, and the attack is made with disadvantage if the target is in the weapons long range.</p>
<p>If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends.</p>
<p><strong>Cantrip Upgrade.</strong> The spells damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).</p>
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<title>Bitter Chains</title>
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<body>
<h1>Bitter Chains</h1>
<ul>
<li><strong>Level</strong>: 2 transmutation</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a spiked metal ring)</li>
<li><strong>Duration</strong>: 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.</p>
<p>The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.</p>
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<title>Black Goats Blessing</title>
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<body>
<h1>Black Goats Blessing</h1>
<ul>
<li><strong>Level</strong>: Cantrip Enchantment</li>
<li><strong>Classes</strong>: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: 1 round</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the AllMother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.</p>
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margin: auto;
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<title>Black Hand</title>
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<h1>Black Hand</h1>
<ul>
<li><strong>Level</strong>: 4 necromancy</li>
<li><strong>Classes</strong>: Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.</p>
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<title>Black Ribbons</title>
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<h1>Black Ribbons</h1>
<ul>
<li><strong>Level</strong>: 1 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 40 feet</li>
<li><strong>Components</strong>: V, S, M (a piece of ribbon)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it cant be restrained again by the ribbons, but its still affected by the difficult terrain.</p>
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<title>Black Sunshine</title>
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<body>
<h1>Black Sunshine</h1>
<ul>
<li><strong>Level</strong>: 8 illusion</li>
<li><strong>Classes</strong>: Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self (60-foot radius)</li>
<li><strong>Components</strong>: V, M (a discolored pearl, which the spell consumes)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.</p>
<p>The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
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<title>Black Swan Storm</title>
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<body>
<h1>Black Swan Storm</h1>
<ul>
<li><strong>Level</strong>: 2 evocation</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S, M (a feather from a black swan)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cubes area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.</p>
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<title>Black Well</title>
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<h1>Black Well</h1>
<ul>
<li><strong>Level</strong>: 6 necromancy</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 300 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the wells otherdimensional space at one time. When the spells duration ends, all creatures inside it tumble out in a heap, landing prone.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.</p>
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<title>Blade of my Brother</title>
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<h1>Blade of my Brother</h1>
<ul>
<li><strong>Level</strong>: 4 transmutation</li>
<li><strong>Classes</strong>: Cleric, Paladin</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (melee weapon owned by a dead ally of the target)</li>
<li><strong>Duration</strong>: Concentration, up to 4 rounds</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that allys space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.</p>
<p>The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapons inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.</p>
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<title>Blade of Wrath</title>
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<h1>Blade of Wrath</h1>
<ul>
<li><strong>Level</strong>: 3 evocation</li>
<li><strong>Classes</strong>: Cleric, Paladin, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 bonus action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a rebuke of evil, written in Celestial)</li>
<li><strong>Duration</strong>: Concentration, up to 10 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action.</p>
<p>You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.</p>
<p>The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.</p>
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<title>Blazing Chariot</title>
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<h1>Blazing Chariot</h1>
<ul>
<li><strong>Level</strong>: 5 conjuration</li>
<li><strong>Classes</strong>: Cleric, Paladin, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S, M (a small golden wheel worth 250 gp)</li>
<li><strong>Duration</strong>: 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-footsquare space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.</p>
<p>On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creatures space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.</p>
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<title>Bleating Call</title>
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<h1>Bleating Call</h1>
<ul>
<li><strong>Level</strong>: 2 enchantment</li>
<li><strong>Classes</strong>: Bard, Ranger, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 90 feet</li>
<li><strong>Components</strong>: S, M (a bit of fur or hair from a young beast or humanoid)</li>
<li><strong>Duration</strong>: 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You create a sound on a point within range. The sounds volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.</p>
<p>Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spells effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.</p>
<p>Creatures that cant be charmed are immune to this spell.</p>
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<title>Bleed</title>
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<h1>Bleed</h1>
<ul>
<li><strong>Level</strong>: 1 necromancy</li>
<li><strong>Classes</strong>: Ranger, Warlock</li>
<li><strong>Casting Time</strong>: 1 bonus action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a drop of blood)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).</p>
<p>Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.</p>
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<title>Bless the Dead</title>
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<h1>Bless the Dead</h1>
<ul>
<li><strong>Level</strong>: Cantrip Abjuration</li>
<li><strong>Classes</strong>: Cleric, Druid, Warlock</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from <strong>bless the dead</strong> cant become undead. The spell has no effect on living creatures or the undead.</p>
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<title>Blessed Halo</title>
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<h1>Blessed Halo</h1>
<ul>
<li><strong>Level</strong>: 2 evocation</li>
<li><strong>Classes</strong>: Cleric, Paladin, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.</p>
<p>This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spells duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see.</p>
<p>Additionally, you have advantage on Charisma checks made against good creatures within 20 feet.</p>
<p>If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the spells pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.</p>
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<title>Blizzard</title>
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<h1>Blizzard</h1>
<ul>
<li><strong>Level</strong>: 7 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 100 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.</p>
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<title>Blood and Steel</title>
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<h1>Blood and Steel</h1>
<ul>
<li><strong>Level</strong>: 4 transmutation</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast this spell, you cut your hand and take 1d4 slashing damage that cant be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.</p>
<p>While the construct 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 the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesnt receive further direction from you, it defends itself.</p>
<p>You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you havent ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.</p>
<p>Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.</p>
<p>If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spells duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a 5thlevel 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.</p>
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<title>Blood Armor</title>
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<h1>Blood Armor</h1>
<ul>
<li><strong>Level</strong>: 3 necromancy</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 bonus action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S (you must have just struck a foe with a melee weapon)</li>
<li><strong>Duration</strong>: 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you strike a foe with a melee weapon attack, you can immediately cast <strong>blood armor</strong> as a bonus action. The foe you struck must contain blood; if the target doesnt bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spells duration. This armor has no Strength requirement, doesnt hinder spellcasting, and doesnt incur disadvantage on Dexterity (Stealth) checks.</p>
<p>If the creature you struck was a celestial, <strong>blood armor</strong> also grants you advantage on Charisma saving throws for the duration of the spell.</p>
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<title>Blood Lure</title>
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<h1>Blood Lure</h1>
<ul>
<li><strong>Level</strong>: 2 enchantment</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 10 feet</li>
<li><strong>Components</strong>: V, S, M (a container or pool of blood)</li>
<li><strong>Duration</strong>: 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.</p>
<p>Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.</p>
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<title>Blood Offering</title>
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<h1>Blood Offering</h1>
<ul>
<li><strong>Level</strong>: 3 necromancy</li>
<li><strong>Classes</strong>: Druid, Ranger, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 minute</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You touch the corpse of a creature that isnt undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.</p>
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<title>Blood Puppet</title>
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<h1>Blood Puppet</h1>
<ul>
<li><strong>Level</strong>: 4 transmutation</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 100 feet</li>
<li><strong>Components</strong>: V, M (a drop of blood from the target)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>With a sample of its blood, you are able to magically control a creatures actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. 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 doesnt receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.</p>
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<title>Blood Scarab</title>
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<h1>Blood Scarab</h1>
<ul>
<li><strong>Level</strong>: 1 necromancy</li>
<li><strong>Classes</strong>: Cleric, Warlock</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, M (a drop of the casters blood, and the exoskeleton of a scarab beetle)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Your blood is absorbed into the beetles exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.</p>
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<title>Blood Spoor</title>
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<h1>Blood Spoor</h1>
<ul>
<li><strong>Level</strong>: 4 divination</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a drop of the quarrys blood)</li>
<li><strong>Duration</strong>: Concentration, up to 10 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>By touching a drop of your quarrys blood (spilled or drawn within the past hour), you can follow the creatures trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.</p>
<p>If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but <strong>blood spoor</strong> picks up the trail again if the caster moves to the same plane as the quarry before the spells duration expires.</p>
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<title>Blood Tide</title>
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<h1>Blood Tide</h1>
<ul>
<li><strong>Level</strong>: Cantrip Necromancy</li>
<li><strong>Classes</strong>: Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 25 feet</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: 4 rounds</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a 2 penalty on the creatures Intelligence, Charisma, and Wisdom checks. <strong>Blood tide</strong> has no effect on undead or constructs.</p>
<p>A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.</p>
<p>A cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.</p>
<p><strong>Cantrip Upgrade.</strong> The spells duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.</p>
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<title>Blood to Acid</title>
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<h1>Blood to Acid</h1>
<ul>
<li><strong>Level</strong>: 9 transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isnt stunned.</p>
<p>Creatures without blood, such as constructs and plants, are not affected by this spell. If <strong>blood to acid</strong> is cast on a creature composed mainly of blood, such as a blood elemental or a blood zombie, the creature is slain by the spell if its saving throw fails.</p>
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<title>Bloodhound</title>
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<h1>Bloodhound</h1>
<ul>
<li><strong>Level</strong>: 1 transmutation</li>
<li><strong>Classes</strong>: Druid, Ranger, Sorceror, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a drop of ammonia)</li>
<li><strong>Duration</strong>: 8 hours</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to follow tracks.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.</p>
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<title>Bloodshot</title>
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<h1>Bloodshot</h1>
<ul>
<li><strong>Level</strong>: 2 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 40 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.</p>
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<title>Bloody Hands</title>
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<h1>Bloody Hands</h1>
<ul>
<li><strong>Level</strong>: 1 necromancy</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spells duration.</p>
<p>Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.</p>
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<title>Bloody Smite</title>
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<body>
<h1>Bloody Smite</h1>
<ul>
<li><strong>Level</strong>: 1 necromancy</li>
<li><strong>Classes</strong>: Cleric, Druid, Ranger, Wizard</li>
<li><strong>Casting Time</strong>: 1 bonus action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>The next time during the spells duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it cant speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.</p>
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<title>Bloom</title>
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<h1>Bloom</h1>
<ul>
<li><strong>Level</strong>: 8 conjuration</li>
<li><strong>Classes</strong>: Cleric, Druid, Wizard</li>
<li><strong>Casting Time</strong>: 1 hour</li>
<li><strong>Range</strong>: 1 mile</li>
<li><strong>Components</strong>: V, S, M (a silver acorn worth 500 gp, which is consumed in the casting)</li>
<li><strong>Duration</strong>: 1 year</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.</p>
<p>Choose one of the following effects, which appears and grows immediately:
* A field planted with vegetables of your choice, ready for harvest.
* A thick forest of stout trees and ample undergrowth.
* A grassland with wildflowers and fodder for grazing.
* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.
Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. <strong>Bloom</strong> counters the effects of a desolation spell.</p>
<p><strong><em>Ritual Focus.</em></strong> If you expend your ritual focus, the duration becomes permanent.</p>
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<title>Boiling Blood</title>
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<h1>Boiling Blood</h1>
<ul>
<li><strong>Level</strong>: 4 necromancy</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S, M (a vial of blood)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You cause the blood within a creatures body to boil with supernatural heat. Choose one creature that you can see within range that isnt a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> 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.</p>
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<title>Boiling Oil</title>
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<h1>Boiling Oil</h1>
<ul>
<li><strong>Level</strong>: 2 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S, M (a vial of oil)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesnt fall prone.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.</p>
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<title>Bolster Undead</title>
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<body>
<h1>Bolster Undead</h1>
<ul>
<li><strong>Level</strong>: 1 necromancy</li>
<li><strong>Classes</strong>: Cleric, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S, M (a sprinkle of unholy water)</li>
<li><strong>Duration</strong>: 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.</p>
<p>Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.</p>
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<title>Booster Shot</title>
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<h1>Booster Shot</h1>
<ul>
<li><strong>Level</strong>: 3 evocation</li>
<li><strong>Classes</strong>: Ranger, Sorcerer, Warlock</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell.</p>
<table>
<thead>
<tr>
<th>D6</th>
<th>EFFECT</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>2d10 acid damage to all creatures within 10 feet of the target</td>
</tr>
<tr>
<td>2</td>
<td>2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target</td>
</tr>
<tr>
<td>3</td>
<td>2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon users next turn</td>
</tr>
<tr>
<td>4</td>
<td>2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon</td>
</tr>
<tr>
<td>5</td>
<td>2d10 force damage to the target, and the target is pushed 20 feet</td>
</tr>
<tr>
<td>6</td>
<td>2d10 psychic damage to the target, and the target is stunned until the start of the weapon users next turn</td>
</tr>
</tbody>
</table>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.</p>
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<title>Boreass Breath</title>
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<h1>Boreass Breath</h1>
<ul>
<li><strong>Level</strong>: 2 transmutation</li>
<li><strong>Classes</strong>: Cleric, Druid, Ranger, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.</p>
<p>Creatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.</p>
<p>Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.</p>
<p>The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.</p>
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<title>Bottled Arcana</title>
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<h1>Bottled Arcana</h1>
<ul>
<li><strong>Level</strong>: 5 transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (an empty glass container)</li>
<li><strong>Duration</strong>: See below</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting <strong>bottled arcana</strong> and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.</p>
<p>As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spells description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). Dispel magic cast on the container targets <strong>bottled arcana</strong>, not the spell inside. If <strong>bottled arcana</strong> is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.</p>
<p>Until the spell in the container is released, its caster cant regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.</p>
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<title>Bottomless Stomach</title>
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<h1>Bottomless Stomach</h1>
<ul>
<li><strong>Level</strong>: 1 transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Concentration, up to 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesnt give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragons acidic spittle, but youd still be burned if you were caught in the dragons breath attack or if that bucket of acid were dumped over your head.</p>
<p>The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesnt need to all be of the same type, and different types dont mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.</p>
<p>At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.</p>
<p>When you stop concentrating on the spell, its duration expires, or its dispelled, the extradimensional reservoir and the liquid it contains cease to exist.</p>
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<title>Breathtaking Wind</title>
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<h1>Breathtaking Wind</h1>
<ul>
<li><strong>Level</strong>: 1 evocation</li>
<li><strong>Classes</strong>: Druid, Ranger, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.</p>
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<title>Breeze Compass</title>
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<h1>Breeze Compass</h1>
<ul>
<li><strong>Level</strong>: 3 divination</li>
<li><strong>Classes</strong>: Druid, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (a magnetized needle)</li>
<li><strong>Duration</strong>: Concentration, up to 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When you cast <strong>breeze compass</strong>, you must clearly imagine or mentally describe a location. It doesnt need to be a location youve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesnt avoid enemies or hostile creatures.</p>
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<title>Brimstone Infusion</title>
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<body>
<h1>Brimstone Infusion</h1>
<ul>
<li><strong>Level</strong>: Cantrip Transmutation</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (a flask of alchemist's fire and 5 gp worth of brimstone)</li>
<li><strong>Duration</strong>: 24 hours</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.</p>
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<title>Brittling</title>
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<body>
<h1>Brittling</h1>
<ul>
<li><strong>Level</strong>: 4 transmutation</li>
<li><strong>Classes</strong>: Cleric, Druid, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (an icicle)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The objects hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spells casting. If the object isnt shattered during this time, it reverts to the state it was in before the spell was cast.</p>
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<title>Broken Charge</title>
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<body>
<h1>Broken Charge</h1>
<ul>
<li><strong>Level</strong>: 1 enchantment</li>
<li><strong>Classes</strong>: Bard, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when an enemy approaches to within 5 feet of you</li>
<li><strong>Range</strong>: 10 feet</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foes course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.</p>
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<title>By the Light of the Moon</title>
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<body>
<h1>By the Light of the Moon</h1>
<ul>
<li><strong>Level</strong>: 2 divination</li>
<li><strong>Classes</strong>: Cleric, Druid, Ranger, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self (30-foot radius)</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/by-the-light-of-the-moon.md">Markdown Format</a></p>
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<title>By the Light of the Watchful Moon</title>
</head>
<body>
<h1>By the Light of the Watchful Moon</h1>
<ul>
<li><strong>Level</strong>: 4 divination</li>
<li><strong>Classes</strong>: Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 90 feet</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moons glow.</p>
<p>The glow does not make invisible creatures visible, but it does indicate an invisible creatures general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spells area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spells effect.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/by-the-light-of-the-watchful-moon.md">Markdown Format</a></p>
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<title>Call Shadow Mastiff</title>
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<h1>Call Shadow Mastiff</h1>
<ul>
<li><strong>Level</strong>: 3 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 60 feet</li>
<li><strong>Components</strong>: V, S, M (a dogs tooth)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You conjure a shadow mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.</p>
<p>The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.</p>
<p>The mastiff disappears when it drops to 0 hit points or when the spell ends.</p>
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<title>Calm of the Storm</title>
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<body>
<h1>Calm of the Storm</h1>
<ul>
<li><strong>Level</strong>: 3 abjuration</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S, M (an amethyst worth 250 gp, which the spell consumes)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/deep_magic_5e/calm-of-the-storm.md">Markdown Format</a></p>
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<title>Candles Insight</title>
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<h1>Candles Insight</h1>
<ul>
<li><strong>Level</strong>: 1 divination</li>
<li><strong>Classes</strong>: Bard, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 10 feet</li>
<li><strong>Components</strong>: V, S, M (a blessed candle)</li>
<li><strong>Duration</strong>: 10 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p><strong>Candles insight</strong> is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless its extinguished normally or by the spells effect. While the candle burns, the caster can question the spells target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes its true.</p>
<p><strong>Candles insight</strong> is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candles insight without the consent of the spells target is considered a serious breach of hospitality.</p>
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<title>Carmello-Voltas Irksome Preserves</title>
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<body>
<h1>Carmello-Voltas Irksome Preserves</h1>
<ul>
<li><strong>Level</strong>: 2 conjuration</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 30 feet</li>
<li><strong>Components</strong>: V, S, M (a small berry or a piece of fruit)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.</p>
<p>The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.</p>
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<title>Catapult</title>
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<h1>Catapult</h1>
<ul>
<li><strong>Level</strong>: 6 transmutation</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 400 feet</li>
<li><strong>Components</strong>: V, S, M (a small platinum lever and fulcrum worth 400 gp)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.</p>
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<title>Catch the Breath</title>
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<h1>Catch the Breath</h1>
<ul>
<li><strong>Level</strong>: 3 transmutation</li>
<li><strong>Classes</strong>: Bard, Cleric, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when you make a saving throw against a breath weapon attack</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You can cast this spell as a reaction when youre targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.</p>
<p>Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.</p>
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<title>Caustic Blood</title>
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<h1>Caustic Blood</h1>
<ul>
<li><strong>Level</strong>: 2 transmutation</li>
<li><strong>Classes</strong>: Druid, Ranger, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 reaction, which you take when an enemys attack deals piercing or slashing damage to you</li>
<li><strong>Range</strong>: Self (30-foot radius)</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.</p>
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<title>Caustic Torrent</title>
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<h1>Caustic Torrent</h1>
<ul>
<li><strong>Level</strong>: 8 conjuration</li>
<li><strong>Classes</strong>: Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self (60-foot line)</li>
<li><strong>Components</strong>: V, S, M (a chip of bone pitted by acid)</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you thats in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that dont breathe or that are immune to acid damage arent poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.</p>
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<title>Caustic Touch</title>
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<h1>Caustic Touch</h1>
<ul>
<li><strong>Level</strong>: Cantrip Evocation</li>
<li><strong>Classes</strong>: Cleric, Druid, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Instantaneous</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.</p>
<p><strong>Cantrip Upgrade.</strong> This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</p>
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<title>Celebration</title>
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<body>
<h1>Celebration</h1>
<ul>
<li><strong>Level</strong>: 7 enchantment</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 90 feet</li>
<li><strong>Components</strong>: V, S, M (a small party favor)</li>
<li><strong>Duration</strong>: 1 hour</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creatures agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.</p>
<p>The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.</p>
<p><strong><em>Ritual Focus.</em></strong> If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.</p>
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<title>Chains of the Goddess</title>
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<body>
<h1>Chains of the Goddess</h1>
<ul>
<li><strong>Level</strong>: 5 enchantment</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 90 feet</li>
<li><strong>Components</strong>: V, S, M (1 foot of iron chain)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.</p>
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<title>Chains of Torment</title>
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<body>
<h1>Chains of Torment</h1>
<ul>
<li><strong>Level</strong>: 4 conjuration</li>
<li><strong>Classes</strong>: Warlock, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S, M (an iron chain link dipped in blood)</li>
<li><strong>Duration</strong>: Concentration, up to 1 minute</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature thats restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.</p>
<p>As an action, you can scan the mind of the creature thats restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.</p>
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<title>Champions Weapon</title>
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<h1>Champions Weapon</h1>
<ul>
<li><strong>Level</strong>: 2 conjuration</li>
<li><strong>Classes</strong>: </li>
<li><strong>Casting Time</strong>: 1 bonus action</li>
<li><strong>Range</strong>: Self</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: Concentration, up to 10 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spells duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.</p>
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<title>Chaotic Form</title>
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<h1>Chaotic Form</h1>
<ul>
<li><strong>Level</strong>: 4 transmutation</li>
<li><strong>Classes</strong>: Bard, Sorcerer, Wizard</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: Touch</li>
<li><strong>Components</strong>: V, S</li>
<li><strong>Duration</strong>: 10 minutes</li>
<li><strong>Source</strong>: Deep Magic 5e</li>
</ul>
<p>You cause the form of a willing creature to become malleable, dripping and flowing according to the targets will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The targets movement is halved while it is affected by <strong>chaotic form</strong>.</p>
<p><strong>Using a Higher-Level Spell Slot.</strong> When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.</p>
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