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{| class="wikitable"
{| class="wikitable"
|+ Aura of Doom CC (Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
|+ Aura of Doom (Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Illusion
| Level: 4 || Casting Time: 1 Action || Illusion
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| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
|}
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.




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| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V
| Range: 30ft Moving Emanation || Duration: 10 Minutes (Concentration) || Components: V
|}
|}
Life-preserving energy radiates from you in an aura with a 30-foot radius.  Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.




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| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: V
| Range: 30ft Emanation || Duration: 10 Minutes (Concentration) || Components: V
|}
|}
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: Blinded, Burning, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Slowed, and Stunned.




{| class="wikitable"
{| class="wikitable"
|+ Aversion CC (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|+ Aversion (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
| Level: 4 || Casting Time: 1 Action || Enchantment
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| Range: 60ft || Duration: 10 Days || Components: V
| Range: 60ft || Duration: 10 Days || Components: V
|}
|}
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br>
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br>
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br>
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.




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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
|}
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.<br>
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br>
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.




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| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of tentacle from a giant octopus or a giant squid)
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a piece of tentacle from a giant octopus or a giant squid)
|}
|}
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.<br>
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.<br>
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.




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| Range: 30ft || Duration: Instant || Components: VS
| Range: 30ft || Duration: Instant || Components: VS
|}
|}
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.<br>
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.<br>
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.<br>
''At Higher Levels.'' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.




{| class="wikitable"
{| class="wikitable"
|+ Boulder Shot US (Sorcerer, Warlock, Wizard)
|+ Boulder Shot (Sorcerer, Warlock, Wizard)
|-
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
| Level: 4 || Casting Time: 1 Action || Transmutation
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| Range: 120ft || Duration: Instant || Components: VS
| Range: 120ft || Duration: Instant || Components: VS
|}
|}
You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, such as a floor, wall or ceiling. The surface must be at least 1 foot deep, or else the spell fails.<br>
When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage, falls prone, and is pushed 15 feet away from the boulder's originating point on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed. This spell attack ignores disadvantage from a target being Prone<br>
The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone.
This spell deals double damage to objects and structures.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d1O for each slot level above 4th.





Revision as of 17:32, 4 November 2022

Level 4 Spells

A-E

Arcane Eye (Wizard)
Level: 4 Casting Time: 1 Action Divination
Range: 30ft Duration: 1 Hour (Concentration) Components: VSM (a bit of bat fur)

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.


Aura of Doom (Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Illusion
Range: 15ft Moving Emanation Duration: 1 Minute (Concentration) Components: V

You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.


Aura of Life (Paladin)
Level: 4 Casting Time: 1 Action Necromancy
Range: 30ft Moving Emanation Duration: 10 Minutes (Concentration) Components: V

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


Aura of Purity (Paladin)
Level: 4 Casting Time: 1 Action Abjuration
Range: 30ft Emanation Duration: 10 Minutes (Concentration) Components: V

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: Blinded, Burning, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Slowed, and Stunned.


Aversion (Bard, Cleric, Druid, Paladin, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 10 Days Components: V

You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.


Banishment (Cleric, Paladin, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Abjuration
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (an item distasteful to the target worth at least 1CP)

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.


Black Tentacles (Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 90ft Duration: 1 Minute (Concentration) Components: VSM (a piece of tentacle from a giant octopus or a giant squid)

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.


Blight (Druid, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Necromancy
Range: 30ft Duration: Instant Components: VS

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Boulder Shot (Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Transmutation
Range: 120ft Duration: Instant Components: VS

You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, such as a floor, wall or ceiling. The surface must be at least 1 foot deep, or else the spell fails.
When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage, falls prone, and is pushed 15 feet away from the boulder's originating point on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed. This spell attack ignores disadvantage from a target being Prone
The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone. This spell deals double damage to objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d1O for each slot level above 4th.


Charlatan's Miraculum CC (Bard)
Level: 4 Casting Time: 1 Action Divination
Range: Self Duration: 10 Minutes Components: VS


Charm Monster (Bard, Druid, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Hour Components: VS


Compulsion (Bard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 30ft Duration: 1 Minute (Concentration) Components: VS


Confusion (Bard, Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 90ft Duration: 1 Minute (Concentration) Components: VSM (three nut shells)


Control Water (Cleric, Druid, Wizard)
Level: 4 Casting Time: 1 Action Transmutation
Range: 300ft Duration: 10 Minutes (Concentration) Components: VSM (a drop of water and a pinch of dust)


Cyclone US (Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Transmutation
Range: 120ft Duration: 1 Round Components: VS


Death Ward (Cleric, Paladin)
Level: 4 Casting Time: 1 Action Abjuration
Range: Touch Duration: 8 Hours Components: VS


Destructive Resonance CC (Bard)
Level: 4 Casting Time: 1 Action Evocation
Range: 120ft Duration: 10 Minutes (Concentration) Components: VS


Dimension Door (Bard, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 500ft Duration: Instant Components: V


Divination (Cleric)
Level: 4 Casting Time: 1 Action Divination
Range: Self Duration: Instant Components: VSM (incense and sacrificial offering together worth at least 25GP which the spell consumes)


Dominate Beast (Druid, Sorcerer)
Level: 4 Casting Time: 1 Action Enchantment
Range: 60ft Duration: 1 Minute (Concentration) Components: VS

F-M

Fabricate (Wizard)
Level: 4 Casting Time: 10 Minutes Transmutation
Range: 120ft Duration: Instant Components: VS


Faithful Hound (Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 30ft Duration: 8 Hours Components: VSM (a tiny silver whistle, a piece of bone, and a thread)


Find Greater Steed (Paladin)
Level: 4 Casting Time: 10 Minutes Conjuration
Range: 30ft Duration: Instant Components: VS


Fire Shield (Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: Self Duration: 10 Minutes Components: VSM (a bit of phosphorus or a firefly)


Freedom of Movement (Bard, Cleric, Druid)
Level: 4 Casting Time: 1 Action Abjuration
Range: Touch Duration: 1 Hour Components: VSM (a leather strap, bound around the arm or similar appendage)


Frost Armor US (Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 30ft Duration: 10 Minutes (Concentration) Components: VSM (a small crystal and a metal armlet)


Glistening Acid Slick US (Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 60ft Still Emanation Duration: 1 Minute (Concentration) Components: VS


Grasping Vine (Druid)
Level: 4 Casting Time: 1 Bonus Action Conjuration
Range: 30ft Duration: 1 Minute (Concentration) Components: VS


Gravity Sinkhole (Bard, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant Components: VSM (a black marble)


Greater Invisibility (Bard, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Illusion
Range: Touch Duration: 1 Minute (Concentration) Components: VS


Greater Renewal US (Bard, Cleric, Druid)
Level: 4 Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS


Guardian of Faith (Cleric)
Level: 4 Casting Time: 1 Action Conjuration
Range: 30ft Duration: 8 Hours Components: V


Guardian of Nature (Druid)
Level: 4 Casting Time: 1 Bonus Action Divination
Range: Self Duration: 1 Minute (Concentration) Components: V


Hallucinatory Terrain (Bard, Druid, Warlock, Wizard)
Level: 4 Casting Time: 10 Minutes Illusion
Range: 300ft Duration: 24 Hours Components: VSM (a tone, a twig, and a bit of green plant)


Heat Wave US (Druid, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 50ft Still Emanation Duration: Instant Components: VSM (a chunk of cast iron)


Holy Glare US (Cleric, Paladin)
Level: 4 Casting Time: 1 Bonus Action Evocation
Range: 10ft Moving Emanation Duration: 1 Minute (Concentration) Components: V


Ice Storm (Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 300ft Duration: Instant Components: VSM (a pinch of dust and a few drops of water)


Life Spring US (Cleric, Paladin)
Level: 4 Casting Time: 1 Action Necromancy
Range: 60ft Duration: Instant Components: VS


Locate Creature (Bard, Cleric, Druid, Paladin, Wizard)
Level: 4 Casting Time: 1 Action Divination
Range: Self Duration: 1 Hour (Concentration) Components: VSM (a bit of fur from a bloodhound)
Lost Legacy CC (Bard, Cleric)
Level: 4 Casting Time: 1 Action Divination
Range: 30ft Duration: Instant, 1 Minute (Concentration) Components: VSM ()


March of Blades US (Bard, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (any bladed weapon)


Maroon CC (Sorcerer, Warlock Wizard)
Level: 4 Casting Time: 1 Action Divination
Range: 60ft Duration: 1 Minute (Concentration) Components: VSM (an item distasteful to the target worth at least 1CP)

N-Z

Nature's Balance CC (Druid)
Level: 4 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VS


Phantasmal Killer (Wizard)
Level: 4 Casting Time: 1 Action Illusion
Range: 120ft Duration: 1 Minute (Concentration) Components: VS


Polymorph (Bard, Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Transmutation
Range: 60ft Duration: 1 Hour (Concentration) Components: VSM (a caterpillar cocoon)


Private Sanctum (Wizard)
Level: 4 Casting Time: 10 Minutes Abjuration
Range: 120ft Duration: 24 Hours Components: VSM (a third sheet of heat, a piece of opaque glass, a wad of cotton or cloth, and a powdered chrysolite)


Psychic Lance (Bard, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Enchantment
Range: 120ft Duration: Instant Components: V


Resilient Sphere (Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 30ft Duration: 1 Minute (Concentration) Components: VSM (a hemispherical piece of clear crystal and matching hemispherical piece of gum arabic)


Secret Chest (Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: Touch Duration: Instant Components: VSM (an exquisite chest, 3x2x2ft, constructed form rare materials worth at least 5,000GP, and a Tiny replica made from the same material worth at least 50GP)


Shadow of Moil (Warlock)
Level: 4 Casting Time: 1 Action Necromancy
Range: 10ft Moving Emanation Duration: Instant, 1 Minute (Concentration) Components: VSM (an undead eyeball encased in a gem worth at least 150GP)


Sickening Radiance (Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 120ft Duration: Instant, 10 Minutes (Concentration) Components: VS


Solipsism CC (Bard, Sorcerer, Warlock)
Level: 4 Casting Time: 1 Action Illusion
Range: 120ft Duration: 1 Round Components: VSM (a crushed button worth at least 1CP)


Speedy Courier (Warlock, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 10ft Duration: 10 Minutes Components: VSM (25GP, or mineral goods of equivalent value, which the spell consumes)


Staggering Smite (Paladin)
Level: 4 Casting Time: 1 Bonus Action Evocation
Range: Self Duration: 1 Minute (Concentration) Components: V


Steam Strike US (Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 60ft Duration: Instant Components: VS


Stockade Sprouts US (Druid)
Level: 4 Casting Time: 1 Action Conjuration
Range: 90ft Duration: 1 Hour (Concentration) Components: VSM (an acorn for each tree sprouted)


Stone Shape (Cleric, Druid, Wizard)
Level: 4 Casting Time: 1 Action Transmutation
Range: Touch Duration: Instant Components: VSM (soft clay, which must be worked into roughly the desired shape of the stone object)


Stoneskin (Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Abjuration
Range: Touch Duration: 1 Hour (Concentration) Components: VSM (diamond dust worth 100GP, which the spell consumes)


Storm Sphere (Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 150ft Duration: 1 Minute (Concentration) Components: VS


Vitriolic Sphere (Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 150ft Duration: Instant Components: VSM (a drop of giant slug bile)


Wall of Fire (Druid, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Evocation
Range: 120ft Duration: 1 Minute (Concentration) Components: VSM (a small piece of phosphorous)


Watery Sphere (Bard, Sorcerer, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
Range: 90ft Duration: 1 Minute (Concentration) Components: VSM (a droplet of water)


Wind Funnel US (Druid, Sorcerer, Warlock)
Level: 4 Casting Time: 1 Action Transmutation
Range: 60ft Emanated Cone Duration: Instant Components: VSM (an empty bottle with a stopper)