Level 4 Spells

A-E

Arcane Eye (Maledictor, 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, Maledictor, 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, Maledictor, 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 section of the Second Ward. 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, Shaman, 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 (Shaman, 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 1d10 for each slot level above 4th.


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

You cloak the motions and sounds of your spellcasting with Illusion magic. For the duration, a creature must succeed on an intelligence save to indentify you as the source of a spell.


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

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.


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

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.
Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.


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

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

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

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.


Control Water (Cleric, Druid, Shaman, 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)

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.


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

A swirling coil of fierce wind rises around one creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 5d8 bludgeoning damage, you can choose to push it up to 15 feet in any direction, and if the target is Huge or smaller, it is thrown 30 feet up into the air. It remains aloft until the end of your next tum, at which point it falls unless it can stop the fall While held aloft by this spell a creature is restrained if it cannot fly.
On a successful saving throw, the target takes half damage and isn't pushed or launched into the air.


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

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


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

A low, dull hum spreads within a 30ft Radius Sphere centered on a point you choose within range. The hum spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature takes 10 thunder damage and must make a Constitution saving throw. On a failed save, the spell's damage is doubled next time the creature takes damage from it. An object in the spell's area that isn't being worn or carried is destroyed after a minute of being in the spell's area.


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

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.


Divination (Cleric, Shaman)
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)

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.


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

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

F-M

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

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.


Faithful Hound (Shaman, 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)

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.


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

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


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

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.


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)

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed, slowed, or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.


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

You point at one creature that you can see within range that is wearing armor. The target's armor becomes frosted and icy until the spell ends, protecting the target and granting it the following benefits while worn:

  • The target has resistance to cold damage.
  • The target has a +2 bonus to AC.
  • When the target is hit with a melee attack by an attacker within 5 feet of it, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next turn.


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

You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When the area appears, each creature in the area takes 2d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed on a Dexterity saving throw or fall prone.
In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that cannot be prone as if they are always prone instead. This spell only affects creatures that are on the ground


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

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


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

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


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

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


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

Your magic forces one willing creature that you can see within range to expend great energy as you kindle its body's natural healing processes for an instant. You can cure one poison or disease afflicting the target.
The target also gains one level of exhaustion and regains hit points equal to 25 + your spellcasting modifier (minimum +1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6) This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 2d6 for each slot level above 4th.


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

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.


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

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

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

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

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


Hallucinatory Terrain (Bard, Druid, Maledictor, Shaman, 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)

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.


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

A wave of nauseatingly hot air swirls briefly in a 5O-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion.
A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


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

With a word, you begin to glow with a circular aura of swirling light that sears and rebukes your foes. For the duration, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. When a creature ends its turn within 10 feet of you, you can force it to make a Constitution saving throw.
On a failed saving throw, it takes 3d6 radiant damage and it has disadvantage on any attack rolls made against you before the end of its next turn. On a success, a creature takes half damage and suffers no other effects.
Creatures of your choice within 10 feet of you have disadvantage on Wisdom (Perception) checks that rely on sight and on saving throws to maintain concentration.


Ice Storm (Druid, Shaman, 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)

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.


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

A burst of healing energy blooms into existence in a 15-foot radius sphere centered on a point you can see within range. Up to four creatures of your choice within the area each regain hit points equal to 2d6 + your spellcasting ability modifier. Any creature that has more than 0 hit points when it is affected by this spell also gains temporary hit points equal to your spellcasting ability modifier (minimum of one) This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the temporary hit points gained increases by 2 and the healing increases by 1d6 for each slot level above 4th.


Locate Creature (Bard, Cleric, Druid, Maledictor Paladin, Wizard)
Level: 4 Casting Time: 1 Action Divination
Range: Self Duration: 1 Hour (Concentration) Components: VSM (a bit of fur from a bloodhound)

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.


Lost Legacy (Bard, Cleric, Maledictor)
Level: 4 Casting Time: 1 Action Enchantment
Range: Touch Duration: 30 Days Components: VSM (a small locking container)

You inflict a powerful curse on a creature within range that causes others to quickly forget positive aspects of their interactions with the target. The target must make a Charisma saving throw. On a failure, creatures that would normally be friendly or helpful toward the target must succeed on a Wisdom Saving Throw each time they interact with the target, treating the target with indifference and suspicion on a failure for the duration. If a creature interacting with the target fails the save four times, it automatically fails any further saves for the duration of this spell on the target. Once this curse is removed, creatures coming back into contact with the target regain their pleasant memories of it.


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

You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3d10 slashing damage on a failed save, or half as much damage on a success.
The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw.
The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 4th.


Maroon (Maledictor, Shaman, Sorcerer, Warlock, Wizard)
Level: 4 Casting Time: 1 Action Conjuration
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 a random uninhabited island on the same plane of existence. The target must succeed on a Charisma saving throw or be marooned. 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 humanoid, when the spell ends the target remains there. 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.
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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Nature's Balance (Druid, Shaman)
Level: 4 Casting Time: 1 Action Transmutation
Range: Touch Duration: 1 Hour (Concentration) Components: VS

You touch a willing creature. For the duration, one of your ability scores of your choice decreases by 4, and the same ability score for the target increases by 4. You can't lower your ability score to less than 3, and you can't increase a target's ability score to more than 24. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the ability score change increases by 1 for each slot level above 4th.


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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


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

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.


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)

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

  • Sound can't pass through the barrier at the edge of the warded area.

The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

  • Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
  • Creatures in the area can't be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.

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


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

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.


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)

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.


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)

You hide a chest, and all its contents, on the Second Ward. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Second Ward by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.


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)

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.


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

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.


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

You create the image on an object, a creature, or some other visible phenomenon that is no larger than a 40-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatuers other than you can immediately identify as an illusion. As long as you believe in it, you may treat it as real. A creature other than you may make a wisdom save to attempt to believe in it, and are able to treat it as real on a successful save.


Speedy Courier (Shaman, 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)

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.


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

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


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

You launch a curling blast of scalding hot steam at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 11d4 fire damage and must succeed on a Constitution saving throw or become Blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.
Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn or until a wind of any speed disperses it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 2d4 for each slot level above 4th.


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

You cause up to four trees to magically sprout at locations of your choice that you can see on the ground within range. Each creature that is directly above one of the locations must make a Dexterity saving throw, as the trees suddenly grow to full size and form cages with their branches. On a success, a creature can use its reaction to move up to half its speed to an unoccupied space to escape the branches. If it does not, it is trapped by the branches of the growing tree.
Each creature trapped inside the branches is restrained and held at the top of the tree. A trapped creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
You decide each tree's height. They can be as short as 5 feet and as tall as 20 feet. The trunks of the trees are 3 feet wide. The trees are solid objects that provide cover, and the tops of the trees are lightly obscured by leaves. The insides of the branch cages are lined with poisonous leaves and vines. Once per turn when a trapped creature makes a weapon attack or fails an ability check to escape, it must succeed on a Constitution saving throw or take 3d6 poison damage.
When the spell ends, the trees vanish, and any creatures trapped inside are freed. A freed creature falls if it cannot fly or climb the tree using a climbing speed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of trees you can cause to sprout increases by one for each slot level above 4th.


Stone Shape (Cleric, Druid, Shaman, 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)

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


Stoneskin (Druid, Maledictor, Shaman, 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)

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


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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.


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

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.


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

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


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

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.


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

You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone.
Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by ld8 for each slot level above 4th.