Arcane 4th Level Spells


Spell NameSchoolCasting TimeRangeDurationComponentsClass
Air BlastEvocation1 ActionSelf (30m Cylinder)Concentration, up to 1 minuteV, S, MSorcerer, Wizard
Arcane EyeDivination1 Action10mConcentration, up to 1 hourV, S, MWizard
BanishmentAbjuration1 Action20mConcentration, up to 1 minutesV, S, MSorcerer, Warlock, Wizard
BlightNecromancy1 Action10mInstantaneousV, SSorcerer, Warlock, Wizard
Charm MonsterEnchantment1 Action10m1 hourV, SBard, Sorcerer, Warlock, Wizard
CompulsionEnchantment1 Action10mConcentration, up to 1 minuteV, SBard, Warlock
ConfusionEnchantment1 Action30mConcentration, up to 1 minuteV, S, MBard, Sorcerer, Wizard
Conjure DemonConjuration1 Action20mUp to 10 minutesV, S, MSorcerer, Warlock, Wizard
Conjure ElementalsConjuration1 Minute30mUp to 1 hourV, SSorcerer, Wizard
Control WaterTransmutation1 Action100 mConcentration, up to 10 minutesV, S, MWizard
Dimension DoorConjuration1 Action150 mInstantaneousVBard, Sorcerer, Warlock, Wizard
DivinationDivination1 ActionSelfInstantaneousV, S, MWizard
Elemental BaneTransmutation1 Action30mConcentration, up to 1 minuteV, SWarlock, Wizard
FabricateTransmutation10 Minutes40mInstantaneousV, SWizard
Fire ShieldEvocation1 ActionSelf10 minutesV, S, MSorcerer, Wizard
Galder's Speedy CourierConjuration1 Action3 m10 minutesV, S, MWizard
Gravity SinkholeEvocation DG1 Action40mInstantaneousV, S, MWarlock, Wizard
Greater InvisibilityIllusion1 ActionTouchConcentration, up to 1 minuteV, SBard, Sorcerer, Wizard
Hallucinatory Natural TerrainIllusion10 Minutes100 m24 hoursV, S, MBard, Warlock, Wizard
Ice StormEvocation1 Action100 mInstantaneousV, S, MSorcerer, Wizard
Leomund's Secret ChestConjuration1 ActionTouchInstantaneousV, S, MWizard
Locate CreatureDivination1 ActionSelfConcentration, up to 1 hourV, S, MBard, Wizard
Obfuscating Sphere of JailingEvocation1 Action10mConcentration, up to 1 minuteV, S, MWizard
Phantasmal KillerIllusion1 Action40mConcentration, up to 1 minuteV, SBard, Wizard
PolymorphTransmutation1 Action20mConcentration, up to 1 hourV, S, MBard, Sorcerer, Wizard
Psychic LanceEnchantment1 Action40mInstantaneousVBard, Sorcerer, Warlock, Wizard
Shadow of MoilNecromancy1 ActionSelfConcentration, up to 1 minuteV, S, MWarlock
Sickening RadianceEvocation1 Action40mConcentration, up to 10 minutesV, SSorcerer, Warlock, Wizard
Sludge BombEvocation1 Action20mInstantaneousV, S, MSorcerer, Warlock, Wizard
Stone ShapeTransmutation1 ActionTouchInstantaneousV, S, MWizard
StoneskinAbjuration1 ActionTouchConcentration, up to 1 hourV, S, MSorcerer, Wizard
Storm SphereEvocation1 Action50mConcentration, up to 1 minuteV, SSorcerer, Wizard
Summon ElementalConjuration1 Action30mConcentration, up to 1 hourV, S, MWizard
Tentacles of the DeepConjuration1 Action30mConcentration, up to 1 minuteV, S, MWarlock, Wizard
Vitriolic SphereEvocation1 Action50mInstantaneousV, S, MSorcerer, Warlock, Wizard
Wall of FireEvocation1 Action40mConcentration, up to 1 minuteV, S, MSorcerer, Wizard
Watery SphereConjuration1 Action30mConcentration, up to 1 minuteV, S, MSorcerer, Wizard
Whip of DespairEnchantment1 Action15mConcentration, up to 1 minuteVBard, Sorcerer, Warlock, Wizard
Widogast's Vault of AmberTransmutation1 minuteTouchUntil dispelledV, S, MWizard
  • Air Blast - Pull the energy of wind around you and condense it into a whirling cylinder that you release in a single moment of extreme power and cacophonous out ahead of you, taking the shape of 5m radius and 30m long cylinder that extends out from the end of your arcane focus. Everything within that cylinder immediately makes a Fortitude Save, taking 6d6 Thunder Damage and being knocked back on a Failure, only stopping their movement at the end of the cylinder or if they impact a large object (such as a wall), upon which the creature takes an additional 2d6 Bludgeoning Damage.

  • While this Spell is in effect the cylinder is treated as difficult terrain, and any Creatures that start their turn in the cylinder, end their turn in the cylinder, or enter the cylinder takes 3d6 Thunder Damage. In addition you can change the direction of this cylinder as a Bonus Action on your turn and if you move from the point you cast this the Spell pauses, only restarting if you utilize your Bonus Action. 

  • Arcane Eye - Summon a blue sphere that looks like an eye at a point within Range, it sees like you do and also possesses 10m of Darkvision. It can rotate to see in any direction and at any point for the duration you can use your Bonus Action to move it 10m in any direction. While it is active you understand what it sees as though you are seeing it. You can use your Action to focus through the Eye, going blind yourself to have Advantage on Perception checks looking through the Eye.

  • Banishment - Select a target within Range, it must make a Will Save. On a Failure it is sent to a harmless other Realm while the Spell is active, however if the Creature’s native plane is another Realm then it is Banished permanently instead and the Spell ends. If Concentration ends or the time runs out otherwise then the Creature reappears at the point it left.   

  • Blight - Select a Creature that you can see within Range, it must make a Fortitude Save. It takes 8d8 Necrotic Damage on a Failure or half as much on a Success. Plants or natural Creatures make the Saving Throw at Disadvantage. You can spend additional Mana to add 2d8 Damage to the Spell. 

  • Charm Monster - You attempt to charm a creature within range that you can see. It must make a Will Save, 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. You can spend additional Mana to increase the number of affected Creatures by 1. 

  • Compulsion - Creatures of your choice within range that can hear and understand your words must make a Will Save, saving automatically if they’re immune to the Charmed Condition. On a failed save you can spend a Bonus Action on each of your turns to force them to move their movement speed in a certain direction horizontally to them (to their left, their right, etc.) and the target must use as much of their movement as possible on their next turn to do so. However it can use its Action before or after this movement. Finally, at the end of their turn they can remake the Will Save to end the effect. 

  • Confusion - Select a point within Range that you can see, a flash of multi-colored light appears in a 3m sphere around that point. All Creatures within Range must make a Will Save or be affected by the Confused Condition. They can repeat this Saving Throw at the end of each of their subsequent turns to see if they can act normally on their next turn.

  • Conjure Demon (M* - The blood of a Sapient Creature collected within the last 24 hours, worth ~100 GP if bought) - At a point within Range a Barlgura rises from the ground and blood, Rolling its own Initiative and attacking anyone that you didn’t consider an ally when casting this Spell. If it can’t see any enemies it Dashes in a Random direction in the pursuit of enemies. It disappears if it hits 0HP or the Spell Ends.

    • Barlgura: AC: 15, HP: 68, Speed 40ft (Walk & Climb) 

    • Str 18, Dex 15, Con 16, Int 7, Wis 14, Cha 9

    • Immune to Poison & being Poisoned, Resistance to Cold, Fire, Lightning

    • 10m Blindsight, 40m Darkvision, Passive Perception 15, knows Abyssal but doesn’t Speak, +5 Dex Save, +6 Con Save

    • Multi Attack (Bite - +7 to Hit, 2d6+4 Piercing; Fist - +7 to Hit, 1d10+4 Bludgeoning)

    • Reckless - Can use a Bonus Action to make Attacks with Advantage this Round

    • Leaping - When it has a Moving Start its Long Jump is 15m and High Jump is 8m

    • 2/2 - Twice per day can make itself Invisible for 1 Round

  • Conjure Elementals - Summon a minor Elemental (Gargoyle) at a point within range that you can see, for the duration (or until it reaches 0HP). It is friendly to you and your allies and you can use a Bonus Action to give it a task, if the task is completed  

    • Gargoyle: 

      • AC: 15, HP: 52, Speed 60ft (Flying) 

      • Str 16, Dex 11, Con 16, Int 6, Wis 11, Cha 7

      • Immune to Poison & being Poisoned, Resistance to Fire and Non-magical Bludgeoning, Piercing, and Slashing

      • 20m Darkvision, Passive Perception 10, +5 Con Save

      • Multi Attack (Bite - +5 to Hit, 1d6+3 Piercing; Fist - +5 to Hit, 1d6+3 Slashing)

      • Perfect Disguise - When not moving this Creature is impossible to discern from a normal statue, except by attacking it

      • Stone Armor - Once per day when this Creature is hit by a Weapon Attack it can Reduce the Damage taken by 8 (1d12+2)

  • Control Water - Select a point within Range that you can see within water, for the duration you can control that water within a 30m cube around that point. You can choose 1 of the following effects to trigger below and on subsequent turns you can change the point to a different spot as a Bonus Action and change the effect as an Action.

    • Flood - The water cube rises by up to 5m, flooding the water onto dry land if it goes over the edge of a shore. Huge or smaller vehicles in the path are carried with it to the other side, because as the water moves over the shore it leaves your cube of control and more water (if available) is pulled up via pressure into your cube of control. If any vehicle is hit full force Roll a d20, on a 5 or lower it capsizes and begins to be destroyed (the time it takes for this depends on its size). The water level remains elevated until the spell ends or until the water runs out. Any Creatures in this constant Flood must make a Fortitude Save (doing so with Advantage if they have a Swimming Speed) or be taken along with the Flood.

    • Part Water - You create a trench as the water moves apart in the spell’s area, and the separated water forms walls around the area, the water falling back in slowly over the course of 1 Round when the Spell ends

    • 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 sufficient size, at least 10 times the cube’s area. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is a person wide at the base, up to 20m across at the surface. Any creature or object in the water and within 5m of the vortex is pulled 5m towards it. A creature can swim away from the vortex by making an Athletics check against your spell save DC.

  • Dimension Door - Select a point within Range, a small doorway opens up both there and in front of you which you step through as part of the Spell’s Effect. As part of this Spell a Willing Creature within 5ft of you can be brought along with you however any extra things you bring cannot weigh more than what you can carry. If you arrive in a space occupied by an object or creature you are moved to the nearest unoccupied space and take 4d6 Force Damage plus an additional 4d6 Force Damage for every 5m you are forced to move after that.

  • Divination (M* - 50GP worth of items valuable to the question taker) - Your magic and an offering put you in contact with a being of higher power or one of their 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 powerful  spells or the loss or gain of a companion, only what is available when the question is asked. Every time you cast this spell again before taking a Long Rest the GM rolls a d20 in secret, on a 5 or lower they give you a random reading disguised as a correct one. Each time you do so again the number needed to make this happen increases by 5.

  • Elemental Bane - Target a Creature within Range and choose Cold, Fire, Lightning, or Thunder. It must make a Fortitude Save, on a Failure for the duration when it takes Damage it also takes 2d8 additional Damage of the type selected. On a Success it takes 2d8 Damage of the type selected when the Spell is cast but not after. You can spend extra mana to increase this Damage by 1d8. 

  • Fabricate - You convert raw materials into objects 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 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. The quality of objects made by the spell is commensurate with the quality of the raw materials. You 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.

  • Fire Shield - Thin and wispy flames wreathe your body for the duration, shedding bright light out for 3m and dim light 3m past that. You can end the spell early by using an action to dismiss it. The flames provide you with a powerful shield that grants you resistance to Cold and Fire Damage. In addition, whenever a creature hits you with a Melee Weapon Attack, the shield erupts with flame and the attacker takes 2d8 fire damage. You can spend extra mana to increase this Damage by 1d8. 

  • Galder’s Speedy Courier (M* - 25GP of Gold) - 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 1m cube chest. 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 air elemental transports to this Creature and sits in front of it for the Duration with the chest. They explain to the Creature mentally what is in the chest before it chooses to open it and how much longer the Spell will last. 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.  

  • Gravity Sinkhole - A 1nm spot of gravity erupts, causing all Creatures within 10m to make a Fortitude Save. On a failed save, the creature takes 5d12 force damage, and is pulled in a straight line toward the point, ending in an unoccupied space as close to the center as possible. On a successful save, the creature takes half as much damage and isn't pulled. Spending extra mana on this spell increases the Damage by 1d12.

  • Greater Invisibility - Touch a Creature, for the duration the Creature becomes invisible and this spell does not end even if the Creature Attacks or casts a Spell unless it is the caster casting another Concentration Spell. 

  • Hallucinatory Natural Terrain  - A 30m cube of illusion appears at a spot within Range, it must appear like a completely natural terrain and includes sight, smell, and sounds within the cube. Of course this includes changing these sensations of something like a small pond to a cliff face. However it does not affect man made structures such as houses or temples, and not Creatures either. It does not replace tactical sensation however and so it is quite effective until it is entered. If it is discerned by a mage they must succeed on a Perception check of your Spell Save DC, and on a success of doing so the illusion appears as a kind of vague mirage, the general shape being identifiable but it does not stop the seer from understanding the true form. 

  • Ice Storm - At a point within range a cylinder 7m wide and 20m tall a hail storm forms that pelts anyone caught in its storm. Creatures inside this volume must make a Fortitude Save, taking 3d8 Bludgeoning and 3d6 Cold Damage on a Failure or half as much on a success. This area at the cylinder’s base becomes Difficult Terrain until the start of your next turn. Spending more mana on this Spell increases the Damage by 1d8 and 1d6. 

  • Little Chest of Secrets (a very well built chest of 1m x 2m that is worth at least 5000GP and a tiny chest made from the same materials worth at least 50GP) - You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 4 cubic meters of nonliving material. 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 1m of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

  • Locate Creature - You pick a Creature that you are familiar with and for the Duration of this Spell you know if it comes within 1km of you, appearing like a dot in your mind as you move. If it leaves the area you know instead detect the last point they were at until the Spell ends or you come within 1km of the Creature. 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. Increasing the mana spent on this Spell increases its range by 1km each. 

  • Magi’s Faithful Hound - 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 30m 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 10m 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 2m 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 + your spellcasting ability modifier piercing damage.

  • Obfuscating Sphere of Jailing - A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Reflex Save. 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.

  • Phantasmal Killer - Select a Creature within Range, you release 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 Will Save. 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 Will Save or take 4d10 psychic damage. On a successful save, the spell ends. You can spend extra mana on this spell to increase the Damage by 1d10. 

  • Polymorph - Choose a Creature within Range that you can see, it must make a Fortitude Save to avoid the effect if it is unwilling. This spell transforms that creature into a new form. A shapechanger automatically succeeds on this saving throw. 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 your level. 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. This spell can’t affect a target that has 0 hit points.

  • Psychic Lance - Target a Creature you can see within Range, it must make an Will Save, taking 10d6 Psychic Damage on a Failed Save or half as much on a successful one. Instead you could utter their name, this doubles the range and allows you to ignore the requirement for seeing your target. In addition when you utter their name if they fail the Saving Throw they are incapacitated until the start of your next turn.   

  • Shadow of Moil (M* - 150 GP of a preserved eyeball within a gem) - Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 3m of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have Resistance to Radiant and Necrotic 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 - Choose a point within Range, a colored light emanates from that point for the duration in a 10m radius. 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 Fortitude Save or take 4d10 radiant damage and one level of exhaustion. On a Failure it takes half Damage and is not exhausted. A Creature that failed begins to emanate this same light and negates invisibility for all Creatures within 5m of it. Finally, any levels of exhaustion caused by this spell go away when the spell ends.

  • Sludge Bomb - Target a point you can see within range that has at least 5m of flat area around it and has no large impediments between you and the point (such as the roof of a house). You launch a glob of noxious fluid in an arc like a ballista bolt, with such a force that all creatures within 3m of the point must make Reflex Save or be coated in terrible poison. On a Failure they take 3d10 Poison Damage and are Poisoned for up to 1 minute with additional effects. On a successful Save the afflicted creatures only take ½ the Damage and are not Poisoned, however they do take 1d10 Poison Damage at the end of their next turn regardless. 

    • Creatures who are Poisoned in this way (from the initial failed save) take an additional 1d10 Poison Damage at the end of their turns and can then make a Fortitude Save to end this effect. If they still don’t make their Save their next turn they take an additional 2d10 Poison Damage instead. This effect continues each turn for up to 1 minute. In addition the Creature can spend an Action to remove the Poison, this causes them to take the Damage they would have at the end of their turn immediately but it will no longer trigger after this is done. However, performing this Action does not end the normal effects of the Poisoned Condition.

  • Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 3m in any dimension and form it into any shape that suits your purpose. For example you could 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 (M* - 100GP worth of diamond dust, consumed) - Touch a Creature, for the duration they have Resistance to non-magical Weapon Attacks. 

  • Storm Sphere - A 5m 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 Fortitude Save 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 20m of it. Make a ranged spell attack to do so. 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 10m feet of the sphere have disadvantage on Wisdom (Perception) checks made using their hearing. You can spend extra mana to increase the Damage by one die each.

  • Summon Elemental (M* - gold vial with pure water worth 400GP) - Call forth an Elemental Spirit at an unoccupied space within Range, choosing between the elements of Air, Earth, Fire, and Water. The Summon takes on the essence of the chosen element and appears about your size with a generally wisp-like appearance. It is an ally to you and in combat it shares your initiative but goes directly after you, it obeys your verbal command and if you have given it no instruction it takes the Dodge Action and stands still. This Creature disappears when the spell ends or when it drops to 0HP. You can spend extra man to increase the Summon’s AC by 1, HP by 10, and Damage by +1.

    • AC: 15; HP: 50, Speed 40ft (movement depends on element)

    • STR 18, DEX 15, CON 17, INT 4, WIS 10, CHA 16

      • Makes 2 Melee Attacks (To Hit is the same as your Spellcasting Modifier, Damage of 1d10+4 Bludgeoning Damage

      • Immune to exhaustion, frightened, paralyzed, petrified, petrified, poisoned, unconscious; Resistance to Poison

      • Darkvision 60ft, Passive Perception 10ft, Primordial, Common

        • Fire - Resistance to Fire Damage and Multiattack deals Fire Damage

        • Water - Can move through a gap only 1cm wide, can swim at normal Movement Speed, Resistant to Acid

        • Earth - Can move underground at normal Movement Speed, is resistant to non-magical Weapon Damage

        • Wind - Can move through a gap only 1cm wide, Movement is flying Speed, Resistance to Lightning and Thunder Damage

  • Tentacles of the Deep - From a point you can see within range a 5m cube of tentacles made of ghostly and ancient materials swarm out, turning 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 Reflex Save 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 an additional 3d6 bludgeoning damage. A Restrained Creature can use its Action to make an Athletics or Acrobatics check against your Spell Save DC to become unrestrained. 

  • Vitriolic Sphere - A .5m radius sphere of emerald green streaks out from you and heads to a point you can see within Range, releasing its contents in a 5m radius, any Creatures within must make a Reflex Save. On a Failure they take 12d4 Acid Damage and 4d4 Acid Damage at the start of their next turn, or half as much on a Success as well as not taking any additional Damage on their turn. 

  • Wall of Fire - Create a line on a solid surface starting at a point within Range, immediately after doing this a wall of fire erupts from the line and reaches 10m in the air, can be up to 20m long, and is 2m wide. This wall is opaque and red-orange in appearance. Any Creature in the area where the Wall appears must make a Reflex Save, taking 5d8 Fire Damage or half as much on a Success. Any Creature that enters within 1m of the wall or starts within the affected area on its turn takes an additional Fire Damage, without a Saving Throw. You can also select 1 side of the wall when casting this spell to not deal damage in this way if desired.

  • Watery Sphere - You conjure up a 2m sphere of water at a point you can see within range. The sphere can hover in the air, but no more than a couple meters off the ground. For the duration any creature in the sphere’s space must make a Fortitude Save. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it (huge or larger creatures succeed automatically) while on a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone outside it. As an action, you can move the sphere up to 10m in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering a couple meters off 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, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 10m of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

  • Whip of Despair - Lash out with arcane symbols formed into the shape of a whip at a target within range that you can sense mentally. It must succeed on a Will Save or suffer Disadvantage on all of its Rolls for the duration. In addition it cannot utilize any Spell Slots of 2nd Level or higher for the duration. It can repeat this Save at the end of each of its subsequent turns however. 

  • Widogast’s Vault of Amber (200GP of Pure Amber, consumed) -  You arrange 5 small amber gems in a loose circle around any non-living materials and trace magical sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there (in stasis) while the others turn to dust. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material. The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled. As part of the gem’s contents being released the final gem used in the last spell also collapses into dust

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Arcane 5th Level Spells

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Arcane 3rd Level Spells