Arcane Eye

Level 4 Divination

Casting Time: Action

Range: 30 ft

Components: V, S, M (a bit of bat fur)

Duration: 1 hour

You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.

As a Bonus Action, you can move the eye up to 30 feet in any direction. 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 Life

Level 4 Abjuration

Casting Time: Action

Range: Self

Components: V

Duration: 10 minute

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced, and standing from prone does not provoke Opportunity Attacks. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.

Using a Higher-Level Spell Slot. If you use a spell slot level of 9+, the spell does not require your Concentration.

Aura of Purity

Level 4 Abjuration

Casting Time: Action

Range: Self

Components: V

Duration: 10 minute

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.

Using a Higher-Level Spell Slot. If you use a spell slot level of 9+, the spell does not require your Concentration.

Banishment

Level 4 Abjuration

Casting Time: Action

Range: 30 ft

Components: V, S, M (a pentacle)

Duration: 1 minute

One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM's choice) associated with its creature type.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Black Tentacles

Level 4 Conjuration

Casting Time: Action

Range: 90 ft

Components: V, S, M (a tentacle)

Duration: 1 minute

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 that area into DifficultTerrain.

Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.

A Restrained creature can take an action to make a Athletics (Strength) check check against your spell save DC, ending the condition on itself on a success.

Blight

Level 4 Necromancy

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: Instantaneous

A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage and suffering one level of exhaustion on a failed save or half as much damage and no exhaustion on a successful one. A Plant creature automatically fails the save.

Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Charm Monster

Level 4 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: 1 hour

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies do anything harmful to it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot level above 4.

Compulsion

Level 4 Enchantment

Casting Time: Action

Range: 30 ft

Components: V, S

Duration: 1 minute

Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.

For the duration, you can take a Bonus Action to designate a direction that is relative to you for each creature (given it is possible for the creature to do so; you cannot request a flightless humanoid to move vertically into the air). Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success. A target isn't compelled to move into an obviously deadly hazard, such as fire or a pit, but it will provoke Opportunity Attacks to move in the designated direction.

Using a Higher-Level Spell Slot. The range of the spell increases by 30 feet for each spell slot level above 4. If you use a spell slot level of 9+ the range becomes 300 feet.

Confusion

Level 4 Enchantment

Casting Time: Action

Range: 90 ft

Components: V, S, M (three nut shells)

Duration: 1 minute

Each creature of your choice in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.

@Embed[Compendium.materia-dnd.rollable-tables.RollTable.matRolConfusionB rollable cite=false classes="caption-top"]{Behavior for the Turn}

At the end of each of its turns, an affected target that has acted normally on its turn can repeat the save, ending the spell on itself on a success.

Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.

Conjure Minor Elementals

Level 4 Conjuration

Casting Time: Action

Range: Self

Components: V, S

Duration: 10 minute

You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).

In addition, the ground in the Emanation is DifficultTerrain for your enemies.

Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.

Conjure Woodland Beings

Level 4 Conjuration

Casting Time: Action

Range: Self

Components: V, S

Duration: 10 minute

You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.

In addition, you can take the Disengage action as a Bonus Action for the spell's duration.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Control Water

Level 4 Transmutation

Casting Time: Action

Range: 300 ft

Components: V, S, M (a mixture of water and dust)

Duration: 10 minute

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, 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 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. 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 part water in the area 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. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Athletics (Strength) check check against your spell save DC.

Death Ward

Level 4 Abjuration

Casting Time: Action

Range: Touch

Components: V, S

Duration: 8 hour

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, 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 instantly without dealing damage, that effect is negated against the target, and the spell ends.

Whenever the spell ends as listed above the target can spend up to their proficiency bonus of Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character gains temporary hit points equal to the total (minimum of 0).

Dimension Door

Level 4 Conjuration

Casting Time: Action

Range: 500 ft

Components: V

Duration: Instantaneous

You teleport to a location 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 "300 feet upward to the northwest at a 45-degree angle."

You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Divination

Level 4 Divination (ritual)

Casting Time: Action

Range: Self

Components: V, S, M (incense worth 25+ GP, which the spell consumes)

Duration: Instantaneous

This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that might change the answer, such as the casting of other spells.

If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.

Dominate Beast

Level 4 Enchantment

Casting Time: Action

Range: 60 ft

Components: V, S

Duration: 1 minute

One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 5 (up to 10 minutes), 6 (up to 1 hour), or 7+ (up to 8 hours).

Elemental Bane

Level 4 Transmutation

Casting Time: Action

Range: 90 ft

Components: V, S

Duration: 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Charisma saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

As an Action on your turn, you can change to a different damage type from the following damage types: acid, cold, fire, lightning or thunder.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4. The creatures must be within 30 feet of each other when you target them.

Fabricate

Level 4 Transmutation

Casting Time: 10 Minutes

Range: 120 ft

Components: V, S

Duration: Instantaneous

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, or 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 material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.

Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill--such as weapons and armor--unless you have proficiency with the type of Artisan's Tools used to craft such objects.

Faithful Guard

Level 4 Conjuration

Casting Time: Action

Range: 30 ft

Components: V, S, M (a silver whistle)

Duration: 8 hour

You conjure a phantom guardian (commonly a watchdog) in an unoccupied space that you can see within range. The guardian remains for the duration or until the two of you are more than 300 feet apart from each other.

No one but you can see the guardian, and it is intangible and invulnerable. 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 guardian starts making loud noises (if a watchdog, then it barks loudly). The guardian has Truesight with a range of 30 feet.

At the start of each of your turns, the guardian attempts to strike one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.

On your later turns, you can take a Magic action to move the guardian up to 30 feet.

Fire Shield

Level 4 Evocation

Casting Time: Action

Range: Self

Components: V, S, M (a bit of phosphorus or a firefly)

Duration: 10 minute

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 a Magic 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 roll, the shield erupts with flame. The attacker takes 2d8 Type=Fire damage from a warm shield or 2d8 Type=Cold damage from a chill shield.

Fount of Moonlight

Level 4 Evocation

Casting Time: Action

Range: Self

Components: V, S

Duration: 10 minute

A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Until the spell ends, you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit.

In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force the creature to make a Constitution saving throw. On a failed save, the creature has the Blinded condition until the end of your next turn.

Freedom of Movement

Level 4 Abjuration

Casting Time: Action

Range: Touch

Components: V, S, M (a leather strap)

Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by DifficultTerrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.

In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Grasping Vine

Level 4 Conjuration

Casting Time: Bonus Action

Range: 60 ft

Components: V, S

Duration: 1 minute

You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.

Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).

As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine.

Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.

Total number creatures able to be Grappled: [[@item.level - 3]]

Escape Tests

Athletics (Strength) check

Acrobatics (Dexterity) check

Gravity Sinkhole

Level 4 Evocation

Casting Time: Action

Range: 120 ft

Components: V, S, M (a black marble)

Duration: Instantaneous

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 5d12 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.

A creature that is pulled by this spell cannot Dash, Disengage, Dodge or stand from prone until the end of their next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d12 for each spell slot level above 4.

Greater Invisibility

Level 4 Illusion

Casting Time: Action

Range: Touch

Components: V, S

Duration: 1 minute

A creature you touch has the Invisible condition until the spell ends.

Using a Higher-Level Spell Slot. If you use a spell slot level of 9+, the spell does not require your Concentration.

Guardian of Faith

Level 4 Conjuration

Casting Time: Action

Range: 30 ft

Components: V

Duration: 8 hour

A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.

Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 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

Level 4 Transmutation

Casting Time: Bonus Action

Range: Self

Components: V

Duration: 1 minute

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:

Great Tree.

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

Hallucinatory Terrain

Level 4 Illusion

Casting Time: 10 Minutes

Range: 300 ft

Components: V, S, M (a mushroom)

Duration: 24 hour

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another 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.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an Investigation (Intelligence) check check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

Ice Storm

Level 4 Evocation

Casting Time: Action

Range: 300 ft

Components: V, S, M (a mitten)

Duration: Instantaneous

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 3d8 Bludgeoning damage and 5d6 Cold damage on a failed save or half as much damage on a successful one.

Hailstones turn ground in the Cylinder into DifficultTerrain until the end of your next turn.

Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d8 for each spell slot level above 4.

Locate Creature

Level 4 Divination

Casting Time: Action

Range: Self

Components: V, S, M (fur from a bloodhound)

Duration: 1 hour

Describe or name a creature that is familiar to you. You sense the direction to the creature's location if 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) if 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 under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.

Phantasmal Killer

Level 4 Illusion

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: 1 minute

You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends.

For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the spell ends.

Using a Higher-Level Spell Slot.The damage increases by 1d10 for each spell slot level above 4.

Polymorph

Level 4 Transmutation

Casting Time: Action

Range: 60 ft

Components: V, S, M (a caterpillar cocoon)

Duration: 1 hour

You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating 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 are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. See appendix B for a sample of Beast stat blocks.

The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.

Private Sanctum

Level 4 Abjuration

Casting Time: 10 Minutes

Range: 120 ft

Components: V, S, M (a thin sheet of lead)

Duration: 24 hour

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.

When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:

Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.

Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.

Psychic Lance

Level 4 Enchantment

Casting Time: Action

Range: 120 ft

Components: V

Duration: Instantaneous

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. If the target was concentrating on a spell or as if on a spell they are stunned while incapacitated in this way. On a successful save, the creature takes half as much damage and isn't incapacitated.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.

Resilient Sphere

Level 4 Abjuration

Casting Time: Action

Range: 30 ft

Components: V, S, M (a glass sphere)

Duration: 1 minute

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be 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 take an 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.

Resonant Echo

Level 4 Conjuration

Casting Time: Action

Range: Self

Components: V, S, M (a piece of obsidian worth at least 300 gp)

Duration: 8 hour

You call upon the dunamantic energy of an unrealized timeline, creating a shadowy clone of themself called an "echo". You can cast one spell from the echo, expending the apporpriate spell slot of yours as needed. If the spell requires concentration, the echo concentrates on the spell instead of the caster. You cannot have more than one echo active at a time. If you cast this spell when you already have an echo active the older echo immediately fades away.

The echo vanishes after 8 hours, at the end of the duration of the spell it casts, or when it is reduced to 0 hit points. The echo as a number of hit points equal to your character level, has an AC equal to 10 + your proficiency bonus + your spellcasting modifier, and makes ability checks and saving throws as if it was the caster.

Secret Chest

Level 4 Conjuration

Casting Time: Action

Range: Touch

Components: V, S, M (An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 2,500 gp, and a Tiny replica made from the same materials worth at least 50 gp)

Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane (or in Materia the Ethereal Herebetween). 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 (or in Materia the Ethereal Herebetween), you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane (or in Materia the Ethereal Herebetween) by using an action and touching both the chest and the replica.

After 60 days (66 days in Materia), 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 (or in Materia the Ethereal Herebetween), it is lost.

Using a Higher-Level Spell Slot. The chest can contain an addition 1 foot by 1 foot by 1 foot for each spell slot level above 4. When you cast this spell again to prevent the effect from ending, you must use the same spell level to maintain the chest's size.

Shadow of Moil

Level 4 Necromancy

Casting Time: Action

Range: Self

Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)

Duration: 1 minute

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 a number of feet equal to 5 times your Proficiency Bonus of you hits you with an attack, or forces you to make a saving throw, the shadows lash out at that creature, dealing it 2d8 plus your spellcasting ability modifier necrotic damage.

Sickening Radiance

Level 4 Evocation

Casting Time: Action

Range: 120 ft

Components: V, S

Duration: 10 minute

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.

If you cast this spell using a level 9+ spell slot, the spell does not require your Concentration.

Staggering Smite

Level 4 Enchantment

Casting Time: Bonus Action

Range: Self

Components: V

Duration: Instantaneous

The target takes an extra 4d8 plus your spellcasting ability modifier Psychic damage from the attack, and the target must succeed on a Wisdom saving throw or have the Stunned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The extra damage increases by 1d8 for each spell slot level above 4.

Stone Shape

Level 4 Transmutation

Casting Time: Action

Range: Touch

Components: V, S, M (soft clay)

Duration: Instantaneous

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 you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 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.

Using a Higher-Level Spell Slot. If you use a spell slot level of 6+, the stone object can be Large size or smaller, and any dimension or thickness of the wall cannot exceed 10 feet.

Stoneskin

Level 4 Transmutation

Casting Time: Action

Range: Touch

Components: V, S, M (diamond dust worth 100+ GP, which the spell consumes)

Duration: 1 hour

Until the spell ends, one willing creature you touch has damageresistance{Resistance} to Bludgeoning, Piercing, and Slashing damage.

Storm Sphere

Level 4 Evocation

Casting Time: Action

Range: 150 ft

Components: V, S

Duration: 1 minute

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 2d8 magical 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 4d8 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

Using a Higher-Level Spell Slot. The damage for each of its effects increases by1d8 for each spell slot level above 4.

Summon Aberration

Level 4 Conjuration

Casting Time: Action

Range: 90 ft

Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 200 gp)

Duration: 1 hour

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the berrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature acts during your turn. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the @action[Dodge] action and uses its move to avoid danger.

Using a Higher-Level Spell Slot. If you cast this spell using a level 5+ spell slot, use the higher level wherever the spell's level appears in the stat block.

If you cast this spell using a level 9+ spell slot, the spell does not require your Concentration.

Summon Construct

Level 4 Conjuration

Casting Time: Action

Range: 90 ft

Components: V, S, M (an ornate stone and metal lockbox worth at least 200 gp)

Duration: 1 hour

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature acts during your turn. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the @action[Dodge] action and uses its move to avoid danger.

Using a Higher-Level Spell Slot. If you cast this spell using a level 5+ spell slot, use the higher level wherever the spell's level appears in the stat block.

If you cast this spell using a level 9+ spell slot, the spell does not require your Concentration.

Summon Elemental

Level 4 Conjuration

Casting Time: Action

Range: 90 ft

Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 200 gp)

Duration: 1 hour

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature acts during your turn. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Using a Higher-Level Spell Slot. If you cast this spell using a level 5+ spell slot, use the higher level wherever the spell's level appears in the stat block.

If you cast this spell using a level 9+ spell slot, the spell does not require your Concentration.

Vitriolic Sphere

Level 4 Evocation

Casting Time: Action

Range: 150 ft

Components: V, S, M (a drop of bile)

Duration: Instantaneous

You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Type=Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.

Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.

Wall of Fire

Level 4 Evocation

Casting Time: Action

Range: 120 ft

Components: V, S, M (a piece of charcoal)

Duration: 1 minute

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 in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

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.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4. If you spend a spell slot level of 6+, the duration is increased to 10 minutes. If you spend a spell slot level of 9+, the spell does not require your Concentration.

Watery Sphere

Level 4 Conjuration

Casting Time: Action

Range: 90 ft

Components: V, S, M (a droplet of water)

Duration: 1 minute

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.

Using a Higher-Level Spell Slot. If you cast this spell using a level 7+ spell slot, the sphere's radius is increased to 10-foot, the sphere can restrain as many as nine Medium or smaller creatures, or 4 Large creatures, or 1 Huge creature.

If you cast this spell using a level 9+ spell slot, the sphere can restrain 1 Gargantuan creature.

Web of Fire

Level 4 Evocation

Casting Time: Action

Range: 60 ft

Components: V, S, M (A cat's cradle of thread or string coated in phosphorus)

Duration: Instantaneous

Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.

The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.