Level 4 Spells
Level 4; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 hour)
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 ft. The eye can look in every direction. As an action, you can move the eye up to 30 ft. 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.
Level 4; Casting Time 1 Action; Components V; Range S; AoE 30 ft. sphere; Duration C (10 min.)
Life-preserving energy radiates from you in an aura with a 30-ft. radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to withering damage, and its HP maximum can’t be reduced.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Saving throw against your Spell DC or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that 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.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20ft. cube; Duration C (1 min.)
Squirming, ebony tentacles fill a 20-ft. cube 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 Saving (Dexterity) throw against your Spell DC or take 3d6 normal 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 damage. A creature restrained by the tentacles can use its action to make a Strength (Escape Artist) check against your spell save DC. On a success, it frees itself.
Level 4; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration I
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 Saving throw against your Spell DC. The target takes 5d6 withering damage on a failed save, or half as much damage on a successful one. 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 non-magical 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 level: when you empower the spell, the damage increases by 1d6 for every level above 4th.
Level 4; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration C (1 min.)
Creatures of your choice that you can see within range and that can hear you must make a Saving (Charisma) throw against your Spell DC. 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 Saving throw to try to end the effect. A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 20ft. sphere; Duration C (1 min.)
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 20-ft.-diametr sphere centered on a point you choose within range must succeed on a Saving (Intelligence) throw against your Spell DC 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.
d10 Behavior
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 number. 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 Close range. If there is no creature within Close range, the creature does nothing this turn.
9-10. The creature can act and move normally.
At the end of its turns, an affected target can make a Saving throw. It it succeeds, this effect ends for that target.
At higher level: when you empower this, the radius of the sphere increases by 5 ft. for every level above 4th.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (300 ft.); AoE 100ft. cube; Duration C (10 min.)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 ft. 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 ft. 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-ft tall wave that travels from one side of the area to the other and then crashes down. Any vehicles in the wave’s path are carried with it to the other side. Any 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 ft square and 25 ft deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 ft. wide at the base, up to 50 ft. wide at the top, and 25 ft. tall. Any creature or object in the water and within 25 ft. of the vortex is pulled 10 ft. toward it. A creature can swim away from the vortex by making a Strength (Swimming) check against your Spell DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Saving (Strength) throw against your Spell DC. On a failed save, the creature takes 2d8 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 (Swimming) check to do so.The first time each turn that an object enters the vortex, the object takes 2d8 damage, this damage occurs each round it remains in the vortex.
Level 4; Casting Time 1 Action; Components V,S; Range C; Duration 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 HP as a result of taking damage, the target instead drops to 1 HP, 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 spells ends.
Level 4; Casting Time 1 Action; Components V; Range L (500 ft.); Duration I
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 Close range 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.
Level 4; Casting Time 1 Action; Components V,S; Range L (90 ft.); Duration C (1 min.)
Choose one creature you can see within range, and choose one of the following damage types: electricity, fire, ice, sonic or toxic.
The target must succeed on a 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 or immunity to that damage type until the spell ends.
At higher level: when you empower this spell, you can target one additional creature for every level above 4th. The creatures must be within 30 feet of each other when you target them.
Level 4; Casting Time 10 min.; Components V, S; Range L (120 ft.); Duration I
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 an 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 the size of a single 5-foot cube. The quality of objects made by the spell directly correlates to the quality of the raw materials.
Creatures or magical 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.
Level 4; Casting Time 1 Action; Components V,S; Range L (30 ft.); Duration 8 hours
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 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 modifier is equal to your spellcasting modifier. On a hit, it deals 3d8 normal damage.
Level 4; Casting Time 1 Action; Components V,S,M; Range S; Duration 10 min.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-ft. radius and dim light for an additional 10 ft., 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 ice damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within Close range of you hits you with a melee attack, the shield erupts with flame. The attacker takes 1d8 fire damage from a warm shield, or 1d8 ice damage from a cold shield.
Level 4; Casting Time 1 action; Components V, S; Range C; Duration 1 hour
You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects cannot reduce the target’s speed. Being underwater also imposes no penalties on the target’s movement or all forms of attacking.
Level 4; Casting Time 1 Bonus Action; Components V,S; Range L (30 ft.); Duration C (1 min.)
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 ft. of it that you can see. That creature must succeed on a Saving (Dexterity) throw against your Spell DC or be pulled 20 ft. 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.
Level 4; Casting Time 1 Action; Components V; Range L (30 ft.); Duration 8 hours
A 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 Pravus. Any creature hostile to you that moves to a space within 10 ft. of the guardian for the first time on a turn must succeed on a Saving (Dexterity) throw against your Spell DC. The creature takes 2d10 holy damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has attacked a total of 5 times.
Level 4; Casting Time 10 min.; Components V,S,M; Range L (300 ft.); AoE 150ft. cube; Duration 24 hours
You make natural terrain in a 150-ft. 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 (Arcana, Perception) check against your Spell DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (300 ft.); AoE 30ft. sphere; Duration I
A hail of rock-hard ice pounds to the ground in a 30-ft.-diametr sphere centered on a point within range. Each creature in the sphere must make a Saving (Dexterity) throw against your Spell DC. A creature takes 1d6 normal damage and 3d6 ice 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 level: when you empower the spell, the normal damage increases by 1d6 for every level above 4th.
Level 4; Casting Time 1 Action; Components V; Range L (30 ft.); Duration C (1 hour)
For the duration, you or one willing creature you can see within range has resistance to mental damage, as well as advantage on Saving (Intelligence or Charisma) throws.
At higher level: when you empower this spell, you can target one additional creature for every level above 4th. The creatures must be within 30 feet of each other when you target them.
Level 4; Casting Time 1 Action; Components V,S,M; Range S; Duration C (1 hour)
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 ft. 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 ft. – 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 ft. wide (such as a river) blocks a direct path between you and the creature.
Level 4; Casting Time 1 Action; Components V,S; Range L (120 ft.); Duration C (1 min.)
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 Saving (Charisma) throw against your Spell DC. 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 Saving (Charisma) throw or take 2d10 mental damage. On a successful save, the spell ends.
At higher level: when you empower the spell, the damage increases by 1d10 for every level above 4th.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 hour)
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Saving throw against your Spell DC to avoid the effect. A formshifter automatically succeeds on this Saving throw. The transformation lasts for the duration, or until the target dies. The new form can be any beast which a formshifter of the same Player level could transform into. The target’s base stats, skills, knowledges, speeds, AC, senses, and other effects with the exception of HP and FP are replaced by the stats of the respective Wild Shape. 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 dexterous 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 old equipment. This spell can’t affect a target that is dead.
Level 4; Casting Time 10 mins.; Components V, S, M; Range L (120 ft.); Duration 24 hours
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 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 scrying spells or similar magic 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 level: when you empower this spell, you can increase the size of the cube by 100 feet for every level beyond 4th.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (30 ft.); Duration C (1 min.)
A sphere of shimmering force encloses a creature or object within range. An unwilling creature must make a Saving (Dexterity) throw against the Spell DC. 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.
Level 4; Casting Time 1 Bonus Action; Components V; Range S; Duration C (1 min.)
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 4d4 mental damage to the target. The target must make a Saving throw against your Spell DC. On a failed save, it has disadvantage on Attack rolls and Dexterity checks and can’t take reactions until the end of its next turn.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE varies; Duration C (1 min.)
You create a wall of fire on a solid surface within range. You can make the wall up to 60 ft. long, 20 ft. high, and 1 ft. thick, or a ringed wall up to 20 ft. in diameter, 20 ft. high, and 1 ft. thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Saving (Dexterity) throw against your Spell DC. On a failed save, a creature takes 3d8 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 2d8 fire damage to each creature that ends its turn within 10 ft 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 level: when you empower the spell, the damage increases by 1d8 for every level above 4th.
Level 4; Casting Time 1 Action; Components V,S,M; Range L (90 ft.); AoE 10 ft. sphere; Duration C (1 min.)
You conjure up a sphere of water with a 10-foot-diameter on a point you can see within range. The sphere can hover in the air, 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 Saving (Strength) throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A creature larger than the sphere succeeds on the saving throw automatically. 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 human-sized or smaller creatures or one creature larger than humans. 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 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, cliff, or other drop, it safely descends until it is hovering 10 feet over 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 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.