MOONLIGHT CHARM physical world, attack or cause damage, or cast spells. It
is immune to nonmagical damage. It can move through
5th-level enchantment creatures and objects as if they were difficult terrain, but it
Casting Time: 1 action takes 1d10 force damage if it ends its turn inside an object.
Range: 30 feet It regains hit points normally through resting or spending
Components: V, S hit dice but never recovers hit points via magic spells,
Duration: Up to 1 month items, or potions.
You attempt to charm a humanoid you can see within This spell also neutralizes any poison and cures
range. It makes a Wisdom saving throw, with advantage if nonmagical diseases that affected the creature at the time
you or your companions are fighting it or threatening it. it died. This spell doesn’t remove magical diseases, curses,
If the saving throw fails, the humanoid remains charmed or similar effects; if these aren’t removed prior to casting
until the spell’s duration expires, until you or any of your the spell, they take effect when the creature returns to life.
companions do anything harmful to it, or until a full moon The spell also closes mortal wounds, but it doesn’t restore
rises in the sky. The charmed creature regards you as a missing body parts. If the creature is lacking body parts or
friendly acquaintance. When the spell ends, the creature organs integral for its survival—its head, for instance—the
knows it was charmed by you. spell automatically fails.
Raise Dead Variants Coming back from the dead is an ordeal. The target has a
−4 penalty to saving throws and ability checks. Every time
Raise dead is another spell with roots in the earliest days of the target finishes a long rest, the penalty is reduced by 1
RPGs. The variants here are twisted, limited, or expanded until it disappears.
in several ways. They all return a creature to life but in
unexpected ways: as ghosts, for a short period, without A creature affected by raise ghost is restored to normal,
memories or skills, or under a particular compulsion. physical life by raise dead or comparable magic. Raise ghost
has no effect if cast on an undead creature.
CHARACTER AND EFFECT CHANGES
Two aspects of raise dead are easy to change: the raised RAISE HERO
creature’s appearance and the traumatic effect of returning
to life. The Raise Dead Random Effects table offers a 4th-level necromancy
dozen options for reskinning raise dead in random ways. Casting Time: 1 hour
When the spell is cast, roll a d12 or choose the option that Range: Touch
best suits the situation or the caster. This change need not Components: V, S, M (a diamond worth at least 500 gp,
be a one-time thing; it can be emblematic of that caster, as
recognizably personal as a signature, a catchphrase, or a which the spell consumes)
coat of arms. Duration: 24 hours
RAISE GHOST This spell is identical to raise dead in every way except
duration; the creature is restored to life for only 24 hours.
3rd-level necromancy The spell can be recast on the same creature, but on the
Casting Time: 1 hour second and subsequent castings, the caster must roll a
Range: Touch d20. If the roll equals or is less than the number of prior
Components: V, S, M (a diamond worth at least 500 gp, castings on the same creature, the spell fails and cannot
affect that creature again. Each new casting resets the
which the spell consumes) clock to 24 hours; it doesn’t stack another 24 hours onto a
Duration: Instantaneous previous casting.
You return a dead creature you touch to a ghostly and
incorporeal form, provided it has been dead no longer
than 10 days. The creature can see and hear, and it can
speak in a hollow, sepulchral tone if it chooses to. Whether
it’s willing to speak to you depends on its whim and its
prior relationship with you, if any.
The affected creature is not undead; it is alive but
incorporeal, with 1 hit point. It can’t interact with the
350 APPENDIX
RAISE SHADE RAISE NEMESIS
4th-level necromancy 5th-level necromancy
Casting Time: 1 hour Casting Time: 1 hour
Range: Touch Range: Touch
Components: V, S, M (a diamond worth at least 500 gp, Components: V, S, M (a diamond worth at least 500 gp,
which the spell consumes) which the spell consumes)
Duration: Instantaneous Duration: Instantaneous
This spell is identical to raise ghost in every way, except This spell is identical to raise dead, except it simultaneously
the ghostly figure can manipulate, hold, or carry objects raises two creatures with opposite alignments. For
weighing up to 5 pounds. Note that while 5 pounds of example, if you raise a Lawful Good paladin, then
force is enough to pick up many melee weapons, it’s not somewhere nearby, a Chaotic Evil warrior of similar
sufficient to wield one in combat, or to draw a bow. power also returns to life. The second corpse must be
within 100 miles. The two raised creatures have a vague
sense of the direction and distance to their nemesis. They
aren’t compelled to battle one another or even to seek each
RAISE DEAD RANDOM EFFECTS
D12 EFFECT
1 Nimbus. The target is surrounded by a glow or halo equivalent to faerie fire.
2 Thundercrack. When raise dead is cast, the target’s return to life is heralded by a crack of thunder and a stroke of
lightning. These can be heard and seen for at least a mile and may be accompanied by a sudden, brief storm.
3 Neophyte. The raised creature forgets one language, one spell or feat, one friend, and one class ability. These
memories return in a random sequence at a rate of one per week until all are recovered.
4 Exhaustion. Restoring a soul is as debilitating on the caster as on the dead. The caster suffers the same penalty on
attack rolls, saving throws, and ability checks as the raised creature.
5 Voice of the Afterlife. The raised creature gained subconscious knowledge of a distant plane during its sojourn in the
realm of the dead. It now speaks either Abyssal, Celestial, Infernal, Satarre, or Umbral (player’s choice).
6 Breath of Life. The caster absorbs one magical disease, curse, or similar effect from the target creature into him- or
herself. The affliction ends on the newly-raised creature but takes full effect on the caster, who must get it cured or
removed by standard means.
7 Gravetouched. The raised creature has an uncanny voice or appearance that frightens nonhostile animals (including
mounts), children, and even adults unaccustomed to such things. Charisma (Intimidation) checks are made with
advantage.
8 Raging Spirit. The raised creature returns to life in the grip of intense and uncontrollable rage. It immediately
attacks the caster and anyone else nearby, including friends, acolytes, etc. This anger ends when the creature becomes
unconscious or when it’s affected by calm emotions or comparable magic.
9 Mild Spirit. The raised creature returns to life possessed of a gentle kindness. It refuses to fight, argue, or even
defend itself for a period of 1d6 + 1 days. This unnatural calm can be removed by a calm emotions spell. It also ends if the
creature is rendered unconscious by an attack.
10 Altered Spirit. The raised creature returns to life with a random alignment different from its previous one. This lasts
for 1d6 + 1 days. The creature’s alignment returns to normal if the creature is affected by a remove curse spell or if it’s
rendered unconscious by an attack.
11 Armor of the Planes. The raised creature gains resistance to necrotic, fire, cold, or lightning damage for seven days
(caster’s choice).
12 Servitor. The raised creature is charmed by the caster. While charmed in this way, the creature serves the caster loyally
as repayment for restoring him or her to life. The length of this service is determined by the caster’s spellcasting level:
up to level 11 = one week; level 12 to 14 = two weeks; level 15 or higher = one year. The effect is broken if the caster or
the caster’s companions cause direct harm to the charmed creature or its loved ones.
APPENDIX 351
other out. Their lives are, however, inextricably bound Fireball Variants
together in such a way that if either of them dies, the other
also drops dead instantly. Fireball is perhaps the most iconic damage-dealing spell
in fantasy RPGs, so why mess with it? Partly to add an
Evil NPCs brought back with raise nemesis typically see it interesting twist to something familiar, partly to give it a
as an opportunity to create every sort of trouble imaginable. story or character spin, and partly just for fun. Here are
three options to consider for variant fireballs used by your
If the spell is cast on a creature of true Neutral alignment, PC or NPC casters.
only that creature is restored to life.
APPEARANCE AND TYPE CHANGES
RAISE ELDER
Fireball can be easily spiced up by changing its appearance
6th-level necromancy and damage type. The following table offers twenty
Casting Time: 1 hour options for reskinning fireball; roll a d20 or choose the
Range: Touch options that best suit the character who’s casting the
Components: V, S, M (a diamond worth at least 1,000 spell. The new appearance can become emblematic of
that caster, as personal as a signature, a catchphrase, or a
gp, which the spell consumes) distinctive facial feature.
Duration: Instantaneous
All items created by a variant appearance vanish as soon
This spell is identical to raise dead, but it works only on a as their damage is done; no items or materials can be
creature that died of old age. The spell grants the raised recovered.
elder one additional year of life. The raised creature has
entirely white hair, its eyes are weak, and it loses 2 points RESKINNING FIREBALL DAMAGE
each from Strength and Constitution; no magic less TYPE
potent than a wish can restore these lost points. In all other D20 APPEARANCE
respects, the creature can live out its life normally until the Fire
added year elapses. 1 Blue fire Acid
2 Ball of fiery serpents Thunder
Raise elder has no effect if it’s cast on the same creature a 3 Fiery rain Piercing
second time. 4 Cloud of adamantine needles Poison
5 Swarm of bees Necrotic
RAISE QUESTING DEAD 6 Tiny spheres of antimatter Necrotic
7 Screaming skulls Cold
6th-level necromancy 8 Hail the size of oranges Lightning
Casting Time: 1 hour 9 Flurry of sparks Bludgeoning
Range: Touch 10 Stones falling from the sky Slashing
Components: V, S, M (a diamond worth at least 500 gp, 11 A whirling sphere of scimitars Radiant
12 A burst of light from a tiny,
which the spell consumes) Necrotic
Duration: Instantaneous exploding sun
13 Darting imps that siphon Lightning
This spell is identical to raise dead, except it empowers you Piercing
to impose a geas on the creature you raise. The targeted life essence Radiant
soul can opt to decline the geas, in which case it isn’t 14 Crackling rays of static electricity Slashing
restored to life. If the creature accepts your geas, it must 15 Plunging magical arrows Cold
complete the task within 30 days. If it accepts but fails to 16 A holy word echoes in the air Acid
meet the conditions of the geas, it dies on the dawn of the 17 Slashing, flensing knives Force
31st day and its spirit again departs the mortal world. If it 18 A whirling, icy tornado
accomplishes the task, it’s free to live out the remainder of 19 Flesh-eating orange slime
its restored life as it chooses. 20 Spheres of pure, explosive energy
At Higher Levels. When you cast this spell using a spell
slot of 7th or 8th level, the creature has a year to fulfill its
geas, allowing for much more complex demands. When
you cast this spell using a spell slot of 9th level, the geas
lasts until it’s fulfilled, no matter how long that takes, or
until it’s ended by remove curse, greater restoration, or wish.
352 APPENDIX
POWER CHANGES the same amount of damage again at the start of your next
two turns unless it uses an action to put out the flames on
Fireball is an instantaneous spell, but it might just as easily its clothing, hair, and other accoutrements. Flammable
resemble heat metal, with a round of warning, a round of objects in the area that aren’t being worn or carried are
damage, and a round of additional damage. Spreading also ignited.
out the damage this way could be called a slow-burn fireball.
Though this is a bit more bookkeeping, such a spell At Higher Levels. When you cast this spell using a
would be appropriate for limited use by a pyromaniacal spell slot of 4th level or higher, the damage increases by
spellcasting NPC. 1d6 for each slot level above 3rd.
While fireball is an area of effect spell, a smaller version BOUNCING FIREBALL
could attack a single target. This might be called solitary
fireball, and could easily find a place in an elementalist’s 6th-level evocation
spellbook or in the hands of a fire imp or an efreet. Range: 150 feet
Casting Time: 1 action
Finally, the third variant here is a bouncing fireball, which Duration: Instantaneous
(as the name implies) strikes one location, then bounces Components: V, S, M (a tiny ball of bat guano and sulfur,
according to the caster’s direction to a second location
and explodes again. This is similar to how chain lightning and three iron pins)
works, but bouncing fireball attacks multiple targets in
both locations. The tradeoff is lower damage against each A bolt of flame streaks from your finger toward a point
creature when compared to chain lightning. you choose within range, then explodes into an inferno
of flame. Each creature within 20 feet of the explosion
SOLITARY FIREBALL takes 7d6 fire damage, or half damage with a successful
Dexterity saving throw.
2nd-level evocation
Range: 150 feet Immediately afterward, a second bolt of flame streaks
Casting Time: 1 action from that explosion to a second target point you can
Duration: Instantaneous see exactly 40 feet from the first explosion. It explodes
Components: V, S, M (a candle and a pinch of sulfur) again at the second target point, causing another 7d6 fire
damage (halved by a successful Dexterity saving throw).
A bright streak flashes from your pointing finger to a Then the flame jumps instantly again to a third target
point you choose within range, where it blossoms with a point, also within your line of sight and exactly 40 feet
low roar to engulf a single creature in searing flame. That from the second explosion, where it detonates for the final
creature takes 6d6 fire damage, or half damage with a time with identical results.
successful Dexterity saving throw. Solitary fireball does not
ignite other flammable objects. Note that for the second and third bursts, the flame
jumps exactly 40 feet—never more, never less—and if any
At Higher Levels. When you cast this spell using a part of a burst area overlaps the area of a previous burst,
spell slot of 3rd level or higher, the damage increases by the burst fails to happen and the spell
1d6 for each slot level above 2nd. ends immediately.
SLOW-BURN FIREBALL At Higher Levels. When you cast this
spell using a spell slot of 7th level or higher,
3rd-level evocation the damage increases by 1d6 for each slot
Range: 150 feet level above 6th.
Casting Time: 1 action
Duration: 3 rounds
Components: V, S, M (small chunks of coal and sulfur)
A bright streak flashes from your pointing finger to a
point you choose within range, where it slowly ignites
the air itself with phlogiston. Each creature in a
20-foot-radius sphere around the target point
takes 4d6 fire damage, or half damage with
a successful Dexterity saving throw.
Every target that takes damage takes
APPENDIX 353
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command 700
New Spells
For Fifth
Edition
No matter how you slice it, magic is at the heart of fantasy—
and nothing says magic like a massive tome of spells.
This tome collects, updates, tweaks, and expands spells from
years of the Deep Magic for Fifth Edition series—more than
700 new and revised spells. And it adds a lot more:
• 19 divine domains from Beer to Mountain and Speed to Winter;
• 13 new wizard specialties, such as the elementalist and the timekeeper;
• 6 new sorcerous origins, including the Aristocrat and the Farseer;
• 3 otherworldly patrons for warlocks, including the Sibyl;
• expanded treatments of familiars and other wizardly servants;
• and much more!
This tome is not just for wizards, warlocks, and sorcerers. Deep Magic also
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Deep Magic contains nothing but magic from start to finish!
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