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  Rite Publishing Presents: 
   
  101 Fourth Level Spells  
   
   
  Sorcerers Supreme (Designers): Steven D. Russell & Ed Kabara 
  Spellbook Scribes (Editors): David Paul & Steven D. Russell 
  Master Illusionist (Cover Artist): Sara Contreras 
  Transmuters (Interior Artwork): Thomas Teniloc, Eckert Marco,  
  Rich Hershey, JOHN, Scorcos, Sara Contreras, Marty Kulma,  
  Jason Rainville, Jean-Baptiste Hinnebo, Tommy Arnold 
  Diviner (5th Edition Fantasy Logo):  
  Rich Hershey of Fat Goblin Games  
  Abstruse Abjurer (Proofreader): Logan E. Barnes 
  Lowly Apprentice (Layout & Publisher): Steven D. Russell 
   
   
   
   "The Science and Art of causing Change to occur in conformity with Will." 
   - Aleister Crowley  
   
   
   
   
   
   
   
   
   
  101 Fourth Level Spells © 2016 Steven D. Russell, Open Gaming License Copyright © 2000 Wizards of the Coast. All rights reserved; Some rights reserved. Some 
  images are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-nd/3.0/ Some images are 
  licensed under a Creative Commons Attribution-Share Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0/ Some images are  Licensed under a  
  Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/ 
   
   
  
   
  1 
   
  Spell Lists 
   
  4th-Level Bard Spells 
  Armor Plating: You gain a +5 bonus to armor. 
  Boorishness: Subject has disadvantage and a penalty to 
  Charisma rolls. 
  Charm Person, Mass: As charm person, but affects multiple 
  targets within 30 feet. 
  Contingent Serious Healing: Target that takes 12 or more 
  damage instantly heals 3d8 hit points. (bonus action) 
  Counter Silence: Dispels magical silence. (bonus action) 
  Crystalguard, Lesser: Ten crystals absorb spells, effects, and 
  abilities. 
  Curse of Wanderlust: Forces target to travel in a random 
  direction. 
  Depth Charge: You stun and deal thunder damage to 
  underwater targets or damage surface targets in a smaller area. 
  Dying Vengeance: Upon caster’s death, a scream curses the 
  killer, inflicting 2d10 necrotic damage per day. 
  Eldritch Mouth: As magic mouth, but can trigger command 
  word magic items and effects. (ritual) 
  Fit of Pique, Greater: Targets are forced to attack their allies. 
  Fold: You become paper-thin and fold yourself into a small 
  square. (bonus action) 
  Foozle: Subjects become clumsy, suffering penalties to their 
  attacks, checks and more. 
  Inspiring Word: Grant allies temporary hit points, and 
  advantage on attacks, Wisdom saves, and against fear. 
  Maddening Insult: Uncontrollable anger drives target 
  creature to melee attack you and suffer penalties to AC and 
  attacks. 
  Massmorph into Trees: Subjects appear as normal trees. 
  Multi-Image: Creates multiple images of the caster, all of 
  which can act independently. 
  Power Word: Laughter: With a powerful word, you send an 
  opponent into a fit of laughter. 
  Remember Way: Allow a conveyance or animal to guide itself 
  on a known path. 
  Secret Missive: Short, secret message is concealed within 
  larger text. (ritual) 
  Shimmering Crystal: Targets see what they truly want. 
  Sonic Blast: Sonic energy inflicts 10d4 thunder damage to a 
  target. (bonus action) 
  Sonic Lance: Creates melee weapon that inflicts 8d4 thunder 
  damage. (bonus action). 
  Subvert Charm: Transfers original enchantment effect to 
  caster’s control. 
  Supernatural Ward, Greater: Subject gains a +10 bonus on 
  saves against effects and abilities from creatures. (bonus 
  action) 
  Watchful Spirits: Spiritual manifestations prevent you from 
  being flanked and grant you advantage on one save. 
   
   
   
   
   
  Greater Fit of Pique 
    
  4th-Level Cleric Spells 
  Armor of Force: Spell attack rolls have disadvantage. 
  Armor Plating: You gain a +5 bonus to armor. 
  Bestow Affliction: Inflicts a disability on the target. 
  Blood Curse: Subject takes double damage from slashing and 
  piercing weapons and fails all death saving throws. 
  Borrow Limb: Attach another creature’s severed arm to 
  yourself. (ritual) 
  Circle of Censure: Magical aura automatically damages 
  aberrations, undead, and fiends and may cause them to flee. 
  Cloud Dragon: Make a cloud into a gold or silver dragon that 
  can fly you about. (ritual) 
  Commune with the Ancients: Commune with the land or 
  ancient ruins. 
  Confession’s Hand: Forces out the truth in writing. 
  Contingent Serious Healing: Target that takes 12 or more 
  damage instantly heals 3d8 hit points. (bonus action) 
  Curse Ability: You can remove one class ability or one 
  monster ability from a target creature. 
  Dampen Magic Item: Remove the magic properties of an item 
  for a few minutes. 
  Escape the Bonds of Flesh: Target suffers 3d8 necrotic 
  damage; if below 0 hp, target’s skeleton tears out of body and 
  animates. 
  
   
  2 
   
  Hand of Time: Accelerates all magical effects in the area of 
  effect. 
  Heart of the Gazelle: Creature gains speed, Dexterity and 
  Constitution bonuses. 
  Imbue Creature With Divine Power: Grant a bonus to 
  Strength, Dexterity, and Constitution checks, attacks, and saves 
  and a bonus to damage. 
  Kismet: One creature takes damage when you do. 
  Light Before, Darkness Behind: You create a zone of light 
  and darkness around an object or creature. 
  Light of Truth: A colored aura reveals subject’s true or false 
  statements to all. 
  Sanctum: You withdraw into an extradimensional space. 
  (bonus action) 
  Smite Foe: Ray of sacred energy deals 5d8 radiant damage to 
  one target or 10d8 radiant damage to fiends or undead. 
  Soften: Increase the damage to objects. 
  Spirit Dragon: You create the partially real illusion of an adult 
  dragon. 
  Stomach Bloom: Subject is incapacitated and spews its 
  stomach contents to deal 4d6 acid damage every 1d4 rounds. 
  Symbol of Despair: Triggered rune fills nearby creatures with 
  utter despair.(ritual) 
  Wall of Light: You erect a wall that causes anyone who passes 
  through it to glow. 
  Watchful Spirits: Spiritual manifestations prevent you from 
  being flanked and grant you advantage on one save. 
  Wave of Pain: Subjects suffer disadvantage to attacks, checks, 
  saves, and initiative, as well as their movement is reduced by 
  10 ft. 
  Witchbreaker: You generate a region that inflicts damage on 
  arcane spellcasters. 
  Zone of Mishaps: Spells and casters in area must make a 
  concentration check or their spells may fail. 
  Zone of Parley: You create a zone where a truce is enforced. 
    
  4th-Level Druid Spells 
  Air and Water: Intermix air and water in 15-ft.-radius 
  emanation to allow breathing and impede movement or melee. 
  Armor of Thorns: You gain a +3 bonus to AC, and whenever 
  an enemy strikes you with a natural or hand-held melee 
  weapon, it takes 7 points of damage. 
  Camouflage, Mass: 7 stationary medium creatures gain +10 
  and advantage on Dexterity(stealth) checks. 
  Circle of Censure: Magical aura automatically damages 
  aberrations, undead, and fiends and may cause them to flee. 
  Cloud Dragon: Make a cloud into a gold or silver dragon that 
  can fly you about. (ritual) 
  Commune with the Ancients: Commune with the land or 
  ancient ruins. 
  Contingent Serious Healing: Target that takes 12 or more 
  damage instantly heals 3d8 hit points. (bonus action) 
  Curse Ability: You can remove one class ability or one 
  monster ability from a target creature. 
  Dust Cloud: Obscures vision, blinds creatures, and impedes 
  movement. 
  Grappling Vine: A sticky vine shoots forth to grapple and deal 
  damage to a foe. 
  Heart of the Gazelle: Creature gains speed, Dexterity and 
  Constitution bonuses. 
  Imbue Creature With Divine Power: Grant a bonus to 
  Strength, Dexterity, and Constitution checks, attacks, and saves 
  and a bonus to damage. 
  Massmorph into Trees: Subjects appear as normal trees. 
  Primal Scream: Cone deals thunder damage to creatures and 
  objects, and grants you Strength and Constitution bonuses. 
  Puffball: Leathery sphere releases acidic vapor and toxic dust 
  as splash weapon, deals 5d8 acid damage the main target and 
  poison and blindness to those around the target 
  Remember Way: Allow a conveyance or animal to guide itself 
  on a known path. 
  Spirit Dragon: You create the partially real illusion of an adult 
  dragon. 
  Steam Jet: High-pressure steam deals 6d6 fire and 
  bludgeoning damage, heats equipment, and can knock 
  creatures back. 
  Stomach Bloom: Subject is incapacitated and spews its 
  stomach contents to deal 4d6 acid damage every 1d4 rounds. 
  Sunray: You focus ambient light into a scorching beam, 
  dealing damage as ranged spell attack. (bonus action) 
  Teeth of the Wind: Blast of air bludgeons and knocks 
  creatures back. 
  Unstable Form: Target creature’s body is destabilized into an 
  amorphous mass. 
    
  4th-Level Paladin Spells 
  Armor of Force: Spell attack rolls have disadvantage. 
  Armor of the Heart: Add your Constitution bonus to your AC. 
  Armor Plating: You gain a +5 bonus to armor. 
  Circle of Censure: Magical aura automatically damages 
  aberrations, undead, and fiends and may cause them to flee. 
  Exile: You put a creature into a temporary extradimensional 
  prison tied to you. 
  Exorcism: Expel a possessing creature from a victim. 
  Foresight of the Just Warrior: You deal extra damage based 
  on hard you hit the target. 
  Halo of Righteousness: Grants allies a +3 bonus to AC and 
  Dexterity saving throws, they ignore one chosen condition, and 
  you can use your class abilities on them without touching them. 
  Heroic Sacrifice: You take the damage and effects for all 
  chosen creatures. (reaction or bonus action) 
  Ideal Restraints: Conjured chains, manacles, and ropes 
  restrain a creature. 
  Last Act: You ignore any conditions you are affected with for 
  1 round. (reaction or bonus action) 
  Light of Truth: A colored aura reveals subject’s true or false 
  statements to all. 
  Martyr: If the caster dies, he makes a wish that cannot bring 
  him back to life. 
  Portrait of the Wanted: Create a drawing of the last person to 
  touch an item. (ritual) 
  
   
  3 
   
  Resist Damage: Reduce all damage you take by an amount 
  equal to your Constitution modifier. 
  Shield of Ablation: Minimizes all variable weapon damage 
  inflicted on you. 
  Smite Foe: Ray of sacred energy deals 5d8 radiant damage to 
  one target or 10d8 radiant damage to fiends or undead. 
  Track Magic: Allows you to trail a magical creature or 
  spellcaster. 
  True Sacrifice: You grant a true resurrection and you die and 
  cannot be raised or resurrected. 
  Untiring: Targets do not need to make Constitution checks 
  related to fatigue or environmental conditions. 
  Ward of Mercy: All damage dealt within the area of the spell 
  will not kill targets and all creatures succeed death saving 
  throws. 
  Witchbreaker: You generate a region that inflicts damage on 
  arcane spellcasters. 
    
  4th-Level Ranger Spells 
  Armor of Thorns: You gain a +3 bonus to AC, and whenever 
  an enemy strikes you with a natural or hand-held melee 
  weapon, it takes 7 points of damage. 
  Circle of Censure: Magical aura automatically damages 
  aberrations, undead, and outsiders and may cause them to flee. 
  Confession’s Hand: Forces out the truth in writing. 
  Curse Ability: You can remove one class ability or one 
  monster ability from a target creature. 
  Halt Device: Mechanical object ceases to function. 
  Heart of the Gazelle: Creature gains speed, Dexterity and 
  Constitution bonuses. 
  Maddening Insult: Uncontrollable anger drives target 
  creature to melee attack you and suffer penalties to AC and 
  attacks. 
  Ideal Restraints: Conjured chains, manacles, and ropes 
  restrain a creature. 
  Many Arms: Target gains additional arms. 
  Massmorph into Trees: Subjects appear as normal trees. 
  Portrait of the Wanted: Create a drawing of the last person to 
  touch an item. (ritual) 
  Prophet’s Eye: See, hear, and feel a target’s experiences. 
  Remember Way: Allow a conveyance or animal to guide itself 
  on a known path. 
  Track Magic: Allows you to trail a magical creature or 
  spellcaster. 
    
  4th-Level Warlock Spells 
  Bestow Affliction: Inflicts a disability on the target. 
  Blood Curse: Subject takes double damage from slashing and 
  piercing weapons and fails all death saving throws. 
  Boorishness: Subject has disadvantage and a penalty to 
  Charisma rolls. 
  Charm Person, Mass: As charm person, but affects multiple 
  targets within 30 feet. 
  Curse Ability: You can remove one class ability or one 
  monster ability from a target creature. 
  Curse of Wanderlust: Forces target to travel in a random 
  direction. 
  Dying Vengeance: Upon caster’s death, a scream curses the 
  killer, inflicting 2d10 necrotic damage per day. 
  Excruciating Grasp: Touched creature takes possibly 
  nonlethal damage and has disadvantage on Dexterity checks, 
  saves, and attacks for a minute. 
  Fit of Pique, Greater: Targets are forced to attack their allies. 
  Foozle: Subjects become clumsy, suffering penalties to their 
  attacks, checks and more. 
  Maddening Insult: Uncontrollable anger drives target 
  creature to melee attack you and suffer penalties to AC and 
  attacks. 
  Multi-Image: Creates multiple images of the caster, all of 
  which can act independently. 
  Shimmering Crystal: Targets see what they truly want. 
  Subvert Charm: Transfers original enchantment effect to 
  caster’s control. 
  Supernatural Ward, Greater: Subject gains a +10 bonus on 
  saves against effects and abilities from creatures. (bonus 
  action) 
  Watchful Spirits: Spiritual manifestations prevent you from 
  being flanked and grant you advantage on one save. 
  Zone of Mishaps: Spells and casters in area must make a 
  concentration check or their spells may fail. 
   
  4th-Level Sorcerer/Wizard Spells 
   Abjuration 
  Armor of Force: Spell attack rolls have disadvantage. 
  Circle of Censure: Magical aura automatically damages 
  aberrations, undead, and fiends and may cause them to flee. 
  Crystalguard, Lesser: Ten crystals absorb spells, effects, and 
  abilities. 
  Dampen Magic Item: Remove the magic properties of an item 
  for a few minutes. 
  Scapegoat, Greater: Transfer multiple poor die rolls to 
  another creature. 
  Spell Turning, Lesser: Reflects 1d4 + spell casting ability 
  modifier levels of spells back at caster. 
  Supernatural Ward, Greater: Subject gains a +10 bonus on 
  saves against effects and abilities from creatures. (bonus 
  action) 
  Zone of Mishaps: Spells and casters in area must make a 
  concentration check or their spells may fail. 
    
  Conjuration 
  Chaotic Blast: You blast forth an attack that has an 
  unpredictable form. 
  Corrosive Touch: Corrosive slime deals 4d6 acid damage plus 
  2d6 in subsequent rounds. 
  Grappling Vine: A sticky vine shoots forth to grapple and deal 
  damage to a foe. 
  Ideal Restraints: Conjured chains, manacles, and ropes 
  restrain a creature. 
  
   
  4 
   
  Puffball: Leathery sphere releases acidic vapor and toxic dust 
  as splash weapon, deals 5d8 acid damage the main target and 
  poison and blindness to those around the target. 
  Stomach Bloom: Subject is incapacitated and spews its 
  stomach contents to deal 4d6 acid damage every 1d4 rounds. 
  Watchful Spirits: Spiritual manifestations prevent you from 
  being flanked and grant you advantage on one save. 
    
  Divination 
  Light of Truth: A colored aura reveals subject’s true or false 
  statements to all. 
  Portrait of the Wanted: Create a drawing of the last person to 
  touch an item. (ritual) 
  Prophet’s Eye: See, hear, and feel a target’s experiences. 
  Remember Way: Allow a conveyance or animal to guide itself 
  on a known path. 
  Track Magic: Allows you to trail a magical creature or 
  spellcaster. 
  Translocation Viewing: You view the destination of a 
  teleportation effect as if standing there. (ritual) 
  Warrior’s Insight: You gain bonus to attack, damage, and 
  AC. 
    
  Enchantment 
  Boorishness: Subject has disadvantage and a penalty to 
  Charisma rolls. 
  Charm Person, Mass: As charm person, but affects multiple 
  targets within 30 feet. 
  Confession’s Hand: Forces out the truth in writing. 
  Fit of Pique, Greater: Targets are forced to attack their allies. 
  Foozle: Subjects become clumsy, suffering penalties to their 
  attacks, checks and more. 
  Inspiring Word: Grant allies temporary hit points, and 
  advantage on attacks, Wisdom saves, and against fear. 
  Maddening Insult: Uncontrollable anger drives target 
  creature to melee attack you and suffer penalties to AC and 
  attacks. 
  Power Word: Laughter: With a powerful word, you send an 
  opponent into a fit of laughter. 
  Shimmering Crystal: Targets see what they truly want 
  Subvert Charm: Transfers original enchantment effect to 
  caster’s control. 
  Symbol of Despair: Triggered rune fills nearby creatures with 
  utter despair.(ritual) 
    
  Evocation 
  Depth Charge: You stun and deal thunder damage to 
  underwater targets or damage surface targets in a smaller area. 
  Dust Cloud: Obscures vision, blinds creatures, and impedes 
  movement. 
  Light Before, Darkness Behind: You create a zone of light 
  and darkness around an object or creature. 
  Retaliatory Missile: You reduce your damage from ranged 
  attacks and every time a missile attacks you, you cast magic 
  missile at the attacker. 
  Shockwave: Deals 10d6 thunder and throw enemies away 
  from you in a 10-ft.-radius burst. 
  Spiritbow, Lesser: Bow of magical force can be wielded or 
  attack on its own, firing regular or special force projectiles. 
  Staffstrike: Shockwaves from your staff deal bludgeoning and 
  thunder damage plus deafen creatures; can also stun and knock 
  creatures down. 
  Steam Jet: High-pressure steam deals 6d6 fire and 
  bludgeoning damage, heats equipment, and can knock 
  creatures back. 
  Sunray: You focus ambient light into a scorching beam, 
  dealing damage as ranged spell attack.(bonus action) 
  Teeth of the Wind: Blast of air bludgeons and knocks 
  creatures back. 
  Wall of Light: You erect a wall that causes anyone who passes 
  through it to glow. 
    
  Illusion 
  Camouflage, Mass: 7 stationary medium creatures gain +10 
  and advantage on Dexterity (stealth) checks. 
  Eldritch Mouth: As magic mouth, but can trigger command 
  words, magic items, and effects. (ritual) 
  Eyes of Decay: Subject sees an apocalyptic nightmare of 
  undeath. 
  Massmorph into Trees: Subjects appear as normal trees. 
  Multi-Image: Creates multiple images of the caster, all of 
  which can act independently. 
    
  Necromancy 
  Blood Curse: Subject takes double damage from slashing and 
  piercing weapons and fails all death saving throws. 
  Borrow Limb: Attach another creature’s severed arm to 
  yourself. (ritual) 
  Curse Ability: You can remove one class ability or one 
  monster ability from a target creature. 
  Excruciating Grasp: Touched creature takes possibly 
  nonlethal damage and has disadvantage on Dexterity checks, 
  saves, and attacks for a minute. 
  Wave of Pain: Subjects suffer disadvantage to attacks, checks, 
  saves, and initiative, and their movement is reduced by 10 ft. 
    
  Transmutation 
  Alter Range: Decrease or increase the range increment of 
  ranged weapons. 
  Armor Plating: You gain a +5 bonus to armor. 
  Brilliant Strike: Attack passes through armor and shield. 
  (bonus action) 
  Cloud Dragon: Make a cloud into a gold or silver dragon that 
  can fly you about. (ritual) 
  Fold: You become paper-thin and fold yourself into a small 
  square. (bonus action) 
  Giant Lava Ball: Transmutes stone into giant lava ball. (bonus 
  action) 
  Gruesome Appetite: Grants bite attack and can swallow 
  enemies whole. 
  
   
  5 
   
  Heart of the Gazelle: Creature gains speed, Dexterity and 
  Constitution bonuses. 
  Many Arms: Target gains additional arms. 
  Secret Missive: Short, secret message is concealed within 
  larger text. (ritual) 
  Solipsism: Object is only real half the time, and can be ignored. 
  Unstable Form: Target creature’s body is destabilized into an 
  amorphous mass. 
   
   
   
  Many Arms 
  
   
  6 
   
  Spell Descriptions 
   
  Air and Water 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (sealed vial, half-filled with air and 
  water) 
  Duration: 8 hours 
  You create a 15-foot-radius emanation centered on a 
  creature or object touched, which moves when the object or 
  creature moves, if placed on a creature or a movable object. 
  The emanation acts on both air and water, creating an area 
  where the two mix in roughly equal portions. Water within the 
  emanation becomes suffused with bubbles of air, creating an 
  area where air-breathing creatures can breathe normally, while 
  air within the emanation becomes a very wet mist where water-
  breathing creatures can breathe normally. The spell does not 
  affect any contaminants that may be suspended in the affected 
  air or water, such as poison gases, silt, or smoke. Likewise, the 
  spell does not function in a vacuum, nor will it affect any 
  magical liquid or any nonmagical liquid that is not at least 75% 
  water. Underwater, the emanation creates an environment that 
  functions partly as a land area and partly as a water area. All 
  the normal rules governing underwater combat apply except as 
  noted here. 
   
  • 
  The emanation functions as difficult terrain for any 
  creature swimming through it. 
  • 
  Land creatures make all melee attacks normally provided 
  that both they and their opponents are within the 
  emanation. 
  • 
  Aquatic creature speeds suffer a –2 penalty on melee 
  attacks if they or their targets are within the area. 
  • 
  When an attacker inside the emanation attacks a target 
  outside (or vice versa) the target has cover unless the 
  attacker is under a freedom of movement effect (as the 
  spell). 
  • 
  A creature with a space larger than 5 feet can choose any 
  area that it occupies to determine if it is inside or outside 
  the emanation. Similarly, when attacking such a creature, 
  the attacker can pick any of the squares the defender 
  occupies to determine if is inside or outside the emanation. 
   
  On land, the emanation’s damp fog can obscure vision 
  (including darkvision). If line of sight to a creature or object 
  passes through 10 to 15 feet of fog, the subject is lightly 
  obscured. If line of sight passes through more than 15 feet of 
  fog, the subject is heavily obscured. Unattended objects and 
  points in space receive no saving throw against this spell. An 
  unwilling creature can attempt a Wisdom saving throw to 
  negate the effects if it or its equipment is the target of the spell. 
   
  Alter Range 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 400 feet 
  Components: V, S 
  Duration: 1 hour 
  You can either enhance the range of ranged weapons by 
  doubling their ranges (e.g. 30/60 becomes 60/120), or reduce 
  their range increment by one-half (e.g. 30/60 becomes 15/30). 
  Constructs are allowed a Wisdom saving throw to resist the 
  effects of this spell on their built-in weapons, and other 
  creatures are allowed a Wisdom save to resist for weapons they 
  carry. 
    
  Armor of Force 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour 
  You evoke bands of invisible force around a suit of armor, 
  extending the armor’s natural protective qualities to spell 
  attacks. While this spell is in effect, any spell targeting you that 
  requires an attack roll has disadvantage. 
   
  Armor of the Heart 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
  Armor of the heart imbues your armor with your own 
  innate toughness and hardiness. While the spell is in effect, 
  your armor gains a bonus to AC equal to your Constitution 
  modifier (minimum +1). 
  This spell only affects armor. It has no effect on shields or 
  normal clothing. 
   
  Armor of Thorns 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
  For the duration of the spell, your torso grows a weave of 
  green, writhing thorns. Creatures striking you with natural 
  weapons or hand-held weapons take 7 piercing damage each 
  time they hit you. In addition, the thorns grant the caster a +3 
  bonus to AC. The caster may will the thorns to move out of the 
  way so he may safely receive beneficial touch-based spells and 
  effects. As a full-round action, the caster can have the vines 
  strike out from his body, dealing 6d4 points of damage to all 
  creatures within a 5-foot-long, 180-degree arc in front of him, 
  
   
  7 
   
  or to all creatures within 5 feet of him (Dexterity saving throw 
  for half damage). 
    
  Armor Plating 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (four plates of metal) 
  Duration: Concentration, up to 1 hour 
  This spell allows the caster to make metal plates adhere 
  and meld with his skin, literally bonding armor to him. The 
  metal plates are the material focus of the spell, and grant a +5 
  bonus to AC. This bonus applies in addition to your normal 
  armor. Due to the nature of the metal actually merging with the 
  caster’s skin, no penalties or the like are inflicted by the 
  temporary armor as would normally occur by wearing heavy 
  armor like disadvantage to Dexterity (stealth) checks. After the 
  duration of the spell has expired, the armor plates simply drop 
  off. 
   
  Bestow Affliction 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: until dispelled 
  Bestow affliction causes the target to suffer a permanent 
  physical or mental disability if it fails a Constitution saving 
  throw. The curse bestowed by this spell cannot be dispelled 
  with dispel magic, but it can be removed with a dispel evil and 
  good [break enchantment], limited wish, miracle, remove 
  curse, or wish spell.  
  The caster can choose an affliction to bestow from the 
  following list: 
  Babble: The afflicted’s ability to speak coherently is 
  compromised. Any time he attempts to communicate 
  (including casting spells with verbal components), he must 
  make a Wisdom saving throw (DC 16) or whatever he says 
  comes out as gibberish. 
  Barrenness/Infertility: Certain demons, curses and 
  diseases (and of course, old age) caused people to be unable to 
  produce or bear offspring, and this affliction causes that in the 
  target. This is a touchy subject, and the effects of the affliction 
  might be entirely unimportant in some campaigns. It can be 
  cured by any of the spells listed above. 
  Cataracts: Cataracts are an affliction that permanently 
  degrades one’s eyesight, causing -2 to Wisdom (perception) 
  and Intelligence (investigation) checks and disadvantage to 
  attack rolls. 
  Dementia: The afflicted’s ability to interact with the real 
  world is compromised. Any time he attempts to take a decisive 
  action, he must make a Wisdom saving throw (DC 16), or act 
  as though under the influence of a confusion spell. 
  Diseased: The afflicted has suffered physical scars from 
  numerous sicknesses, and he perpetually stinks of infection. He  
   
  Bestow Affliction 
   
  suffers disadvantage to his Charisma checks, saves, and 
  attacks. 
  Ecstatic: The afflicted’s ability to understand danger is 
  compromised. In any excited or dangerous situations, he must 
  make a Wisdom saving throw (DC 16), or spend the next 1d4 
  rounds singing and dancing like a drunk. While in ecstasy, he 
  is unable to attack or to use any active defenses. At the end of 
  each turn, make another Wisdom saving throw or the ecstasy 
  continues. 
  Fixation: The afflicted takes on a quest in search of an 
  unattainable goal (e.g. an imaginary object or impossible ideal) 
  that puts him (and allies) into dangerous situations. 
  Forgetfulness: The afflicted’s ability to remember facts is 
  compromised. Any time he must do something that requires 
  accessing his memory (including casting memorized spells), he 
  must make an Intelligence saving throw (DC 16). 
  Impotence: The afflicted’s ability to participate in sex and 
  to procreate are compromised. This is another touchy subject, 
  and its effects might be entirely unimportant in some 
  campaigns. 
  Lameness: The afflicted’s speed is halved, and he 
  becomes incapable of running or charging. He also suffers a 
  disadvantage on Strength (athletics) checks. 
  Mute: The afflicted loses the power of speech. He can still 
  make himself understood through writing, and his hearing is 
  unaffected. 
  Paranoia: The afflicted’s ability to separate friend from 
  foe is compromised. Any time someone confronts him with an 
  
   
  8 
   
  unexpected situation, he automatically views the other as an 
  enemy and must make a Wisdom saving throw (DC 16) to 
  avoid attacking him. 
  Phobia: The afflicted develops an irrational fear of a 
  common object, creature, or condition. He believes the object 
  of the phobia poses an immediate threat to him and may even 
  see it where it doesn’t exist. 
  Sickly: The Sickly affliction means that the victim is more 
  likely to contract diseases. A Sickly person always has a low-
  level cough or fever, and disadvantage to any saves against 
  diseases. 
   
  Blood Curse 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: until dispelled 
  Make a melee attack roll against a target you are engaged 
  with, on a success, you cause a target creature’s blood to thin 
  and its heart to beat faster, increasing blood flow—and with it, 
  the amount of damage dealt by wounds. A target under the 
  effects of this spell suffers double damage from all slashing or 
  piercing damage attacks and automatically fails all death 
  saving throws. This spell does not affect constructs, elementals, 
  plants, oozes, or undead. The curse bestowed by this spell 
  cannot be dispelled with dispel magic, but it can be removed 
  with a dispel evil and good [break enchantment], limited wish, 
  miracle, remove curse, or wish spell. 
   
  Boorishness 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 100 feet 
  Components: V, S, M (a pinch of dung) 
  Duration: Concentration, up to 1 hour 
  If the target of the spell fails a Charisma saving throw, the 
  subject becomes amazingly rude, boorishness or complete 
  disinteresting depending on the subject’s attitudes before being 
  affected by the spell. The target has disadvantage and a 1d4 
  penalty on all Charisma checks, saves, spell casting attacks, 
  and ability rolls for the duration of the spell. If the subject casts 
  spells using Charisma as the spell casting ability, any subject 
  of those spells has advantage on any saves vs those spells. 
   
  Borrow Limb 
  4th-level necromancy (ritual) 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S, M (a limb from a recently dead creature) 
  Duration: 8 hours 
  You attach the severed forelimb of another creature to 
  your torso, using it as an additional off-hand. You can use it to 
  make an additional attack. You can also use it to wield a shield 
  at no penalty. Additionally, you can hold objects or weapons in 
  two hands and still cast spells with somatic components. At the 
  end of the duration, the limb falls off with no ill effects. 
  You also can use this spell to attach a limb to the stump of 
  one of your limbs that has been severed. In this case, the spell’s 
  casting time changes to Instantaneous, and you may gain some 
  special property of the limb if it has any (a troll’s arm might 
  regenerate, for instance, or a gargoyle’s stony arm might 
  function as a shield). As above, the limb falls off with no ill 
  effects at the end of the spell’s duration. 
  At Higher Levels. If cast at 7th level or higher, the 
  duration is 24 hours. If cast as a 9th level slot, the spell lasts 
  until dispelled. 
   
  Brilliant Strike 
  4th-level transmutation 
  Casting Time: bonus action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  One weapon you wield briefly changes into a brilliant 
  energy weapon. A significant portion of one weapon you are 
  wielding transforms into light, although this does not modify 
  the item's weight. It always gives off light as a torch. When you 
  attack a target with the weapon transmuted by this spell, you 
  ignore any bonus to AC the target has from armor or a shield 
  as your attack phases right through them. The weapon affected 
  by this spell cannot harm undead, constructs, or objects. The 
  benefits of this spell can only be applied to melee weapons, 
  thrown weapons and ammunition. 
   
  Camouflage, Mass 
  4th-level illusion 
  Casting Time: 1 action 
  Range: Self 
  Components: S 
  Duration: Concentration, up to 1 minute 
  Mass camouflage changes the appearance of up to 7 
  medium sized motionless target creatures to match their 
  surroundings, granting a +10 bonus and advantage on Dexterity 
  (stealth) checks. If the subject of the spell moves, attacks, or 
  takes any action that can’t be accomplished while standing still, 
  the spell ends. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target two additional 
  creatures for each slot level above 4th that are within range of 
  the spell. 
   
  Charm Person, Mass 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 1 hour 
  
   
  9 
   
  This spell functions like charm person, except that it 
  affects six creatures all within a range of 30 feet of a central 
  point in range. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target two additional 
  creatures for each slot level above 4th that are within range of 
  the spell. 
   
  Chaotic Blast 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: see text 
  You release a chaotic blast of power to attack your foes. 
  The range, shape, substance, and damage are all random, so 
  your attack might be a flaming cone of feathers, a ray of 
  spurting water, a burst of kittens (which vanish moments after 
  the spell’s completion), or any other of thousands of 
  possibilities. First, roll to determine the area of effect. After 
  determining the area of effect, choose the target(s). After 
  choosing your target(s), roll to determine damage dealt, then 
  the substance of which the chaos blast is composed. If the 
  substance includes a descriptor, such as [fire], the damage is of 
  that type. Otherwise, it is considered bludgeoning damage. Roll 
  once for each attribute (once for area of effect, once for 
  damage, once for substance). All matter created by this spell 
  disappears at the beginning of your next round. 
  If chaotic blast deals damage, it is a Reflex saving throw 
  for half damage, and the duration is instantaneous unless 
  otherwise stated. If chaotic blast instead has a spell effect, use 
  the saving throw and duration of that spell. If an ability is 
  targeted or the targets receive a condition and the target fails 
  their save, the targets have disadvantage on checks, attacks, and 
  saves, and can make a Constitution saving throw at the end of 
  each round to end the effect. 
  Spells simulated by chaotic blast affect all creatures 
  and/or objects in the area of effect. This spell is known by many 
  as “hail of inappropriate objects.” 
   
  Circle of Censure 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 10 rounds 
  You radiate a magical aura that damages any aberrations, 
  fiends, or undead that come within 30 feet of you. These 
  creatures automatically take 4d6 radiant damage every round 
  they stay within your radius of effect and must pass a Charisma 
  saving throw to remain within the radius after taking damage. 
  If they fail the save, they are frightened for one round and must 
  move out of the area. This spell stacks with any other “aura” 
  abilities and spells you may be using such as holy aura, and 
   
   
  Chaotic Blast Table 
  D20 
  Area/Targets/Effect 
  Dmg Dealt/Effect 
  Substance 
  1 
  Cone 
  10d3 
  Acid [acid] 
  2 
  Cone 
  10d4 
  Frost [cold] 
  3 
  Four 10-ft. cubes 
  10d4 
  Lightning [lightning] 
  4 
  Four 10-ft. cubes 
  10d4 
  Fire [fire] 
  5 
  Ray (ranged spell attack, no save) 
  10d6 
  Sonic [thunder] 
  6 
  Ray (ranged spell attack,  no save) 
  10d6 
  Water 
  7 
  Cylinder (10-ft. radius, 40-ft. high) 
  10d8 
  Shards of metal and stone 
  8 
  Cylinder (10-ft. radius, 40-ft. high) 
  Strength targeted 
  Intense wind 
  9 
  15-ft. radius spread 
  Dexterity targeted 
  Many tiny furry animals, all of the same 
  species 
  10 
  15-ft. radius spread 
  Restrained 
  Animal matter 
  11 
  5 ft. wide line out to range 
  Blinded 
  Plant matter 
  12 
  5ft. wide out to range 
  Frightened 
  Coinage 
  13 
  5 creatures, no two of which can be more than 30 ft. 
  apart 
  2 levels of 
  Exhaustion 
  Spider webs 
  14 
  One creature/level, no two of which can be more than 
  30 ft. apart 
  Paralyzed 
  Insects 
  15 
  Creature or object touched 
  Nauseated 
  Slime or ooze 
  16 
  Creature or object touched 
  All ability scores 
  Household objects 
  17 
  One creature or object 
  Stunned 
  Prismatic [radiant] 
  18 
  One creature or object 
  Sleep 
  Stones [bludgeoning] 
  19 
  5-ft.-diameter sphere (controlled like flaming sphere) 
  Unconscious 
  Roll twice and combine 
  20 
  All creatures, no two of which can be more than 60 ft. 
  apart 
  deafened 
  Invisible force [force] 
   
  
   
  10 
   
  denies undead within its radius the advantages to attacks and 
  saves due to any creature abilities or necromancy spells 
  affecting them. 
   
  Cloud Dragon 
  4th-level transmutation (ritual) 
  Casting Time: 10 minutes 
  Range: 5 miles 
  Components: V, S 
  Duration: 8 hours or until dispelled 
  The energies of this spell are directed at clouds overhead, 
  which take on the form of an adult gold or silver dragon under 
  your control. This dragon has partial substance and is capable 
  of transporting up to six Medium (or smaller) creatures on its 
  back, just as a regular dragon can; however, it cannot make 
  attacks and doesn’t possess a breath weapon. Whenever you 
  are unable to concentrate on controlling the actions of the cloud 
  dragon, it simply stops, hanging motionless despite winds or 
  gravity, until you resume control or the spell expires 
  (whereupon the dragon vanishes). The cloud dragon flies with 
  the speed and maneuverability of an adult gold or silver dragon. 
  To cast this spell, you must be outdoors and able to see clouds 
  in the sky. While the spell will not instantly fail if you do not 
  concentrate on the spell, you cannot concentrate on other spells 
  during this spell’s duration. You can dispel this spell at any 
  time. 
   
  Commune with the Ancients 
  4th-level divination 
  Casting Time: 1 hour 
  Range: Self 
  Components: V, S, M (object from the site worth 50 gp) 
  Duration: 10 minutes 
  Through this spell, you become one with the land or ruins 
  you are touching, gaining knowledge about your immediate 
  surroundings regarding any occurrence that befell there during 
  the last 48 hours. You can mentally ask up to three simple 
  questions about the location; if your queries have clear 
  answers, they will instantly enter your mind. Common 
  questions include: “How many beings like me (or larger than 
  me) usually dwell here?”, “What kinds of creatures live in this 
  forest?”, “In what direction is the nearest body of water larger 
  than a small stream (or the largest body of fresh water)?”, or 
  “Where is the closest drinkable water on the surface of the 
  land?” 
  The land replies as honestly and completely as it can, but 
  it is incapable of answering specific questions, such as “Does 
  Rael Yundri live in these lands?” or “Has a wizard (or the 
  wizard Beldran Sendaer) ever been here?” (Or, “Is Rael Yundri 
  inside this castle or on this farm right now?”) The caster can 
  ask about specific spots or features (such as rooms or doors). 
  Queries about a particular set of ruins will be answered about 
  only those specific ruins. If queried about an entire land or 
  region, the land answers about a plot of land of a 10-mile radius 
  maximum area centered on the caster. 
   
   
  Commune with the Ancients 
   
  Confession’s Hand 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a silver pen worth 50 gp) 
  Duration: 10 minutes 
  The subject must hold a pen when the spell is cast, and 
  must have a surface to write on while this spell is in effect. If 
  the target of this spell fails a Wisdom saving throw, the subject 
  is compelled to hold the pen until the spell ends. If the caster 
  asks the subject a question, he must write a truthful answer to 
  the question. The spell does not prevent unintentional 
  inaccuracies, and the subject may commit lies of omission; the 
  subject must also be literate. A pen must be dipped in ink every 
  few words, which slows the writing process. A short answer to 
  a question usually takes about 30 seconds to write. A long 
  answer may take two minutes or more. 
   
  Contingent Serious Healing 
  4th-level conjuration 
  Casting Time: bonus action 
  Range: Touch 
  
   
  11 
   
  Components: V, S, M (drop of blessed oil) 
  Duration: 8 hours or until discharged 
  You bestow a small blessing on a target creature. 
  Whenever the creature takes 12 or more points of damage, the 
  spell discharges, suffusing the creature with positive energy 
  that heals 3d8 points of damage; the spell can also be used 
  against any undead creature, but does not require an attack roll 
  against the target. If used against undead, this spell is triggered 
  in one of two ways, dealing 3d8 radiant damage either the next 
  time the undead target takes normal damage, or the next time 
  the undead target is healed in any way. An undead creature can 
  attempt a Wisdom saving throw to take half damage. A creature 
  may only be under the effect of one contingent healing spell 
  (of any sort) at a time. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, the target of the spell heals an 
  additional 1d8 or does an additional 1d8 damage to undead for 
  each slot level above 4th. 
   
  Corrosive Touch 
  4th-level conjuration 
  Casting Time: bonus action 
  Range: Self 
  Components: V, S, M (paste of ground acorns) 
  Duration: Concentration, up to 1 minute 
  After casting this spell, corrosive slime oozes from one of 
  your hands, causing no harm to you or your equipment but 
  dealing 4d6 acid damage to any object or creature you strike 
  with a successful melee spell attack as an action, plus an 
  additional 2d6 acid damage each round for the next 1d4 rounds. 
  Washing off or neutralizing the slime can negate continuing 
  damage from this spell, but requires a full-round action and a 
  successful Dexterity saving throw (DC equal to your spell save 
  DC). Success is automatic if the creature or item is completely 
  immersed in water or doused with something to neutralize the 
  acid (such as powdered chalk or bicarbonate of soda). Wiping 
  or scraping off the slime grants advantage on the save, but the 
  item or creature used to remove the slime takes 2d6 acid 
  damage. Until the spell ends, you can make the attack again on 
  each of your turns as an action. A target may be attacked 
  multiple times, but only one ongoing acid effect may occur at 
  a time. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, the target of the spell is dealt an 
  additional 1d6 damage on the initial attack and for each round 
  of acid damage for each slot level above 4th. 
   
  Counter Silence 
  4th-level transmutation 
  Casting Time: bonus action 
  Range: 10 feet 
  Components: S 
  Duration: Instantaneous 
  Choose one area of magical silence in range. Any magical 
  silence spell or effect of 4th level or lower instantly ends. For 
  any silence spell or effect of 4th level or higher, make an ability 
  check using your spellcasting ability. The DC equals 10 + the 
  spell’s level, or for effects, use the DC of the creature or item 
  who made the effect, the creature’s save DC of the spell itself, 
  or the highest DC of the creature or item if not provided one. 
  On a successful check, the spell ends. Unlike all other bardic 
  spells, you cast this without need of verbal components. 
   
  Crystalguard, Lesser 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (crystals worth a total of 50 gp) 
  Duration: 1 hour or until discharged 
  When this spell is cast, 10 dimly glowing gems or crystals 
  of any color the caster wishes float around the target's body 
  protecting the target from spells, magic abilities and magic 
  effects. Any effect of 4th level or lower, or ability or effects 
  with a save DC of 14 or lower can be absorbed by lesser 
  crystalguard, if the target of lesser crystalguard wishes. When 
  a spell or effect is absorbed, a number of crystals equal to the 
  spell level (or Save DC - 9) glow brightly and disappear. Only 
  the effects of the spells that are cast that would affect the target 
  of lesser crystalguard can be absorbed. Non-magical effects 
  and abilities like animal poisons are not blocked by lesser 
  crystalguard. The recipient of lesser crystalguard must have 
  enough gems remaining around his body to absorb a spell; 
  otherwise, lesser crystalguard has no protective effect against 
  that spell. Spells such as magic missile that shot multiple times 
  from one spell are all blocked by one crystal, and spells such 
  as fireball protect the subject of this spell but do not protect any 
  other creatures in the area of the spell. This spell does not 
  prevent spells such as silence if a creature with lesser 
  crystalguard is not the original target of the spell, but a creature 
  under lesser crystalguard is silenced if it enters an area of 
  magical silence.  
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, the spell uses an additional crystal 
  without changing the total value of crystals used and grants the 
  target an additional floating crystal to absorb spells for each 
  slot level above 4th. 
   
  Curse Ability 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: until dispelled 
  The target of this curse has one named class ability or 
  named monster ability, spoken at the time of casting, rendered 
  non-functional (a rogue cannot sneak attack, a dragon cannot 
  use its breath weapon etc.) if it fails a Wisdom saving throw. 
  The curse bestowed by this spell cannot be dispelled with 
  dispel magic, but it can be removed with a dispel evil and good 
  
   
  12 
   
  [break enchantment], limited wish, miracle, remove curse, or 
  wish spell. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you target one additional creature for 
  each slot level above 4th. For each target, you can target a 
  separate ability. 
   
  Curse of Wanderlust 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
  The target of this spell experiences a powerful need to 
  travel and explore. On a failed Wisdom saving throw, the 
  creature is compelled to leave the area (though it may hastily 
  pack first), traveling for 8 hours in a random direction. The 
  target creature may make periodic stops during its trek, and can 
  detour or hide to avoid danger as normal. It will leave combat 
  through the most directly accessible path necessary, taking the 
  withdraw action to avoid attacks of opportunity. For the 
  balance of the journey though, it must travel for 45 minutes of 
  every hour with the intention of leaving its former location 
  behind. The curse bestowed by this spell cannot be dispelled 
  with dispel magic, but it can be removed with a dispel evil and 
  good [break enchantment]), limited wish, miracle, remove 
  curse, or wish spell. 
   
  Dampen Magic Item 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 10 minutes 
  Dampen magic item suppresses all the magical abilities of 
  one magic item. If the item is held or worn by another, that 
  creature makes a Charisma saving throw to prevent the effect. 
  For the spell’s duration, the item has no magical power 
  (although a magic sword is still a sword and can be used as 
  such). Artifacts are immune to this spell. 
   
  Depth Charge 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (tiny metallic cylinder) 
  Duration: 5 rounds or fewer, see text 
  A tiny metallic cylinder under your direction rushes from 
  your hand to its intended destination where you can detonate it 
  at any time within the next 5 rounds. Triggering the explosion 
  in a subsequent round only requires a bonus action. When the 
  cylinder erupts, the intense vibrations ripple through water 
  stunning creatures underwater for 1 round and dealing 6d6 
  thunder damage to all creatures underwater within a 40-foot 
  radius of metallic cylinder. Creatures not underwater but within 
  the area of effect suffer only the damage dealt by the spell. A 
  successful Constitution saving throw negates the stunning 
  effect and reduces the thunder damage by half. 
  At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, the damage increases by 1d6 for each 
  slot level above 4th. 
   
  Dust cloud 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (pinch of sand) 
  Duration: Concentration, up to 1 hour 
  You create a roiling cloud of dust that rises from the 
  ground to a height of 20 feet that has a 40-foot radius. Living 
  creatures within the area must make a successful Constitution 
  saving throws or be blinded for as long as they remain in the 
  cloud and for 1 round thereafter. The cloud obscures all sight, 
  including darkvision, beyond 5 feet. A creature within 5 feet 
  has light obscurement, while creatures farther away have heavy 
  obscurement. The squares containing the cloud are difficult 
  terrain. The churning dust makes spellcasting difficult, 
  requiring a concentration check (DC 10 + spell level). 
  You can make the cloud twice as tall by making it half as 
  wide (20-foot-radius spread, 40 feet high). As a bonus action, 
  you can direct it to move along the ground up to 20 feet each 
  round. 
   
  Dying Vengeance 
  4th-level Transmutation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V 
  Duration: Instantaneous 
  This spell may be cast as a reaction whenever the caster is 
  killed. The bard chooses one target (who must be directly 
  responsible for her death). 
  The bard releases an unearthly and terrible scream that 
  tears at the murderer’s soul and may eventually kill him. The 
  curse deals 2d10 necrotic damage per day that cannot be cured 
  or healed in any way. If the target dies, he immediately dies 
  and his soul is forever consigned to the deity of vengeance. 
  This prevents any raise dead, resurrection or true resurrection 
  spell, although a miracle or wish has a 20 percent of returning 
  the victim to life, but any materials used in the attempt at still 
  spent. 
  The curse bestowed by this spell cannot be dispelled with 
  dispel magic, but it can be removed with a dispel evil and good 
  [break enchantment], limited wish, miracle, remove curse, or 
  wish spell.  
  At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, an additional target may be selected for 
  each slot level above 4th. 
   
  
   
  13 
   
  Eldritch Mouth 
  4th-level Illusion (ritual) 
  Casting Time: 1 minute 
  Range: 50 feet 
  Components: V, S, M (Jade dust worth 20 gp) 
  Duration: Until dispelled 
  This spell imbues the chosen object or creature with an 
  enchanted mouth that suddenly appears and speaks its message 
  the next time a specified event occurs. The message, which 
  must be twenty-five or fewer words long, can be in any 
  language known by you and can be delivered over a period of 
  10 minutes. Unlike magic mouth, eldritch mouth can utter 
  verbal components, use command words, and activate magical 
  effects with 30 feet. It moves according to the words 
  articulated; if it were placed upon a statue, the mouth of the 
  statue would move and appear to speak. Of course, eldritch 
  mouth can be placed upon a tree, rock, or any other object or 
  creature. 
  The spell functions when specific conditions are fulfilled 
  according to your command as set in the spell. Commands can 
  be as general or as detailed as desired, although only visual and 
  audible triggers can be used. Triggers react to what appears to 
  be the case. Disguises and illusions can fool them. Normal 
  darkness does not defeat a visual trigger, but magical darkness 
  or invisibility does. Silent movement or magical silence defeats 
  audible triggers. Audible triggers can be keyed to general types 
  of noises or to a specific noise or spoken word. Actions can 
  serve as triggers if they are visible or audible. An eldritch 
  mouth cannot distinguish alignment, level, challenge rating, or 
  class except by external garb. 
  The range limit of a trigger is 150 feet. Regardless of 
  range, the mouth can respond only to visible or audible triggers 
  and actions in line of sight or within hearing distance. 
   
  Escape the Bonds of Flesh 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (piece of bone) 
  Duration: Until dispelled 
  The victim’s skeleton writhes and twists within his body, 
  tearing muscles and rupturing flesh. The victim suffers 4d8 
  necrotic damage. If the damage dealt by this spell brings the 
  target to 0 hit points, his skeleton tears from its body and 
  becomes an animated skeleton. This skeleton is under the 
  caster’s control in all respects; as if it had been created by the 
  animate dead spell. If the target succeeds at a Constitution 
  saving throw, the damage is halved, and the skeleton will not 
  emerge even if the target is has 0 hit points. Creatures without 
  a skeleton or those that are undead are immune to this spell. 
   
  Excruciating Grasp 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (piece of bone) 
  Duration: Instantaneous 
  Your extremities shine with malevolent energy. With a 
  touch, you fill your opponent with terrible pain. Your 
  successful melee spell attack deals 6d6 necrotic damage and 
  causes the target to have disadvantage on Dexterity attacks, 
  saves, and checks for a minute. A successful Constitution 
  saving throw negates the disadvantage on Dexterity. In 
  addition, you can choose to have this spell not kill an opponent 
  who takes damage from this spell. The disadvantage on 
  Dexterity can be reversed with greater restoration or remove 
  curse. 
   
  Exile 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 10 days 
  You create an extradimensional prison where you store a 
  captured creature in stasis if it fails a Wisdom saving throw 
  with which it has advantage, if it is conscious. The spell can be 
  dispelled or canceled at any time by the caster. If the creature 
  holds more than its carrying capacity, the spell fails. This spell 
  places the subject into a state of suspended animation. For the 
  creature, time ceases to flow, and his condition becomes fixed. 
  The creature grows no older. His bodily functions virtually 
  cease, and no force or effect can harm him. This prison is tied 
  to you, so that when the spell ends, the freed subject appears 
  next to you. This spell is often used on a willing subject 
  granting him mercy rather than death, or to keep a rescued 
  hostage or bystander safe until an escape is made. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional creature may be 
  targeted for each slot level above 4th. 
   
  Exorcism 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous 
  This spell expels a possessing entity (such as a ghost, 
  demon, or wizard using magic jar) from its victim. If the 
  possessing creature fails a Charisma saving throw, the creature 
  is instantly expelled from the possessed victim. Since the 
  expelled creature is free to act on its next turn, the exorcism 
  spell is often used in conjunction with protection from evil and 
  good to prevent the creature from possessing the victim again. 
   
  Eyes of Decay 
  4th-level illusion 
  Casting Time: 1 action 
  
   
  14 
   
  Range: touch 
  Components: V, S 
  Duration: 1 minute 
  Make a melee spell attack against a creature. On a success, 
  the caster causes the creature touched to see its world as a dead 
  and horrific place. The affected target sees all living creatures 
  surrounding it as hideous undead zombies, and the rest of its 
  surroundings as a hellish nightmare. Buildings looked burned 
  and ruined; food looks spoiled; even the sky appears black and 
  ominous. This apocalyptic nightmare is so terrifying he is 
  frightened. Each turn the creature can make a Wisdom saving 
  throw at the end of its turn to disbelieve the vision. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be targeted 
  for each slot level above 4th. 
    
  Fit of Pique, Greater 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, choose five targets that are 
  within 30 feet of a point in range. Your words cause your 
  targets’ faces to twist and contort as they turn to vent their 
  wrath on their allies. You force the targets to attack their 
  nearest ally if they fail an initial Wisdom saving throw. This 
  attack can be of any sort, but it must be an attack that, to the 
  creature’s knowledge, deals damage and is the most effective 
  form of attack in the target’s arsenal. If the creature has no ally, 
  or if all its allies are out of attack range, it takes no actions but 
  defends itself normally. At the end of each of the targets 
  rounds, that target makes another saving throw to end the 
  effect. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be selected 
  for each slot level above 4th. 
   
  Fold 
  4th-level transmutation 
  Casting Time: bonus action 
  Range: Self 
  Components: S 
  Duration: Concentration, up to 1 hour 
  You transmute your body and your equipment to become 
  paper-thin and flexible. You can then fold yourself, as if you 
  were parchment, into a tiny, flesh-colored, one-inch square. 
  You gain advantage on a Dexterity (stealth) check to hide in 
  this state, and a successful Intelligence (arcana) DC 15 check 
  reveals that you are under the effects of this spell if you are 
  found. If you are moving, you immediately come to rest in the 
  square in which you cast the spell. While in your folded state, 
  you cannot cast spells or take any actions except dismissing the 
  spell. You can be picked up, but the square weighs as much as 
  you and your equipment weigh normally. However, you are  
   
   
  Eyes of Decay 
   
  fully aware of your surroundings, allowing you to see and hear 
  to the normal limits of your abilities. If you are attacked in this 
  state or are in the area of a damaging spell effect, fold 
  immediately ends, and you resolve the attack or spell as 
  normal. 
  At Higher Levels. If you cast this spell using a spell slot 
  of 6th level or higher, you may extend the duration up to 10 
  hours. If cast at 7th level or higher, the duration is 24 hours. If 
  cast as a 9th level slot, the spell lasts until dispelled. If this spell 
  is cast using a 7th level or higher spell slot, the duration doesn’t 
  require concentration. 
   
  Foozle 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (vial of alcohol) 
  Duration: Concentration, up to 1 minute 
  Select up to three targets that are within 30 feet of a point 
  in range to make a Wisdom saving throw. If they fail, the 
  subjects of this spell become so clumsy and oafish they find it 
  exceedingly difficult to undertake most actions without error, 
  gaining disadvantage on all attack rolls, ability checks, and 
  saves. At the end of each of the affected creature’s turns, it 
  makes another saving throw to end the effect. Whenever an 
  affected creature fails an attack or skill check that involves a 
  manufactured weapon or tool, it must make a Dexterity save or 
  drop it. 
  An affected creature can move at only up to one-half its 
  normal speed without having to make a Dexterity saving throw 
  to avoid falling prone. 
  In cases where a skill check also involves movement (such 
  as climbing, acrobatics, or swimming), ignore the speed 
  
   
  15 
   
  restriction but apply the check penalty noted above. If a 
  creature falls prone for any reason while affected by this spell, 
  it must make a Dexterity saving throw to get up again. An 
  affected creature must make a Dexterity saving throw to draw 
  a weapon, pick up a dropped item, retrieve a stored item, and 
  the like. If the save fails, the creature drops the item in its space. 
  To cast a spell, an affected creature must succeed on a 
  Concentration check with a DC equal to your spell save DC. If 
  the check fails, the creature loses the spell with no effect. 
  Whenever foozle prevents a creature from completing an 
  action, the creature’s turn ends. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be selected 
  for each slot level above 4th. 
   
  Foresight of the Just Warrior 
  4th-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You foresee the exact amount of force necessary to 
  control a situation. Gain a +2 bonus to all attack rolls while the 
  spell is active. For each point by which your attack roll exceeds 
  the AC of the target, the caster applies the difference as a bonus 
  to the damage based on the type of weapon you are wielding. 
  If your opponent is alive and not evil, the damage dealt will not 
  kill the target. 
   
  Giant Lava Ball 
  4th-level transmutation 
  Casting Time: bonus action 
  Range: Touch 
  Components: V, S, M (strand of fire giant hair) 
  Duration: 1 hour or until discharged 
  You magically enhance 10 small stones such that when 
  you throw them they transform into giant balls of lava that do 
  not harm you. As an action you can throw these with a ranged 
  spell attack up to 120 feet. These balls of lava deal 4d6 
  bludgeoning damage and 4d6 fire damage. Once a stone strikes 
  (or misses) its target, the magic within it is discharged, and the 
  stone reverts to normal. 
   
  Grappling Vine 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  When you cast this spell, a thick, sticky vine launches 
  from your outstretched hand. You make a ranged spell attack 
  against an opponent up to 30 feet away. If the attack hits, you 
  can grapple the target. The vine maintains the grapple by itself 
  (so you don’t have to move into the opponent’s space), and will 
  continue to grapple while you make other attacks. 
  You can’t move more than 30 feet from the target creature 
  without releasing it or dispelling the vine, though the vine 
  contracts and expands as needed so that you can move freely 
  within the 30-foot range. The round following a successful 
  attack, the vine automatically restrains the opponent, dealing 
  3d6 damage per round to a restrained foe. Once an opponent is 
  struck and grappled, the vine does not let loose until the 
  opponent is dead, the spell ends, or you release the grappled 
  creature voluntarily. 
  If you miss with the ranged touch attack, the vine writhes 
  uncontrollably for the rest of the round. On the following 
  round, you can make another ranged spell attack against any 
  creature within range as an action. You can continue to do this 
  until the spell expires or is dispelled. 
  You can cast spells while the vine is grappling, but you 
  must make a concentration check (DC 10 + spell level) to do 
  so. 
  The vine has AC 10 and 20 hit points. Dealing enough 
  damage severs it, freeing any currently grappled opponent. The 
  severed tip instantly shrivels into dust, but the vine regrows 
  quickly and is ready to latch onto a new target on your next 
  turn. 
   
  Gruesome Appetite 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a tooth from a huge or larger creature) 
  Duration: Concentration, up to 1 minute 
  The creature you touch gains a bite attack and can grab 
  and swallow whole as an action. A creature under the effect of 
  this spell can bite with an action; the target is considered 
  efficient, and the target can use Strength or Dexterity when 
  making this attack. A Small creature deals 1d4 piercing with 
  this bite, a Medium creature deals 1d6 piercing damage, and a 
  large creature deals 1d8 piercing damage. If the target already 
  has a bite attack, use whichever damage is higher. Any creature 
  hit with this bite is considered grappled. If the target begins his 
  turn with an opponent held in his mouth, as a bonus action he 
  can attempt to hit the opponent again as a new attack to 
  swallow the opponent. On a hit, the opponent immediately 
  takes bite damage, and every round thereafter takes 3d6 of 
  bludgeoning damage, and 3d6 acid damage from the target’s 
  digestive tract. A swallowed creature can try to cut its way free 
  with any light slashing or piercing weapon, by dealing 20 
  points of damage against an AC of 10. Once the creature exits, 
  the target’s stomach muscles close the hole; another swallowed 
  opponent must cut its own way out. The target of gruesome 
  appetite may hold in his stomach one creature of equal size, 
  two creatures of one size smaller, or four creatures of two or 
  more sizes smaller. If this spell ends while a creature or its 
  equipment is still in the target’s stomach, the target regurgitates 
  whatever he has swallowed into any adjacent space. 
   
  
   
  16 
   
  Halo of Righteousness 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minute 
  Your allies in a 20-foot radius of you gain a +3 to AC and 
  Dexterity saving throws; they ignore one condition chosen by 
  you (though not death) at the time of casting. In addition, as the 
  caster, you know any conditions your allies are affected by, and 
  you can uses any of your class abilities on those within the area 
  without being required to touch those allies. 
    
   
  Halt Device 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: S, M (a piece of a broken wheel) 
  Duration: 1 minute 
  The mechanical device you touch ceases to function for 
  the duration of the spell, so that a cart no longer rolls, a door 
  no longer opens or closes, a trap does not trigger, and so on. If 
  the object is moving, you must succeed at a melee spell attack. 
  Any object with moving parts can be affected by this spell. In 
  the case of a mechanical barrier (such as a door), the barrier can 
  still be destroyed as normal if this spell holds it closed. 
  Vehicles can be moved with appropriate force, but wheels, 
  rudders, and other moving parts remain frozen, impeding 
  directional control and normal movement. For example, a cart 
  under the effect of this spell requires as much effort to push 
  forward as it normally would to push it sideways. This does not 
  affect creatures including constructs. 
    
  Hand of Time 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a waterclock’s minute hand) 
  Duration: 10 minutes 
  This spell accelerates temporal effects within an affected 
  sphere with a 20-foot radius of an object touched, but only 
  concerning the duration of spells and the effects of magic 
  items. The area of effect moves when the original target of the 
  spell moves. When a subject enters an area where the hand of 
  time is in effect, the subject must make a Charisma saving 
  throw; on a failure, all magical durations expire 20 times faster 
  on the subject (for example: if a duration of a spell is 2 minutes, 
  it expires in 1 round). 
  At Higher Levels. If you cast this spell using a spell slot 
  of 5th level, you may extend the duration up to 1 hour. If cast 
  at a 6th level spell slot, the spell lasts 8 hours. If cast at 7th 
  level, the duration is 24 hours. If cast as a 9th level slot, the 
  spell lasts until dispelled. 
   
  Heart of the Gazelle 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (heart meat of a gazelle) 
  Duration: Concentration, up to 1 minute 
  The recipient of this spell gains the speed, agility, and 
  endurance of one of nature’s most elusive creatures: the 
  gazelle. For the duration of the spell, the subject’s base land 
  speed doubles. This increase stacks with any increase granted 
  by class abilities, but not with bonuses from other spells or 
  magic items. The subject also gains advantage on Dexterity 
  attacks, checks, and saves and a +2 bonus to Constitution 
  checks and saves. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be selected 
  for each slot level above 4th. 
   
  Heroic Sacrifice 
  4th-level abjuration 
  Casting Time: reaction or bonus action 
  Range: 50 feet 
  Components: V 
  Duration: Instantaneous 
  You open up a brief but powerful divine conduit between 
  you and up to three target creatures, taking on the damage and 
  any other effects those creatures suffer. When a creature in 
  range is hit by an attack or fails a saving throw, you can cast 
  this spell and the wounds and/or effects are magically 
  transmitted to you instead of the target. You may cast this spell 
  after the results of the damage are revealed. You are affected 
  as if you were hit by the attack or failed the saving throw, 
  taking all the damage and suffering all of the adverse effects. 
  Any resistances or immunities you have are applied normally, 
  but you cannot otherwise reduce or negate the damage or 
  effects in any other way. 
  You can use this spell against an effect that also targets 
  you or includes you in its area; you suffer the effects for 
  yourself and the targets you spared, potentially taking damage 
  or suffering other consequences multiple times. 
   
  Ideal Restraints 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 8 hours 
  This spell ensnares a creature or object in conjured 
  manacles, chains, and ropes if it fails a Wisdom saving throw. 
  Creatures are rendered restrained though they can attempt a 
  Strength (athletics) or Dexterity (acrobatics) check (DC equal 
  to your spell save DC) to break or escape the bonds as an 
  action. 
  
   
  17 
   
  Imbue Creature with Divine 
  Power 
  4th-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (holy oils worth 50 gp) 
  Duration: 1 hour 
  You take a bit of divine energy and use it to fill another 
  with power. Choose three targets. The recipient gains a + 2  
  bonus to Strength, Constitution and Dexterity checks, saves, 
  and attacks; also, the subject deals 4d4 extra damage to any 
  creature targeted with an attack requiring an attack roll. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be selected 
  for each slot level above 4th. 
   
  Inspiring Word 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  While casting this spell, you shout a word of challenge to 
  foes, inspiring your allies. All allies within a 25-foot circle 
  around the caster gain 3d8 temporary hit points and advantage 
  on attacks, Wisdom saving throws, and saves against any effect 
  or spell that would cause the target to be frightened. 
   
  Kismet 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (loop of copper wire) 
  Duration: 10 rounds 
  Kismet creates a mystic connection between you and the 
  spell’s subjects so that they feel your pain if the target fails a 
  Wisdom saving throw. You still take damage normally, but 
  while this spell is active any damage you are dealt is dealt to 
  the spell’s subjects as well. Targets suffer only hit point 
  damage, and target creatures are not subject to any additional 
  effects that might accompany a damage-dealing attack (such as 
  poison or other conditions). 
  You can intentionally target yourself with an attack 
  (magical or otherwise) in order to deal damage to the targets. 
  However, whenever you are subjected to damage that allows a 
  saving throw; you must attempt your saving throw before the 
  damage is passed to the spell’s subjects. You are not allowed 
  to voluntarily fail your saving throw against any damage-
  dealing effects while kismet is active. 
  If all of the spell’s subjects are slain by transferred 
  damage, the spell ends. If a spellcaster casts kismet on another 
  spellcaster who has kismet already active, both spells end  
   
   
   
   
  Imbue Creature with Divine Power 
   
  immediately, then both casters take 3d6 force damage from 
  magical feedback. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be selected 
  for each slot level above 4th. Additional targets are also dealt 
  damage when you take damage. 
   
  Last Act 
  4th-level abjuration 
  Casting Time: reaction or bonus action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You ignore any conditions affecting you (including being dead) 
  for the duration of the spell. 
   
  Light Before, Darkness Behind 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 1 hour 
  This spell surrounds the target with a hemisphere, exactly 
  half of which is lit as by a daylight spell and half of which is as 
  dark as a darkness. Initially, the illuminated section is directly 
  in front of the target and moves to correspond with his facing. 
  He may choose to rotate the facing of the light and dark 
  sections as a bonus action, making up to one full rotation per 
  
   
  18 
   
  round; if cast on an object, the caster can control the facing of 
  these sections. 
  Neither daylight nor darkness will dispel light before, 
  darkness behind, but this spell will dispel either daylight or 
  darkness. 
   
  Light of Truth 
  4th-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 2 minutes 
  Choose a target in range to make a Charisma saving 
  throw. If the target fails the save, the target is surrounded by a 
  pale blue glow; if she lies while under the influence of the spell; 
  this briefly shifts to an aura of red and black. If the target 
  succeeds at the initial Charisma save, the aura never becomes 
  visible. 
   
  Maddening Insult 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (bit of dung) 
  Duration: Concentration, up to 1 minute 
  If the target creature fails a Wisdom saving throw, it is 
  afflicted with an uncontrollable anger, taking a –2 penalty to 
  Armor Class and a –2 penalty on attack rolls. Starting with the 
  target’s first action after the spell has been cast; it tries to attack 
  you, disregarding any ranged attacks available to it in order to 
  attack with a melee weapon. The subject makes up to a double 
  move toward you (charging if possible), and while it won’t 
  move into obvious hazards trying to reach you, it may rush 
  across hidden dangers (such as covered pits or quicksand), even 
  as it ignores attacks from other creatures. 
  If the target gets within melee reach of you, it attacks you 
  to the exclusion of all other foes until the spell ends or it kills 
  you. 
  When attacking, the subject uses the most potent melee 
  attack or attacks it has available (subject to the limitations 
  below). If unable to reach or attack you, the subject tries to 
  position itself for melee attacks against you for 1d4 rounds 
  before turning and attacking the nearest creature. Once it 
  chooses a creature to attack, it attacks that creature to the 
  exclusion of all others. 
  While the spell is in effect, the target creature cannot use 
  Concentration or any Charisma, Dexterity, or Intelligence 
  based skills (except for Acrobatics, Escape Artist, Intimidate, 
  and Ride), nor can it use any abilities requiring patience or 
  concentration. The target creature cannot cast spells or activate 
  command-word, spell-trigger, or spell-completion magic 
  items, nor can it use Combat Expertise or any item creation or 
  metamagic feat. 
  Creatures with Intelligence scores of 2 or lower are not 
  affected by this spell. 
   
  Many Arms 
  4th-level Transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (vial of blood from a many-armed 
  creature) 
  Duration: 1 minute 
  This spell causes the target creature to sprout an additional 
  2 arms. In addition, the target’s clothes and armor alter 
  themselves to allow these new arms to function without 
  penalty. If the target’s hands end in natural weapons such as 
  claws, the new arms have similar natural attack forms. These 
  additional arms allow the target to make additional attacks as 
  if the creature had extra attack class ability for each limb, but 
  the target must have extra weapons. The limbs could also be 
  used to wield extra ranged weapons or shields. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, an additional target may be selected 
  for each slot level above 4th. 
   
  Martyr 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 8 hours 
  The paladin imbues his body with the divine power of his 
  god. If he dies while the spell is active, he may make a wish. 
  This effect cannot bring the paladin back to life, though it can 
  bring back other fallen comrades through mimicking raise 
  dead or other spells. The paladin cannot ask for any items, gold, 
  or material gain, but can ask for preventing damage to his allies, 
  restoring hit points, preventing a single spell, or resistance to 
  his allies. Only true resurrection can bring the paladin back to 
  life. 
    
   
  Massmorph into Trees 
  4th-level illusion 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (handful of bark chips) 
  Duration: Concentration, up to 8 hours 
  You instantly change the appearance of up to 8 subjects 
  within 30 feet of a point in range so they appear as normal trees 
  and maintain that appearance for the spell’s duration. The 
  subjects look, feel, and smell just like real trees. If attacked, the 
  illusion is negated on that creature (and that creature only), 
  unless it’s you, in which case you must succeed on a 
  Concentration check using the damage dealt to the creature for 
  the check to maintain the spell. If your check fails, the spell 
  ends, revealing all massmorphed subjects. Affected creatures 
  resume their normal appearances if slain. Unwilling targets can 
  
   
  19 
   
  negate the spell’s effect on themselves by making Charisma 
  saving throw. Those who interact with the subjects can attempt 
  Wisdom saving throw to see through the glamer. Truesight and  
  true seeing reveals a massmorphed creature. Targets of the 
  spell may not move, as that will end the spell on that target. 
   
  Multi-Image 
  4th-level Illusion 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 10 minutes 
  Several illusory duplicates of you pop into being, making 
  it difficult for enemies to know which target to attack. As a 
  move action, the figments can all be directed to act 
  independently and disappear when struck. 
  This spell creates 3d4 images. These figments separate 
  from you though they must remain within 100 feet of you. You 
  can move into and through an image. When you and an image 
  separate, observers can’t use vision or hearing to tell which one 
  is you and which one is the image. The figments may also move 
  through each other. If not directed by you, the figments mimic 
  your actions, pretending to cast spells when you cast a spell, 
  drink potions when you drink a potion, levitate when you 
  levitate, and so on. 
  Enemies attempting to attack you or cast spells at you 
  must select from among indistinguishable targets. Generally, 
  roll randomly to see whether the selected target is real or a 
  figment. Any successful attack against an image destroys it. An 
  image’s AC is the same as yours. Figments seem to react 
  normally to area spells (such as looking like they’re burned or 
  dead after being hit by a fireball). 
  While moving, you can merge with and split off from 
  figments so that enemies who have learned which image is real 
  are again confounded. 
  An attacker must be able to see the images to be fooled. If 
  you are invisible or an attacker shuts his or her eyes, the spell 
  has no effect. (Being unable to see carries the same penalties as 
  being blind.) 
   
  Portrait of the Wanted 
  4th-level divination (ritual) 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Instantaneous 
  You draw an image of the last creature that touched the 
  targeted item. Any creature with an intelligence score of 3 or 
  below that touched the item is not revealed. You can draw an 
  image of the last intelligent creature to touch the item within 
  10 days with an extreme level of skill. If the item hasn’t been 
  touched for longer than that you obtain no image at all. This 
  spell can be fooled with illusions. In addition, if the last person 
  to touch the item was wearing a mask at the time he touched it, 
  you draw only his masked face, although you still get an idea 
  of his general size and shape. 
   
  Power Word: Laughter 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V 
  Duration: See Text 
  When you speak this powerful yet humorous word, you 
  cause a single creature with 50 or fewer hit points to succumb 
  to uncontrollable laughter. The laughing creature falls to the 
  ground and is knocked prone for the duration of the spell. A 
  creature with 30 or fewer hit points laughs for 4d4 rounds, one 
  with 31 to 40 hit points laughs for 2d4 rounds, and one with 41 
  to 50 hit points laughs for 1d4 rounds. 
   
  Primal Scream 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous and 10 rounds, see text 
  You unleash a scream filled with primal energy, dealing 
  4d8 thunder damage to all creatures in a 60-foot cone. A 
  successful Constitution save reduces the damage by half. Any 
  exposed brittle or crystalline object or crystalline creature takes 
  8d8 thunder damage. An affected creature is allowed a 
  Constitution saving throw to reduce the damage by half, and a 
  creature holding fragile objects can negate damage to them 
  with a successful Dexterity saving throw. In addition, you are 
  filled with the primal fury of the scream, gaining minor 
  bonuses that last for 10 rounds. You gain a +2 bonus to 
  Strength and Constitution checks, attacks, and saves for the 
  duration. 
   
  Prophet’s Eye 
  4th-level divination 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 1 hour 
  You gain an immediate insight into a target’s bodily 
  experiences. You see what she sees, experience what she 
  experiences, hear what she hears, and even taste what she tastes 
  for the duration of the spell. You do not take damage if the 
  target takes damage, nor do you heal damage if the target heals. 
  An unwilling target that fails a Charisma saving throw knows 
  only that some sort of magic has passed through her, not what 
  it was. If the target creature begins to do or say something that 
  would normally be kept secret she is allowed a second 
  Charisma saving throw; if this save is successful, she gets an 
  uneasy feeling that someone is watching her but no idea who 
  or how. 
  
   
  20 
   
  During the duration of the spell, you see what the target 
  sees in addition to what your normally see. This overlapping of 
  images and sounds can make it very difficult to perform 
  complex tasks giving you a –4 penalty on all checks and 
  forcing a concentration check (DC 10+ spell level) to cast a 
  spell. 
   
  Puffball 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (dried puffball mushroom) 
  Duration: 10 minutes or until expended 
  A leathery sphere about the size of a grapefruit appears in 
  your palm, and can be thrown as a ranged spell attack with a 
  maximum range of 120 feet. If the sphere is wielded by any 
  other creature, treat it as a ranged weapon with a range of 20/60 
  feet that they are proficient with. When the sphere hits, it breaks 
  with an audible pop and releases a cloud of splinters, acidic 
  vapor, and toxic dust. The target struck takes 5d8 acid damage. 
  In addition to damage, the burst fills a 15-foot radius with a 
  toxic cloud poisoning all creatures within it (including the 
  target and the wielder if the wielder isn’t you). Anyone in the 
  burst is blinded and poisoned (Constitution saving throw to 
  avoid both). 
    
  Remember Way 
  4th-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: See Text 
  You cast this spell on a conveyance or mount to make it 
  memorize any course you take for the next 10 hours. The 
  journey instilled in this memory remains until either replaced 
  by a new remember way spell or is dispelled. During any future 
  trip through this area, unless the spell is dispelled the 
  conveyance does not require guidance. 
  Upon command, the subject steers itself to any point 
  stored in its memory. If it passes beyond the bounds of its 
  recorded journey, it immediately drifts aimlessly until correctly 
  piloted. A conveyance or mount can only hold one journey in 
  its memory at a time. This spell only causes a conveyance to 
  guide itself, it still must have its own source of locomotion. 
   
  Resist Damage 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You gain minor damage reduction. Reduce all damage 
  you take by an amount equal to your Constitution modifier 
  (minimum 1). This reduction occurs after other effects such as 
  resistance. 
   
  Retaliatory Missile 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a tiny replica of a shield) 
  Duration: 10 rounds 
  When you cast this spell, it grants you limited protection 
  from projectile weapons and a retaliatory strike against an 
  attacker. You reduce all damage you take from ranged attacks, 
  both weapon based, and magic based, by your intelligence 
  modifier. Additionally, for each projectile that strikes you 
  within a round, a magic missile spell streaks back at the source 
  of the attack, so long as the attacker is within 100 yards. The 
  spell releases a maximum of one magic missile spell each 
  round, cast as a first level spell slot. The magic missile is 
  released even if the spell’s damage reduction negates all 
  damage inflicted by the projectile weapon. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you increase the level of the magic 
  missile spell cast by this spell by one for each slot level above 
  4th. 
   
  Sanctum 
  4th-level conjuration 
  Casting Time: bonus action 
  Range: Self 
  Components: V, S 
  Duration: 10 rounds 
  You transport yourself to an extradimensional sanctuary 
  just large enough to hold you and what you hold or carry. If 
  you have a familiar or other companion creature, that creature 
  can accompany you into the sanctuary if it is touching you or 
  within 5 feet when you cast the spell. While in the sanctuary, 
  you can cast spells that target you, your equipment, or your 
  bonded companion or familiar, use skills, or take other actions. 
  When sanctum ends, you reappear where you had been 
  when you cast the spell. If this location contains a solid object, 
  you appear in the nearest open space. As a free action, you can 
  choose to end the sanctum spell at any time before the duration 
  ends. 
  Spells and abilities that move you within a plane (such as 
  teleport and dimension door); do not function within the 
  sanctuary, although a plane shift spell allows you to exit to 
  whatever plane the spell designates. 
   
  Scapegoat, Greater 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (hair from a goat) 
  Duration: 1 minute or until discharged 
  
   
  21 
   
   
   
  Secret Missive 
   
  This spell transfers your bad luck to another. You 
  nominate a creature within range to be the scapegoat, or 
  recipient. If the target fails a Charisma saving throw, the two 
  of you are linked. While the spell is in effect, if you fail an 
  attack roll, saving throw, or check, you may transfer that failed 
  roll to the scapegoat and roll again. You must accept the results 
  of your second roll. Once you have successfully transferred a 
  roll to the scapegoat, the next attack roll, saving throw, or skill 
  check the scapegoat makes uses the result of your die roll 
  before your own modifiers. If the target has yet to take an action 
  that would use the transferred roll (for instance, if the scapegoat 
  chooses to move instead of attacking), you cannot transfer 
  another poor roll to him. You may transfer a maximum of four 
  poor rolls to the scapegoat by use of this spell. 
    
  Secret Missive 
  4th-level transmutation (ritual) 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (rare inks worth 50 gp) 
  Duration: until dispelled 
  When casting this spell, you write a short message of up 
  to 50 words which you then conceal within a larger text 
  (created by the spell that must be at least three times as large as 
  your short message) that seems perfectly normal and 
  innocuous. 
  If you have them available to you, you can include spells 
  that are normally hidden via text in the larger text, cast as part 
  of the secret missive’s casting time. 
  Your hidden message looks like part of the larger text, but 
  the person or persons you designate at the time you cast the 
  spell are the only ones who can readily discern it. A 
  comprehend languages spell merely allows someone to read 
  the larger text, while a true seeing spell reveals a faint web of 
  magical tracery through the text but not the hidden message 
  itself. The whole message has a dim aura of transmutation 
  magic. 
  
   
  22 
   
  A character can pick out your hidden message with an 
  Intelligence check (DC equal to your spell save DC). The 
  creature deciphering your message gains advantage if using 
  true seeing. 
  When you designate who can read the text, you can 
  specify creatures by name or can specify conditions or triggers 
  under which the hidden message can be read. 
  Conditions can be as general or as detailed as desired, 
  though note that only visual and audible actions will work as 
  conditions (such that the spell cannot distinguish alignment, 
  level, challenge rating, or class except by external garb), and 
  such conditions can often be fooled by disguises and illusions. 
  Normal darkness does not defeat a visual trigger, but magical 
  darkness or invisibility does. Audible triggers can be keyed to 
  general types of noises or to a specific noise or word, but silent 
  movement or magical silence defeats them. 
  When you designate who can read your hidden text, you 
  can also limit the number of times the message can be read in 
  total. After this number of readings, the hidden message and 
  the text that disguises it disappear, ending the spell. You can 
  also make the message vanish (ending the spell) under certain 
  conditions you set, using the same guidelines for specifying 
  who can read the message. 
  A secret missive spell is destroyed when the surface that 
  holds it is destroyed, or if the spell is dispelled. 
   
  Shield of Ablation 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You surround yourself with a barely-perceptible shining 
  field that reduces damage from most physical sources. All 
  damage dice from purely physical sources, such as weapon 
  attacks and falling, are minimized to 1 per die that would be 
  rolled. This includes damage from critical hits and sneak 
  attacks, but does not include damage from special effects, such 
  as poison, energy effects, or magic. For this spell, magic 
  weapons and creatures whose base attacks are considered 
  magical also have their damage minimized. Effects that do not 
  cause direct hit point loss, such as the random elements of 
  chaotic blast, are not affected by shield of ablation. 
   
  Shimmering Crystal 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (crystal worth 50 gp) 
  Duration: 10 rounds 
  The target creature of this spell, if he fails a Wisdom 
  saving throw, believes he is transported to a place that holds 
  whatever he wishes for most. He also forgets where he was last, 
  what he was doing, and only thinks of the fact that what he 
  wants most is now near. He hasn’t, of course, been transported 
  anywhere—all of this happens in the target’s mind. The target 
  is actually stunned for the duration of the spell. In any round 
  that the target takes damage while under the influence of 
  shimmering crystal, he receives another saving throw against 
  shimmering crystal. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target one additional 
  creatures for each slot level above 4th that are within range of 
  the spell. 
   
  Shockwave 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S 
  Duration: Instantaneous 
  A powerful shockwave radiates outward from you, 
  blasting all creatures within 10 feet of you for 10d6 thunder 
  damage. In addition, all creatures in the area must make a 
  Strength saving throw or are thrown 30 feet away from you, 
  landing prone. On a successful save, the thunder damage is 
  halved and the target is not thrown. 
   
  Smite Foe 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous 
  You create a ray of sacred energy. Make a ranged spell 
  attack. On a hit, the ray deals 5d8 radiant damage. Fiends and 
  undead suffer 10d8 radiant damage. This spell deals no damage 
  to good-aligned creatures, including good aligned undead. 
  Paladins, clerics, and any other class that has the divine smite 
  ability may add it to this spell. 
   
  Soften 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (a pinch of wet clay) 
  Duration: Concentration, up to 1 minute 
  You cause all the objects in a 10-foot cube around a point 
  in range to become softer, making them more susceptible to 
  damage. Unattended objects and materials receive no save. 
  Creatures may make saving throws for their items. Failure 
  indicates that the item or material takes five times as much 
  damage as normal. This only makes damaging the objects 
  easier; it does not reduce a creature’s armor class. Creatures 
  such as animated objects must also make a successful saving 
  throw or be more vulnerable to damage as well. Creatures such 
  as constructs are unaffected. 
   
  
   
  23 
   
  Solipsism 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a spoon) 
  Duration: Concentration, up to 1 minute 
  This spell can only be cast on a non-living object that 
  entirely fits within a 10-ft. cube (a normal door, for example, 
  but not a section of a wall or a very large door). That object 
  flickers in and out of another plane, seeming to disappear and 
  reappear randomly. However, even if it disappears in this way, 
  the rest of the world still operates normally. Ceilings are still 
  supported; swords still hang on an invisible sword rack, etc. At 
  each count of the initiative, there is a 50% chance the object is 
  present, and an identical chance that it is somewhere else. If the 
  object is not present, creatures, objects, attacks, etc. can pass 
  through its space easily. It can appear and disappear several 
  times per round (but it is only necessary to roll to see if it is 
  present on those initiative counts that its location becomes 
  important). 
  If a creature or object spends more than one initiative 
  count in the object, such as when a character ends his move in 
  that spot, that creature or object is shunted to the nearest clear 
  spot as the object phases in and out. 
   
  Sonic Blast 
  4th-level evocation 
  Casting Time: bonus action 
  Range: 50 feet 
  Components: V 
  Duration: Instantaneous 
  With a single note, you blast forth a cone of sonic energy 
  from your mouth inflicting 10d4 thunder damage to a single 
  target if you succeed at a ranged spell attack. 
   
  Sonic Lance 
  4th-level evocation 
  Casting Time: bonus action 
  Range: 50 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You shape a chord into a long melee weapon of sonic 
  energy. The weapon is sized appropriately for you, with reach 
  weapons requiring two hands for use. You are proficient with 
  this weapon, which inflicts 8d4 thunder damage on a successful 
  melee attack. 
   
  Spell Turning, Lesser 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 8 hours or until dispelled 
  When you cast this spell, all magic cast upon you is 
  reflected back at the caster for a total of 1d4 + your spell casting 
  ability modifier spell levels. When a spell of 4th level or lower 
  is cast upon you, the effects of the spell are reflected back to 
  the caster that originally targeted you with the spell. Subtract 
  the total spell level (including casting at higher spell slots) from 
  the total levels of spells that can be reflected as determined 
  above. If you do not have enough spell levels to reflect the 
  spell, then that spell is not reflected. If a spell targets an area 
  and you are that area, you reflect the entire spell back at the 
  caster and the caster is in the center of that spell’s area. You 
  can end this effect at any time, such as when you would like 
  healing, as those spells are reflected as well. If you lose 
  consciousness, this spell is dispelled. 
   
  Spirit Dragon 
  4th-level illusion 
  Casting Time: 10 minutes 
  Range: 50 feet 
  Components: V, S, M (scale of a dragon) 
  Duration: Concentration, up to 1 hour 
  When you cast this spell, a life-size, partially real, adult 
  dragon (of a type the same as the scale) appears, under your 
  complete control. Each turn as a bonus action, you can direct 
  the creature. If, for any reason, you’re unable to concentrate on 
  controlling the actions of the spirit dragon, the illusory dragon 
  simply ceases to move or act until you succeed at another 
  concentration check on your turn (bonus action or action) 
  instead of normally losing the spell. Its natural weapons and 
  breath attack deal damage, but a successful Wisdom save 
  negates this damage. You must have seen a real dragon of the 
  same type in order to cast this spell. 
   
  Spiritbow, Lesser 
  4th-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 10 minutes or see text 
  You conjure a bow of magical force, which can be 
  wielded by you or attack on its own. As a move action, you can 
  set the bow loose to attack once per round at a creature you 
  designate (starting the round you release it, and requiring a 
  bonus action from then on to change the target). The bow 
  shoots on your turn as a free action in the initiative order, 
  staying in your space and firing at its target until the spell ends, 
  the target leaves your line of sight, or you redirect the bow 
  against another target. If the bow has nothing to shoot at, it 
  merely hangs in the air near you. With each shot, the bow 
  generates a force projectile that functions just as if an arrow 
  fired from a regular short bow, but with range of 60/120 and 
  4d6 force damage, targeting only creatures and hitting with a 
  ranged spell attack. A projectile affects its target as a spell, not 
  as a weapon, and so ignores damage reduction and immunity 
  to piercing damage. If you choose to wield the bow yourself, 
  
   
  24 
   
  you can fire normal or magic arrows (as available) from the 
  bow, or you can use the bow to shoot force projectiles as a 
  ranged spell attack (with all effects and damage as described 
  above). If you use arrows you supply, you make a ranged spell 
  attack. Any feats, abilities, or other effects that influence your 
  ability to shoot a bow normally still apply. 
  Firing a real arrow from the bow has no effect on the 
  spell’s duration, but each time the bow fires a force projectile 
  (whether on its own or when wielded by you), the duration is 
  reduced by 1 minute. If a shot would reduce the spell’s duration 
  to less than 0, the bow can no longer fire force projectiles. The 
  bow cannot be attacked, but spells such as dispel magic have 
  normal effect, while a disintegrate spell destroys it. Only you 
  can fire the bow. 
   
  Staffstrike 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a staff) 
  Duration: Instantaneous 
  You send forth shockwaves from your staff, dealing 2d6 
  bludgeoning damage and 2d6 thunder damage to all creatures 
  and objects within a 30-foot cone. Creatures are knocked prone 
  and stunned for 1 round, and living creatures are deafened for 
  1d6 rounds. A successful Strength save negates being knocked 
  prone, stunned and being deafened, but does not reduce the 
  damage. 
   
  Steam Jet 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a bladder filled with water) 
  Duration: Instantaneous 
  A blast of high-pressure steam erupts from your hand, 
  dealing 6d6 fire and bludgeoning damage to all creatures in a 
  60-foot line, 5-feet in diameter (Dexterity saving throw for 
  half). In addition to soaking creatures in scalding water, the jet 
  heats their equipment, dealing an additional 2d6 fire damage 
  the following round to any creatures that fail their Dexterity 
  saves. Any cold effects or spells operating in the area that are 
  intense enough to deal damage negate the extra fire damage 
  from the spell. Creatures in the jet may be knocked down or 
  pushed back if they fail their saves. Tiny or smaller creatures 
  are knocked down and rolled to the end of the jet plus 1d4 x 10 
  feet if standing on the ground, or are blown back to the end of 
  the jet plus 2d6 x 10 feet if flying. Small creatures are knocked 
  down and rolled to the end of the jet plus 1d3 x 10 feet by the 
  force of the water, or are blown to the end of the jet plus 2d4 x 
  10 feet if flying. Medium creatures are knocked prone by the 
  force of the steam, or if flying are blown to the end of the jet 
  plus 1d4 x 10 feet. Large creatures are knocked prone if 
  standing, or are blown to the end of the jet plus 1d3 x 10 feet if 
  flying. Huge or larger creatures aren’t moved or knocked down 
  by the spell. 
   
  Stomach Bloom 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, M (piece of rancid meat) 
  Duration: Concentration, up to 1 minute 
  On a successful melee spell attack, this spell causes the 
  target creature’s stomach to fill with unwholesome acidic fluid. 
  At the start of its first turn and at the start of every 1d4 turns 
  after that, the subject must make a Constitution save or be 
  incapacitated and spew the contents of its stomach onto all 
  engaged creatures, dealing 4d6 acid damage to itself and all 
  engaged creatures (including its allies and enemies). 
   A successful save negates the incapacitated condition and the 
  spewing until the spell triggers again. Engaged creatures may 
  make a Dexterity saving throw to reduce the damage by half, 
  but the initial target cannot make a saving throw to reduce 
  damage. 
   
  Subvert Charm 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (two small mirrors) 
  Duration: See Text 
  Make a spellcasting ability check (DC 10 + level of the 
  spell, do not add your proficiency for this check) against one 
  enchantment spell in range affecting a target. If successful, the 
  enchantment effect that is affecting the subject is altered in 
  such a way that the caster of subvert charm becomes the 
  originator of the effect for that one target. The duration of the 
  original charm effect is unchanged. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target one additional target 
  for each slot level above 4th. 
   
  Sunray 
  4th-level evocation 
  Casting Time: bonus action 
  Range: 150 feet 
  Components: V, S, M (a glass lens) 
  Duration: Concentration, up to 10 rounds 
  You gather the ambient light from your surroundings and 
  focus it into a scorching beam dealing 4d8 fire damage on a 
  ranged spell attack; undead creatures suffer 8d8 points of fire 
  damage from this beam. You can make one attack with the 
  beam as an action each round for as long as the spell lasts. 
   
   
  
   
  25 
   
  Supernatural Ward, Greater 
  4th-level abjuration 
  Casting Time: bonus action 
  Range: Touch 
  Components: V, S 
  Duration: 1 round 
  The subject gains a +10 bonus to its saving throws against 
  abilities and effects (such as a succubus’s charm and draining 
  kiss ability) that are not caused by spells for the spell’s 
  duration. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target one additional target 
  for each slot level above 4th. 
   
  Symbol of Despair 
  4th-level enchantment (ritual) 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (mercury, phosphorus, powdered 
  diamond, and opal worth 750gp) 
  Duration: until dispelled 
  This spell functions like symbol (death), except each 
  creature within a 60-foot radius of a symbol of despair is 
  afflicted with a sense of utter despair for 10 minutes if they fail 
  a Charisma saving throw. Each affected creature takes a –2 
  penalty on attack rolls, saving throws, checks, and weapon 
  damage rolls. 
   
  Teeth of the Wind 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (miniature bellows) 
  Duration: 1 round 
  This spell creates a blast of air and grit at storm strength 
  (approximately 70 mph) that originates from you and affects 
  all creatures in a 60-foot line, 5-feet in diameter. The force of 
  the blast deals 6d6 bludgeoning damage. Creatures caught in 
  the blast are allowed a Dexterity saving throw for half damage. 
  Creatures in the blast may be knocked down or pushed back if 
  they fail their saves. Small or smaller creatures are blown away 
  and rolled 1d4 x 10 feet if standing on the ground (taking 1d4 
  points of damage per 10 feet moved in addition to the initial 
  damage, or are battered back 2d6 x 10 feet (taking 2d6 points 
  of nonlethal damage) if flying. Medium creatures are knocked 
  prone by the force of the wind, or, if flying, are blown back 
  1d6x10 feet. Large or Huge creatures are unable to move 
  forward against the force of the wind, or, if flying, are blown 
  back 1d6 x 5 feet. Gargantuan or Colossal creatures can move 
  normally within a teeth of the wind effect. In any event, though, 
  teeth of the wind can’t move a creature beyond the limit of the 
  spell’s range. 
   
   
   
   
  Greater Supernatural Ward 
   
  Regardless of size, all creatures have disadvantage on 
  Wisdom (perception) checks and ranged weapon attack rolls in 
  the spell’s area. 
  The force of the gust automatically extinguishes candles, 
  torches, and similar unprotected flames. It causes protected 
  flames, such as those of lanterns, to dance wildly, with a 75% 
  chance to be extinguished as well. In addition to the effects 
  noted, teeth of the wind can do anything that a sudden blast of 
  wind would be expected to do, including fan a large fire, move 
  unsecured objects (treat them as creatures of the appropriate 
  size), heel over a ship, or blow gases or vapors to the edge of 
  its range. 
   
  Track Magic 
  4th-level divination 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
  You grant the ability to see traces of magic. The target 
  may follow the trail of any creature that has active (or 
  continuous) spells, magic items, innate spellcasting, or magic-
  like abilities. The spell lets the target see a faint, glowing trail, 
  but the target cannot tell what type of magic creates it. For 
  every three active items/spells/abilities, the subject gains a +1 
  bonus to Wisdom (survival) checks to track the creature. This 
  
   
  26 
   
  spell does not help the target track via magic used to conceal or 
  alter normal tracks, such as pass without trace, but it would still 
  give the target a chance to track other active magic in the 
  possession of someone using those magic to avoid being 
  tracked. 
   
  Translocation Viewing 
  4th-level divination (ritual) 
  Casting Time: 10 minute 
  Range: 50 feet 
  Components: V, S 
  Duration: 10 minutes 
  You are able to see the destination of the most recently 
  used teleportation spell cast within range. You are able to view 
  the destination as if standing there. In addition, though you 
  cannot move your perspective from the destination point, you 
  can look around as if you were there. 
   
  True Sacrifice 
  4th-level conjuration 
  Casting Time: 10 minute 
  Range: Touch 
  Components: V, S, M (diamond worth 5,000gp) 
  Duration: instantaneous 
  This spell functions like true resurrection, except at the 
  end of the spell you are dead (or destroyed) and cannot be 
  raised or resurrected, ever. If the soul chooses not to return to 
  life or is unable to be returned to life, you do not die (nor are 
  you destroyed). 
   
  Unstable Form 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a small ball of clay) 
  Duration: Concentration, up to 10 minutes 
  On a failed Constitution saving throw, corporeal 
  instability causes the target’s body to destabilize into an 
  amorphous, ever-shifting mass. The creature’s body melts, 
  flows, writhes, and boils. The affected creature is unable to 
  hold or use any item. Clothing, armor, rings, helmets, and 
  backpacks become useless. Large items—armor, backpacks, 
  even shirts—hamper more than help, causing the creature to 
  have disadvantage on Dexterity saves, checks, and attacks. Soft 
  or misshapen feet and legs reduce speed to 10 feet or one-
  quarter normal, whichever is less. Searing pain courses along 
  the nerves, so strong that the creature cannot act coherently, 
  attacking blindly, unable to distinguish friend from foe 
  (disadvantage on attack rolls). At the end of the spell’s 
  duration, it returns to its normal form. A creature can regain its 
  own shape by taking an action to attempt a new save. A 
  successful save reestablishes the creature’s normal form for 1 
  minute. On a failure, it can repeat the check each round until 
  successful. 
   
   
  Unstable Form 
   
  Untiring 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
  This spell allows three targets to ignore the effects of 
  exhaustion. Targets do not need to make checks related to 
  exhaustion, 
  nor 
  Constitution 
  saving 
  throw 
  against 
  environmental conditions such as desert heat. 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target one additional 
  creature for each slot level above 4th. 
   
  Wall of Light 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S, M (a lit candle) 
  Duration: 10 minutes 
  This spell creates an immobile wall of shimmering white 
  light whose volume is 100 cubic feet, illuminating a 60-foot 
  area beyond the wall. It does not provide any sort of barrier to 
  entry or attack, but any undead that move voluntarily or 
  
   
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  involuntarily through the light take 3d8 radiant damage. Any 
  living creature that walks through the wall is illuminated as if 
  by a faerie fire spell for 10 minutes. If the caster attempts to 
  cast the wall on individual creatures, they may make Dexterity 
  saving throw to avoid taking damage (if undead) or being 
  illuminated (if living). 
  Wall of light counters or dispels any darkness spell of 
  equal or lower level, but is only dispelled by darkness spells or 
  effects of 4th level or higher. 
  The caster can form the wall into a flat, vertical plane or 
  into a sphere or hemisphere. The wall of light must be 
  continuous and unbroken when formed. 
  At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, you increase the volume of the spell by 
  20 cubic feet for each slot level above 4th. 
   
  Ward of Mercy 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a padded cloth glove) 
  Duration: 10 minutes 
  Any damage dealt to a living creature within 50 feet of 
  you that would normally kill the creature will knock the 
  creature unconscious instead. Any death saving throw in the 
  area is automatically successful, but a creature may roll to see 
  if it receives a natural 20 to return to 1 hit point. 
   
  Warrior’s Insight 
  4th-level divination 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  You gain a temporary, intuitive insight into the vagaries 
  of combat. You receive advantage on melee attack rolls, may 
  reroll one melee damage roll per turn, and gain a +3 bonus to 
  AC for the duration of the spell. 
   
  Watchful Spirits 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (small vial of anointing oil) 
  Duration: 1 hour or until discharged 
  Opponents gain no bonus and cannot use abilities gained 
  from flanking you or having allies engaged with you such as a 
  rogue’s sneak attack. In addition, while this spell is in effect, 
  you gain advantage on one save. Using this function is a free 
  action and must be declared before the save is rolled. Using this 
  ability discharges the spell. 
   
   
   
   
   
  Warrior’s Insight 
   
  Wave of Pain 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Choose four targets in range. Those creatures must make 
  a Constitution saving throw. On a failure, the target creatures 
  suffer wracking pains that impose disadvantage on all attack 
  rolls and on initiative, ability checks, and saves. In addition, the 
  target creatures’ speed suffers a 10-ft. penalty (to a minimum 
  speed of 5 ft.). 
  At Higher Levels: When you cast this spell using a spell 
  slot of 5th level or higher, you can target one additional 
  creature for each slot level above 4th. 
   
  Witchbreaker 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: Instantaneous  
  This spell creates a blast of divine energy that causes 
  anyone in a 20-foot radius of a point in range who can cast an 
  arcane spell (such as a bard, warlock,  wizard, or sorcerer) to 
  
   
  28 
   
  take 8d6 radiant damage and be stunned for one round. The 
  target may make a saving throw based on its spellcasting ability 
  to reduce damage by half and negate the stunned condition. 
  At Higher Levels: When you cast this spell using a spell slot 
  of 5th level or higher, you can increase the damage dealt by 
  1d6 for each slot level above 4th. 
   
  Zone of Mishaps 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  By casting zone of mishaps, you manipulate magical 
  energy in your immediate vicinity so that spells that are cast 
  within a 20-foot radius of you may randomly fail. This effect 
  is centered on you, moves with you, but does not affect you. 
  Anyone who enters the zone immediately becomes subject to 
  its effects, but those who leave are no longer affected. 
  Each time a spell is affected by this spell, its caster must 
  succeed on a concentration check (DC 10 + spell level) or the 
  spell is lost with no result. 
  Zone of Parley 
  4th-level abjuration 
  Casting Time: 1 action 
  Range: 50 feet 
  Components: V, S 
  Duration: 1 hour 
  The zone of parley is a special, fortified sanctuary. When 
  it is set up, anyone who enters it is compelled to proclaim 
  whether he will respect the truce of the zone; this declaration is 
  a free action. If he agrees to honor the truce, he is protected by 
  a sanctuary spell until he leaves the zone. However, he must 
  succeed at a Wisdom saving throw to make any attack (even in 
  response to another’s attacks on him) within the zone, and 
  suffers 6d8 radiant damage even if he successfully makes his 
  save. He loses his sanctuary when he attempts to commit an act 
  that violates the zone, but must continue to make saving throws 
  when he attempts to commit further acts of violence (and 
  suffers the damage). 
  The zone of parley is most commonly used during parleys 
  in battle. 
   
   
   
   
   
   
  Zone of Parley 
   
  
   
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  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20 
  System Reference Document Copyright 2000-2005, Wizards of the Coast, Inc.; authors 
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  Monte Cook’s Arcana Evolved, Copyright 2005 Monte J. Cook. 
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  Authors M Jason Parent, Denise Robinson, Chester Douglas II 
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  Joe.s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by 
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  Collection Copyright 2002 Mark Alexander Clover. 
  Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, Inc., and 
  Mystic Eye Games, LLC. 
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye 
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  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC-named 
  spells from the Player’s Handbook that were renamed in the System Reference 
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  The 
  Compendium 
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  www.necromancergames.com. 
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, 
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  Press   Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press 
  101 3rd Level Spells (PFRPG) copyright 2010 Steven D. Russell Author: Steven D. Russell 
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors 
  Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James 
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  101 Fourth Level spells (5e) copyright 2016 Steven D. Russell Authors: Steven D. 
  Russell & Ed Kabara 
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/101 4th Level Spells.pdf