4th-Level Spells

Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.

Arcane Eye

  • 4th-level divination
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of bat fur)
  • Duration: Concentration, up to 1 hour
    You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Asuran Greatform

West of the Bashan scarp, the drowned remnant of the same land breaks the surface as the Asuran isles, and the Veldt giants still standing on those ridges have grown up with nobody tending them and nobody watching. They came out wrong, or came out honest, depending on which side of the water the question is asked from. The working borrows that shape. It does not make a person into a beast. It makes a person into more of themselves than the world had budgeted for.

  • 4th-level transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
    You grow into a greater version of yourself. If there is room, your size becomes Large. Otherwise your size is unchanged. For the duration:
  • Your walking speed increases by 10 feet.
  • You have advantage on Strength checks and Strength saving throws.
  • Your melee weapon attacks deal an extra 1d6 damage of the weapon’s damage type.
    Your equipment grows with you and returns to its normal size when the spell ends.

Banishment

  • 4th-level abjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an item distasteful to the target)
  • Duration: Concentration, up to 1 minute
    You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

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.

Blight

  • 4th-level necromancy
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
    Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Confusion

  • 4th-level enchantment
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (three nut shells)
  • Duration: Concentration, up to 1 minute
    This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

Table- Confusion Behavior

d10Behavior
1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6The creature doesn’t move or take actions this turn.
7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Control Water

  • 4th‑level transmutation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a drop of water and a pinch of dust)
  • Duration: Concentration, up to 10 minutes
    You control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from flood, part water, redirect flow, or whirlpool effects as per standard 5e; the DM adjudicates complex terrain interactions.

Death Ward

  • 4th‑level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
    You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

Dimension Door

  • 4th‑level conjuration
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V
  • Duration: Instantaneous
    You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Fabricate

  • 4th-level transmutation
  • Casting Time: 10 minutes
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
    You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

Fire Shield

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a bit of phosphorus or a firefly)
  • Duration: 10 minutes
    Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Freedom of Movement

  • 4th‑level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
  • Duration: 1 hour
    You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints or being grappled. Being underwater imposes no penalties on the target’s movement or attacks.

Greater Invisibility

  • 4th‑level illusion
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

Hallucinatory Terrain

  • 4th-level illusion
  • Casting Time: 10 minutes
  • Range: 300 feet
  • Components: V, S, M (a stone, a twig, and a bit of green plant)
  • Duration: 24 hours
    You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Ice Storm

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a pinch of dust and a few drops of water)
  • Duration: Instantaneous
    A hail of rock‑hard ice pounds to the ground in a 20‑foot‑radius, 40‑foot‑high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw, taking 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much on a success. Hailstones turn the storm’s area into difficult terrain until the end of your next turn.

Phantasmal Killer

  • 4th-level illusion
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Polymorph

  • 4th-level transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to 1 hour
    This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Senatari Sphere of Storm

Senatari is the Wind Lake, the storm-maker of the five, and the Vailoko who fish it read the crown of a thundercloud the way a scholar reads a title page. The flat spread at the top is the anvil, and the anvil means the storm has stopped growing and started deciding. The working produces the smallest honest version of that. Inside it, nobody can see, and the sound takes everything else with it.

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    A low thundercloud forms in a 20-foot-radius sphere centered on a point you can see within range. The sphere is lightly obscured to you and heavily obscured to every other creature.
    A creature that ends its turn inside the sphere must succeed on a Constitution saving throw or take 2d8 thunder damage and be deafened until the end of its next turn.
    As a bonus action on your turn, you can move the sphere up to 20 feet.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Snare of Fennveldt

In the Fennveldt the Veldt finally loses. The last giants stand drowned to the knee, and the Yorokai who carve their villages into that standing wood are the only people who have studied what the marsh does to primal magic over a long enough stretch to have opinions about it. Drowned thornwood is not dead. It is patient, and it is still growing, and it grows toward weight.

  • 4th-level conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a thorn taken from standing water)
  • Duration: Concentration, up to 1 minute
    Thorned drowned wood breaks through the ground in a 10-foot cube you can see within range. The cube is difficult terrain.
    A creature that enters the cube for the first time on a turn or starts its turn there must succeed on a Strength saving throw or be restrained by the wood. A restrained creature can use its action to make a Strength check against your spell save DC, freeing itself on a success.
    As a bonus action on your turn, you can cause the thorns to close on one creature restrained by this spell. That creature takes 2d6 piercing damage.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cube’s size increases by 5 feet for each slot level above 4th.

5th-Level

Stone Shape

  • 4th‑level transmutation
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
  • Duration: Instantaneous
    You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, you can reshape a stone door or make a small passage through a wall, as long as the wall is less than 5 feet thick. You can also create simple shapes and crude items.

5th-Level

Stoneskin

  • 4th-level abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour
    This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Verdant Refuge

  • 4th-level conjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a living vine)
  • Duration: Concentration, up to 10 minutes
    You coax the land to shelter your allies. Interwoven branches and tall grasses rise to form a domed thicket in a 20‑foot‑radius sphere centered on a point on the ground within range. The thicket provides half cover to creatures inside it against attacks and effects originating outside the dome. The thicket’s space is lightly obscured for creatures outside it. Hostile creatures treat the dome’s boundary as difficult terrain when entering for the first time on a turn. While inside the thicket, you and your allies have advantage on Dexterity (Stealth) checks made to hide and gain advantage on Wisdom (Perception) checks that rely on hearing due to sound dampening. The thicket is nonmagical vegetation; objects and creatures can pass through it normally, and the area counts as difficult terrain for Large or larger creatures.

Wall of Fire

  • 4th-level evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small piece of phosphorus)
  • Duration: Concentration, up to 1 minute
    You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much on a success. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall.