4th Level Spells
Blood Bargain
- School: Transmutation
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by an effect that deals damage
- Range: Self
- Components: S
- Duration: 1 round
- Classes: Sorcerer, Soul-Seer*, Warlock
You capture the incoming harm coming your way. Any damage you take from this attack or effect, as well as additional effects that may come with it, are delayed for you (and only you) until the end of your next turn.
At the end of your next turn, you take the delayed damage at its maximum value, rather than being rolled. This damage can't be reduced in any way, and any additional effects that were delayed also occur.
At Higher levels. When you cast this spell using a spell slot of 5th level of higher, the damage is delayed an extra round for each spell slot above 4th.
Cracks of Dawn
- School: Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Paladin
Choose a creature that you can see within range. The target must make a Constitution saving throw as their body begins to fill with radiant light, pouring out from their orifices and wounds. If the target is missing any hit points, they have disadvantage on this save.
On a failed save, they take 3d8 radiant damage, are blinded, and begin to radiate bright light in a 60-foot radius, shedding dim light for an additional 60 feet. If they are undead, they take an additional 2d8 radiant damage. On a successful save, the creature takes half damage, is not blinded, and sheds bright light in a 20-foot radius until the start of your next turn, at which the spell ends early.
Until the spell ends, the target must make a Constitution saving throw at the end of each of its turns. On a failed save, they take 2d8 radiant damage, or 3d8 radiant damage if they are undead. On a successful save, they are no longer blinded by the spell if they already were, and take half damage.
Frostfire
- School: Evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (cough syrup)
- Duration: Instantaneous
- Classes: Conduit*, Druid, Sorcerer, Wizard
A roar of flames erupts from your hands before trapping your foes in ice. Each creatures in a 30-foot cone must make a Dexterity saving throw. A creature takes 4d8 fire damage and is restrained on a failed save, as the enveloping flames harden into ice. On a successful save, a creature takes half as much damage and is not restrained.
Whenever a creature would start its turn restrained by this spell, it takes 2d8 cold damage. If a creature would be vulnerable to fire damage, they are also vulnerable to this cold damage.
A creature restrained by this ice can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d8 for each spell slot above 4th.
Gentle Radiance
- School: Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
- Classes: Cleric, Conduit*, Sorcerer
You manifest a tiny ball of concentrated sunlight at a point you choose within range. This sphere emits bright light in a 15-foot radius, and sheds dim light for an additional 15 feet.
Until the spell ends, each non-hostile creature in this radius has advantage on Wisdom saving throws, and regains 1d6 hit points at the start of each of their turns. Hostile creatures within this radius cannot benefit from being invisible.
As a bonus action on each of your turns, you can move this ball up to 15 feet in a direction of your choice.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, both radius of this spell increases by 5 feet for each slot above 4th.
Iron Prison
- School: Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a bloodied nail)
- Duration: 1 round
- Classes: Artificer, Conduit*, Druid, Warlock, Sorcerer, Wizard
You choose a 10-foot-square space on the ground that you can see within range. A spiked iron sarcophagus rises around it before slamming shut. Any creatures completely within these spaces must make a Dexterity saving throw. On a failed save, a creature is locked inside and takes 4d10 piercing damage. On a successful save, a creature takes half as much damage and moves to the nearest unoccupied space.
This sarcophagus remains until the start of your next turn, at which point it crumbles into dust. Any creatures locked inside its space during this time are treated as blinded and restrained, and have total cover against anything outside of the sarcophagus.
The sarcophagus is an object made of iron that can be damaged and thus breached. It has AC 15 and 45 hit points. Reducing it to 0 hit points destroys it and ends the spell.
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 above 4th.
Maze String
- School: Divination
- Casting Time: 1 minute
- Ritual:' YES
- Range: Touch
- Components: V, S, M (a spool of golden string worth at least 100gp)
- Duration: 1 day
- Classes: Artificer, Bard, Cleric, Soul-Seer*
You mentally tie yourself to an object or creature you touch throughout the casting of the spell. For the duration of the spell, you can trace the shortest path separating you and the target of this spell, and can determine the exact distance between the two of you, or the path you have taken since moving away from the target, as an action. This spell ends early if you become separated by different planes of existence.
You can tie yourself to only one object or creature at a time. If you cast this spell again while already tied to a target, you lose your connection to that target.
Rejuvenation
- School: Transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a bottle of hydra blood worth at least 500gp)
- Duration: 8 hours
- Classes: Bard, Druid, Sorcerer, Soul-Seer*
You return a willing creature you touch to their physical and mental prime for the duration of the spell. The target appears as a younger version of themselves: any limbs or physical abilities they lost after that point regrows and returns, and any memories they may have lost are regained. Any missing hit point maximum returns, and any reduction to their ability scores are suppressed. Additionally, their hit points and hit point maximum increase by 20.
When the spell ends, the target returns to their form prior to be targeted by this spell and suffers a level of exhaustion as the rapid aging sweeps their body and mind.
Casting this spell again on the same target resets the duration, but adds an additional level of exhaustion to them once the spell ends, to a maximum of 6.
Romu'an's Bolt Strike
- School: Conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, M (A melee weapon worth at least 1sp)
- Duration: Instantaneous
- Classes: Conduit*, Druid, Sorcerer
You become the embodiment of a lightning bolt. You teleport to an unoccupied space you can see adjacent to a target within range. Make a melee spell attack with your weapon against the target. On a hit, the attack deals 3d8 lightning damage. Regardless of a hit or miss, creatures within 10 feet of the space you entered must make a Constitution saving throw, taking 2d10 thunder damage and becoming deafened until the end of their next turn on a failed save. On a successful save, they take half as much damage and aren’t deafened. The thunder can be heard from up to 300 feet away.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the lightning damage by 1d8, and the thunder damage by 1d10.
Star Burst
- School: Evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: S, M (stardust worth at least 100gp)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
An arrangement of stars manifests from your hands before exploding into scintillating lights. Each creature in a 30-foot-cone must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage and is blinded until the end of their next turn. Moreover, the next attack roll made against them before the start of your next turn is done with advantage. On a successful save, a creature only takes half as much damage.
Any creatures within this spells range cannot benefit from being invisible until the start of your next turn.
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 above 4th.
Will o Wisp
- School: Conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a flickering lantern or candle)
- Duration: Concentration, up to 1 minute
- Classes: Bard, Soul-Seer*, Warlock, Wizard
You manifest an alluring light at a point you can see within range. This light creates bright light in a 15-foot radius around it, and dim light for an additional 15 feet. Each creature within this area must make on a Wisdom saving throw. On a failed save, a creature refuses to leave the area, and must spend all of their movement to return to it if they leave it. A creature immune to being charmed, as well as undead, are immune to this effect. A creature repeats this save at the end of each of its turns, ending the effect of them early on a successful save.
As a bonus action on each of your turns, you can move this light up to 15 feet in a direction of your choice.
Once the spell ends, any creatures within the spell’s area takes 1d8 necrotic damage. This increases to 3d8 for any creatures who were in the area and still under the effects of the spell.
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 above 4th.

