7th Level Spells

Deluge

  • School: Conjuration
  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Conduit*, Druid

A flood of earth and snow pours out from a point you choose within range. Each creature in a 60-foot cone must make a Strength saving throw. On a failed save, a creature is pushed prone outside the cone, taking 6d6 bludgeoning damage and 6d6 cold damage. On a successful save, a creatures takes half damage with no additional effects.

Leiru's Chamber of Preservation

  • School: Abjuration
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Until dismissed
  • Classes: Druid, Sorcerer, Wizard

You touch a willing creature and put it into a unconscious state as magic transparent ice entombs them. While affected by this spell, the target is unconscious and doesn’t need to breathe, eat, or drink, nor does it age. They are immune to all damage and conditions except unconsciousness. If the target is diseased or poisoned when you cast the spell, the disease and poison have no effect until the spell ends.

The ice that entombs the target has AC 15 and 200 hit points, regaining all lost hit points every minute if it has at least 1 hit point. It is immune to ice damage and nonmagical bludgeoning, piercing, and slashing damage, but it has a vulnerability to fire damage. If the ice would be brought to 0 hit points, it shatters and the spell ends early.

Ending the Spell. During the casting of the spell, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.

A Dispel Magic spell can end the spell only if it is cast as a 7th-level spell or higher.

Lover's Aegis

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a pair of adamantine pendants worth 500gp each, which you and the target wear for the duration)
  • Duration: 8 hours
  • Classes: Bard, Cleric, Wizard, Warlock, Sorcerer

This spell protects a creature you touch with undying safety as you ward them with your very soul. Until the spell ends, the target gains the following benefits:

  • Its hit points and hit point maximum increase by an amount equal to half your hit point maximum.
  • It gains resistance to all damage.
  • Its base AC becomes 15 + your spellcasting modifier.
  • It has proficiency in all saving throws.

The stress of casting this spell weakens you. Your hit points and hit point maximum are halved for 1d4 days, and you suffer two levels of exhaustion until then. Moreover, you cannot increase your hit point maximum through any means other than completing these days. For each of those days that you spend resting and not performing combat, your remaining recovery decreases by 1 day. If the target of this spell dies before the spell ends, this loss of hit points is instead permanent, and can only be restored by means of a Wish spell

Mass Enlarge/Reduce

  • School: Abjuration
  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Wizard, Warlock

You cause six creatures or objects of your choice that you can see within range to grow larger or smaller for the duration. You must target an object that is neither being worn nor carried. If the target is unwilling, it must succeed a Constitution saving throw in order for the spell to have no effect on it.

If the target is a creature, everything it is wearing and carrying changes size with it. Any items dropped by an affected creature immediately returns to normal size.

  • Enlarge: The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, any creatures or objects smaller than its growing size are pushed back, while structure break apart and potentially cave in (DM’s discretion) until the target reaches its size. Until the spell ends, the target also has advantage on Strength checks and saving throws. The targets weapons also grow to match its new size, dealing an additional 1d8 damage while enlarged.
  • Reduce: The target’s size is reduced by three-quarters in all dimensions, and its weight is reduced to one-sixteenth of normal. This reduction decreases its size by two categories, up to a maximum of Tiny. Until the spell ends, the target also has disadvantage on Strength checks and saving throws. The targets weapons also shrink to match its new size, dealing 1d8 less damage while shrunk (this can’t reduce the damage below 1).

Mass Invisibility

  • School: Illusion
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S M (6 eyelashes encased in gum arabic)
  • Duration: Concentration, up to 1 hour
  • Classes: Wizard, Sorcerer

You shroud a group of creatures with invisibility. Choose up to six creatures that you can see within range. Each 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. If a target of this spell attacks or casts a spell, they temporarily lose the benefits of this spell until the start of their next turn.

A creature turned invisible by this spell can visibly see other creatures and objects turned invisible by the same spell affecting them.

Mortal Projection

  • School: Necromancy
  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Classes: Sorcerer, Warlock, Wizard

You project your spirit outside your body while remaining in your current plane of existence. Your material body falls unconscious in a state of suspended animation, and does not require food, water, or air, nor does it age.

Your spirit resembles your mortal form in almost every way, replicating your game statistics and possessions, barring you appearing as ethereal and translucent. Any attack, spell, or otherwise physical action against a living creature while in this state is done with disadvantage, unless the target is undead.

The principal difference is the addition of a silvery cord that extends from your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as this cord is intact, you can find your way back to your body. If the cord is cut – by something explicitly stating that it can do so – your body and soul are separated, killing you instantly.

Your spirit can freely travel through your current plane, treating objects, creatures, and structures as difficult terrain. You cannot enter a new plane while in this form, instead ending the spell and returning to your body if your spirit would be banished or your physical body would be sent to another plane.

Your spirit form is still bonded to your physical body. Any damage applied to your spirit also applies to your mortal body, causing it to take half as much damage. Any other effects do not, nor do they persist once you return to your physical body.

The spell ends early by many means. You can end the spell early as an action. A successful dispel magic used against your spirit or physical body ends the spell. If your spirit or physical body would drop to 0 hit points, the spell ends. Each of these returns your spirit back to your body if your cord remains intact.

Skybreak

  • School: Illusion
  • Casting Time: 1 action
  • Range: Self (300-feet diameter)
  • Components: S, M (a hammer made from space metal, costing at least 500gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Warlock, Wizard

You make the sky appear as if it has fractured into pieces, descending in cosmic shards. When you cast this spell, any creatures of your choice within range that can see the sky must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration, takes 4d8 slashing damage, and starts to hold their breath. If cast during the day, a creature also takes 4d8 fire damage, or 4d8 cold damage if cast at night. On a successful save, a creature takes half as much damage and is no longer affected by the spell.

For the duration of the spell, a creature affected by this spell must succeed a Wisdom saving throw at the end of each of their turns or take 4d8 slashing damage and 4d8 fire or cold damage (Day or Night). On a successful save, they are no longer affected by the spell.

If a target would end their turn with a roof between them and the sky, they still roll the Wisdom saving throw but take half damage on a failed save.

Strings of Discord

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a miniature violin made of metal, worth at least 200gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer

You conjure hundreds of deafening, invisible strings at a point of your choice within range. These strings fill a 40-foot cube from that point for the duration. Each time a creature moves through a space within this cube, they must succeed a Dexterity saving throw or cause any creatures within 5 feet of them (including themselves) to take 3d10 thunder damage. A creature has advantage on this saving throw if they can see through invisibility, such as with truesight.

Any ranged attacks made a against a creature within this cube deals an additional 2d10 thunder damage. Each time this spell deals thunder damage, it emits a thunderous boom audible out to 300 feet.

Unsightly Absorption

  • School: Necromancy
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Warlock

You consume a creature’s life essence, leaving nothing more than a hungry husk. Make a melee spell attack against a creature you can reach. On a hit, the target takes 9d12 necrotic damage, or 12d12 if they are a celestial, while you regain a number of hit points equal to half the amount of damage dealt. A target killed by this damage rises up as a wight at the start of its next turn, pursuing whatever creature it can see closest to it other than you.

Wall of Flesh

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A doll from a dead child, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Warlock, Wizard

A wall of living flesh, faces, and limbs manifests at a point you choose within range and lasts for the duration. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. You choose to make the wall up to 90 feet long, 15 feet high, and 5 feet thick or a circle that has a 30-foot diameter and is up to 30 feet high and 5 feet thick. The wall blocks line of sight.

If the wall cuts through a creature's space when it appears, the creature within its area must succeed a Dexterity saving throw. On a failed save, a creatures takes 3d10 bludgeoning, slashing, or piercing damage (your choice) and is pulled within the wall. On a successful save, the creature is pushed to one side of the wall, takes half damage, and is not pulled in.

While within the wall, a creature is blinded and restrained, has total cover against attacks and other effects outside of the wall, and takes 3d10 bludgeoning, piercing, or slashing damage (your choice) at the start of each of its turns. A creature within this wall can make a Strength saving throw at the end of each of its turns, ending the effect on a success as it is then pushed out to one side of the wall.

Until the spell ends, you can use an action to make the wall attempt to grapple any Huge or smaller creatures within 5 feet of it. You use the wall's Strength score, a 24 (+7), to resolve the grapple. Additionally, you can use your bonus action to force any creatures grappled by your wall to be pulled into it and immediately take 3d10 bludgeoning, piercing, or slashing damage (your choice).

The wall is an object that can be damaged and thus breached. It has AC 13 and 35 Hit Points per 10-foot section, and it is vulnerable to fire damage but immune to necrotic damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a pathway.

Any creature who moves within 5 feet of this wall must succeed a Dexterity saving throw or be grappled by it.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases for each of its effects by 1d10 for each spell slot above 7th.