Level 4 Spells

Spell Action
Arcane Eye Range: 30 feet
Cast time: 1 action
Duration: concentration, up to 1 hour
Components: Verbal, Somatic, Material (A bit of bat fur)

{name} creates an invisible, magical eye within range {30} that hovers in the air for the duration.
{name} mentally receives 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, {name} can move the eye up to {30} feet in any direction. There is no limit to how far away from {name} 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.
Banishment Range: 30 feet
Cast time: 1 action
Duration: concentration, up to 1 minute
Components: Verbal, Somatic, Material (An item distasteful to the target)

{name} attempts to send {1} creature that they can see within range {30} to another plane of existence. The target must succeed on a DC {ssDC} Charisma saving throw or be banished.
If the target is native to the plane of existence {name} is on, {name} banishes 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 {name} is 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.

Total creatures affected:
Spell slot level 5: {2}
Spell slot level 6: {3}
Spell slot level 7: {4}
Spell slot level 8: {5}
Black Tentacles Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a {"20-foot square"} on ground that {name} can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw DC {ssDC} or take {"3d6"} bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes {"3d6"} bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against DC {ssDC}. On a success, it frees itself.

Materials: a piece of tentacle from a giant octopus or a giant squid
Blight Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of {name}’s choice that they can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw DC {ssDC}. 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 {name} targets a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If they 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.

When they cast this spell using a spell slot of {"5th level or higher"}, the damage increases by {"1d8"} for each slot level above {"4th"}.
Additional Damage:
Spell slot level 5: !!(1d8)
Spell slot level 6: !!(2d8)
Spell slot level 7: !!(3d8)
Spell slot level 8: !!(4d8)
Spell slot level 9: !!(5d8)
Compulsion Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Creatures of {name}’s choice that they can see within range and that can hear them must make a Wisdom saving throw DC {ssDC}. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, {name} can use a bonus action on each of their turns to designate a direction that is horizontal to them. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw DC {ssDC} to try to end the effect.

A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Confusion Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Click for spell details, including the table, at 5eSRD

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 {name} chooses within range must succeed on a Wisdom saving throw DC {ssDC} when they 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.

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

When they 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"}.

Materials: three nut shells
Conjure Minor Elementals Casting Time: 1 minute Range: 90 feet Components: V, S
Duration: Concentration, up to 1 hour
{name} summons elementals that appear in unoccupied spaces that they can see within range. They choose one the following options for what appears:

_ One elemental of challenge rating 2 or lower
_ Two elementals of challenge rating 1 or lower
_ Four elementals of challenge rating 1/2 or lower
_ Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to {"0 hit points"} or when the spell ends.

The summoned creatures are friendly to {name} and their companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that {name} issues to them (no action required by them). If {name} doesn’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.

When they cast this spell using certain higher-level spell slots, they choose one of the summoning options above, and more creatures appear: {"twice as many"} with a {"6th-level"} slot and {"three times as many"} with an {"8th-level"} slot.
Conjure Woodland Beings Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
{name} summons fey creatures that appear in unoccupied spaces that they can see within range. Choose one of the following options for what appears:

_ One fey creature of challenge rating 2 or lower
_ Two fey creatures of challenge rating 1 or lower
_ Four fey creatures of challenge rating 1/2 or lower
_ Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to {"0 hit points"} or when the spell ends.
The summoned creatures are friendly to {name} and their companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that {name} issues to them (no action required by them). If {name} doesn’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.

When they cast this spell using certain higher-level spell slots, they choose one of the summoning options above, and more creatures appear: {"twice as many"} with a {"6th-level"} slot and {"three times"} as many with an {"8th-level"} slot.

Materials: one holly berry per creature summoned
Control Water Casting Time: 1 action
Range: 300 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Spell Save DC: {ssDC}
Click for spell details at 5eSRD

Until the spell ends, {name} controls any freestanding water inside an area they choose that is a cube up to {"100 feet"} on a side. They can choose from any of the following effects when they cast this spell. As an action on their turn, they can repeat the same effect or choose a different one.
_ Flood.
_ Part Water.
_ Redirect Flow.
_ Whirlpool.

Materials: a drop of water and a pinch of dust
Death Ward Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours
{name} touches a creature and grants 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 Casting Time: 1 action
Range: 500 feet
Components: V
Duration: Instantaneous
{name} teleports themselves from their current location to any other spot within range. They arrive at exactly the spot desired. It can be a place they can see, one they can visualize, or one they can describe by stating distance and direction, such as ""200 feet straight downward"" or ""upward to the northwest at a 45- degree angle, 300 feet.""
They can bring along objects as long as their weight doesn’t exceed what they can carry. They can also bring one willing creature of their size or smaller who is carrying gear up to its carrying capacity. The creature must be within {"5 feet"} of them when they cast this spell.
If they would arrive in a place already occupied by an object or a creature, they and any creature traveling with them each take !(4d6) force damage, and the spell fails to teleport them.
Divination Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous
{name}'s magic and an offering put them in contact with a god or a god’s servants. They ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If they cast the spell two or more times before finishing their next long rest, there is a cumulative 25 percent chance for each casting after the first that they get a random reading. The GM makes this roll in secret.

Materials: incense and a sacrificial offering appropriate to {name}'s religion, together worth at least 25 gp, which the spell consumes
Dominate Beast Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
SClick for spell details at 5eSRD

{name} attempts to beguile a beast that they can see within range. It must succeed on a Wisdom saving throw DC {ssDC} or be charmed by them for the duration. If they or creatures that are friendly to them are fighting it, it has advantage on the saving throw.
While the beast is charmed, they have a telepathic link with it as long as the two of them are on the same plane of existence. They can use this telepathic link to issue commands to the creature while they are conscious (no action required), which it does its best to obey.
Each time the target takes damage, it makes a new Wisdom saving throw DC {ssDC} against the spell. If the saving throw succeeds, the spell ends.

When {name} casts this spell with a {"5th-level"} spell slot, the duration is concentration, up to {"10 minutes"}. When they use a {"6th-level"} spell slot, the duration is concentration, up to {"1 hour"}. When they use a spell slot of {"7th level"} or higher, the duration is concentration, up to {"8 hours"}.
Fabricate Casting Time: 10 minutes
Range: 120 feet
Components: V, S
Duration: Instantaneous
{name} converts raw materials into products of the same material. For example, they 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 {name} can see within range. they 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 they 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. {name} also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless they have proficiency with the type of artisan’s tools used to craft such objects.
Faithful Hound Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 8 hours
{name} conjures a phantom watchdog in an unoccupied space that they can see within range, where it remains for the duration, until they dismiss it as an action, or until they move more than {"100 feet"} away from it.
The hound is invisible to all creatures except {name} and can’t be harmed. When a Small or larger creature comes within {"30 feet"} of it without first speaking the password that they specify when they cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of {name}'s turns, the hound attempts to bite one creature within {"5 feet"} of it that is hostile to them. The hound’s attack bonus is equal to {CastStatMod + Prof}. On a hit, it deals {"4d8"} piercing damage.

Materials: a tiny silver whistle, a piece of bone, and a thread
Fire Shield Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: 10 minutes
Thin and wispy flames wreathe {name}'s body for the duration, shedding bright light in a {"10-foot"} radius and dim light for an additional {"10 feet"}. They can end the spell early by using an action to dismiss it.
The flames provide them with a warm shield or a chill shield, as they choose. The warm shield grants them resistance to cold damage, and the chill shield grants them resistance to fire damage.
In addition, whenever a creature within {"5 feet"} of them hits them 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.

Materials: a bit of phosphorus or a firefly
Freedom of Movement Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 hour
{name} touches 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, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

Materials: a leather strap, bound around the arm or a similar appendage
Giant Insect Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
{name} transforms up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys their verbal commands, and in combat, they act on their turn each round. The GM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to {"0 hit points"}, or until they use an action to dismiss the effect on it.
The GM might allow {name} to choose different targets. For example, if they transform a bee, its giant version might have the same statistics as a giant wasp.
Greater Invisibility Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
{name} or a creature they 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.
Guardian of Faith A Large spectral guardian appears and hovers for the duration in an unoccupied space of {name}’s choice that they can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of {name}’s deity.
Any creature hostile to {name} that moves to a space within {"10 feet"} of the guardian for the first time on a turn must succeed on a Dexterity saving throw DC {ssDC}. The creature takes {20} radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of {60} damage.
Hallucinatory Terrain Casting Time: 10 minutes
Range: 300 feet
Components: V, S, M
Duration: 24 hours
{name} makes 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 DC {ssDC} to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Materials: a stone, a twig, and a bit of green plant
Ice Storm Casting Time: 1 action
Range: 300 feet
Components: V, S, M
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 DC {ssDC}. A creature takes !(2d8) bludgeoning damage and !(4d6) cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm’s area of effect into difficult terrain until the end of {name}'s next turn.

When {name} casts this spell using a spell slot of {"5th level or higher"}, the bludgeoning damage increases by {"1d8"}for each slot level above {"4th"}.
Additional Damage:
Spell slot 5: !!(1d8)
Spell slot 6: !!(2d8)
Spell slot 7: !!(3d8)
Spell slot 8: !!(4d8)
Spell slot 9: !!(5d8)

Materials: a pinch of dust and a few drops of water
Locate Creature Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to {name}. They sense the direction to the creature’s location, as long as that creature is within {"1,000 feet"} of them. If the creature is moving, they know the direction of its movement.
The spell can locate a specific creature known to {name}, or the nearest creature of a specific kind (such as a human or a unicorn), so long as they have seen such a creature up close—within {"30 feet"}—at least once. If the creature they described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if running water at least {"10 feet"} wide blocks a direct path between them and the creature.

Materials: a bit of fur from a bloodhound
Phantasmal Killer Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
{name} taps into the nightmares of a creature they 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 DC {ssDC}. 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 DC {ssDC} or take !(4d10) psychic damage. On a successful save, the spell ends.

When they cast this spell using a spell slot of {"5th level or higher"}, the damage increases by {"1d10"} for each slot level above {"4th"}.
Additional Damage:
Spell slot level 5: !!(1d10)
Spell slot level 6: !!(2d10)
Spell slot level 7: !!(3d10)
Spell slot level 8: !!(4d10)
Spell slot level 9: !!(5d10)
Polymorph Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
This spell transforms a creature that {name} can see within range into a new form. An unwilling creature must make a Wisdom saving throw DC {ssDC} 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.

Materials: a caterpillar cocoon
Private Sanctum Casting Time: 10 minutes
Range: 120 feet
Components: V, S, M
Duration: 24 hours
Click for examples of choices for the sort of security the spell provides at 5eSRD

{name} makes an area within range magically secure. The area is a cube that can be as small as {"5 feet"} to as large as {"100 feet"} on each side. The spell lasts for the duration or until they use an action to dismiss it.
When they cast the spell, they decide what sort of security the spell provides, choosing any or all of the options.

When {name} casts this spell using a spell slot of {"5th level or higher"}, they can increase the size of the cube by {"100 feet"} for each slot level beyond {"4th"}. Thus they could protect a cube that can be up to {"200 feet"} on one side by using a spell slot of {"5th"} level.

Materials: a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite
Resilient Sphere Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw DC {ssDC}. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.

Materials: a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
Secret Chest Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} hides a chest, and all its contents, on the Ethereal Plane. They must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to {"12 cubic feet"} of nonliving material ({3} feet by {2} feet by {2} feet).
While the chest remains on the Ethereal Plane, they can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of them. They can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After {60} days, there is a cumulative {5} percent chance per day that the spell’s effect ends. This effect ends if {name} casts this spell again, if the smaller replica chest is destroyed, or if they choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Materials: an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp
Stone Shape Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} touches a stone object of Medium size or smaller or a section of stone no more than {"5 feet"} in any dimension and forms it into any shape that suits their purpose. So, for example, they could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. They could also shape a stone door or its frame to seal the door shut. The object they create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Materials: soft clay, which must be worked into roughly the desired shape of the stone object
Stoneskin Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
This spell turns the flesh of a willing creature {name} touches as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Materials: diamond dust worth 100 gp, which the spell consumes
Wall of Fire Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} creates a wall of fire on a solid surface within range. They 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, {"20 feet"} high, and {"1 foot"} thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw DC {ssDC}. On a failed save, a creature takes !(5d8) fire damage, or half as much damage on a successful save.
One side of the wall, selected by {name} when they cast this spell, deals {"5d8"} fire damage to each creature that ends its turn within {"10 feet"} of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

When {name} casts this spell using a spell slot of {"5th level or higher"}, the damage increases by {"1d8"} for each slot level above 4th.
Additional Damage:
Spell slot level 5: !!(1d8)
Spell slot level 6: !!(2d8)
Spell slot level 7: !!(3d8)
Spell slot level 8: !!(4d8)
Spell slot level 9: !!(5d8)

Materials: a small piece of phosphorus

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article