Level 4 Spells

Arcane Eye

Level 4 divination · action · 30 ft · VS M · hours 1 · Wizard

You create an invisible, invulnerable eye that hovers within range for the duration. You receive what it sees, and it can look in every direction at once with Darkvision out to 30 feet. As a Bonus Action you can move it up to 30 feet in any direction. Solid barriers stop it, but it can squeeze through an opening as small as 1 inch across. Concentration, up to 1 hour.

Aura of Life

Level 4 abjuration · action · self · V · minutes 10 · Cleric, Paladin

Life energy radiates from you in a 30-foot Emanation for the duration. While in it, you and your allies have Resistance to Necrotic damage and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, it regains 1 Hit Point. Concentration, up to 10 minutes.

Aura of Purity

Level 4 abjuration · action · self · V · minutes 10 · Cleric, Paladin

Purifying energy radiates from you in a 30-foot Emanation for the duration. While in it, you and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned or Stunned condition. Concentration, up to 10 minutes.

Backlash

Level 4 abjuration · reaction · 60 ft · V · instantaneous · Bard, Sorcerer, Warlock, Wizard

When you take damage, your Reaction lashes back: the damage is reduced by 4d6 + your spellcasting modifier, and if the creature that hurt you is within 60 feet it makes a Constitution save, taking 4d6 Force damage (half on a success). Both rolls gain 1d6 per slot level above 4. Against an attack you're asked; against spells and hazards it's used only when set to Automatic in the class tab.

Banishment

Level 4 abjuration · action · 30 ft · VS M · minutes 1 · Cleric, Paladin, Sorcerer, Warlock, Wizard

A creature you can see within range makes a Charisma saving throw. On a failure it is whisked away to a harmless demiplane for the duration, where it has the Incapacitated condition. When the spell ends, it reappears in the space it left, or in the nearest unoccupied space if that one is taken. If the target is an Aberration, a Celestial, an Elemental, a Fey or a Fiend and the spell lasts the full minute, it doesn't come back; instead it is sent to a random place on a plane tied to its creature type, chosen by the DM. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 4.

Blight

Level 4 necromancy · action · 30 ft · VS · instantaneous · Druid, Sorcerer, Warlock, Wizard

A creature you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failure or half as much on a success. A Plant creature fails the save automatically. Alternatively, you can target a nonmagical plant that isn't a creature, such as a tree or a shrub; it makes no save and simply withers and dies. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 4.

Charm Monster

Level 4 enchantment · action · 30 ft · VS · hours 1 · Bard, Druid, Sorcerer, Warlock, Wizard

A creature you can see within range makes a Wisdom saving throw, with Advantage if you or your allies are fighting it. On a failure it has the Charmed condition until the spell ends or until you or your allies damage it, and it is Friendly toward you. When the spell ends, the creature knows you charmed it. Lasts 1 hour. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 4.

Compulsion

Level 4 enchantment · action · 30 ft · VS · minutes 1 · Bard

Each creature of your choice that you can see within range makes a Wisdom saving throw; on a failure it has the Charmed condition until the spell ends. For the duration, you can take a Bonus Action to name a horizontal direction. Each Charmed target must spend as much of its movement as possible going that way on its next turn, by the safest path, and after moving this way it repeats the save, ending the spell on itself on a success. Concentration, up to 1 minute.

Confusion

Level 4 enchantment · action · 90 ft · VS M · minutes 1 · Bard, Druid, Sorcerer, Wizard

Each creature in a 10-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failure it can't take Bonus Actions or Reactions, and at the start of each of its turns it rolls 1d10 to see what it does: 1, it uses all its movement to move in a random direction (roll 1d4 for north, east, south or west) and takes no action; 2-6, it doesn't move or take actions; 7-8, it doesn't move and makes one melee attack against a random creature within its reach, or does nothing if none is in reach; 9-10, it acts and moves normally. At the end of each of its turns, an affected creature repeats the save, ending the spell on itself on a success. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the Sphere's radius increases by 5 feet for each slot level above 4.

Conjure Minor Elementals

Level 4 conjuration · action · self · VS · minutes 10 · Druid, Wizard

Spirits from the Elemental Planes flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when it hits a creature in the Emanation; you choose Acid, Cold, Fire or Lightning as the type each time you attack. The ground in the Emanation is also Difficult Terrain for your enemies. Concentration, up to 10 minutes. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 4.

Conjure Woodland Beings

Level 4 conjuration · action · self · VS · minutes 10 · Druid, Ranger

Nature spirits flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see, and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw, taking 5d8 Force damage on a failure or half as much on a success. A creature makes this save no more than once per turn. For the duration you can also take the Disengage action as a Bonus Action. Concentration, up to 10 minutes. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 4.

Death Ward

Level 4 abjuration · action · touch · VS · hours 8 · Cleric, Paladin

You touch a creature and shield it against death. The first time it would drop to 0 Hit Points before the spell ends, it drops to 1 Hit Point instead, and the spell ends. If the spell is still active when the target is subjected to an effect that would kill it outright without dealing damage, that effect is negated against it and the spell ends. Lasts 8 hours (no Concentration).

Dimension Door

Level 4 conjuration · action · 500 ft · V · instantaneous · Bard, Sorcerer, Warlock, Wizard

You teleport to a spot within range. You arrive exactly where you intend, which can be a place you can see, one you can picture, or one you describe by distance and direction (such as 120 feet due east and 30 feet up). You can also bring along one willing creature within 5 feet of you; it arrives within 5 feet of your destination. If you or the creature would arrive in a space a creature occupies or that objects fill, each of you takes 4d6 Force damage and the teleportation fails.

Distorted Distance

Level 4 illusion · action · 120 ft · VS · minutes 10 · Bard, Warlock, Wizard

Space warps inside a 60-foot-radius Sphere within range. Each creature in it when it appears, entering it, or ending its turn there is affected once per turn as you choose (in the game: your allies gain 20 feet of Speed until the end of their next turn; your enemies make an Intelligence save or take 2d10 Psychic damage and treat the Sphere as Difficult Terrain until the end of their turn).

Divination

Level 4 divination (ritual) · action · self · VS M · instantaneous · Cleric, Druid, Wizard

Your offering lets you contact a god or a god's servants. You ask one question about a specific goal, event or activity expected within the next 7 days, and the DM gives a truthful reply, which might be a short phrase or a cryptic rhyme or omen. The answer doesn't account for circumstances that might change the outcome, such as the casting of other spells. If you cast the spell more than once before finishing a Long Rest, each casting after the first has a cumulative 25 percent chance of getting no answer. Casting time: an action, or as a Ritual. The incense (25+ GP) is consumed.

Dominate Beast

Level 4 enchantment · action · 60 ft · VS · minutes 1 · Druid, Ranger, Sorcerer

A Beast within range makes a Wisdom saving throw, with Advantage if you or your allies are fighting it. On a failure it has the Charmed condition for the duration, and each time it takes damage it repeats the save, ending the spell on a success. While it is Charmed you share a telepathic link with it whenever you're on the same plane of existence. Through the link you can give it commands on your turn (no action required), such as "attack that one" or "guard this door," and it does its best to obey; without orders it defends and protects itself as it sees fit. You can also make it take a Reaction, but doing so costs your own Reaction. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: your Concentration can last up to 10 minutes with a level 5 slot, up to 1 hour with a level 6 slot, or up to 8 hours with a level 7+ slot.

Doomtide

Level 4 conjuration · action · 120 ft · VS M · minutes 1 · Bard, Cleric, Warlock

A 20-foot-radius Sphere of churning magical Darkness fills a point within range; a strong wind (Gust of Wind) disperses it. A creature in it when it appears, when it moves onto it, entering it, or ending its turn there makes a Wisdom save once per turn: on a failure 5d6 Psychic damage and −1d6 on its saving throws until the end of its next turn; on a success half damage only. At the start of each of your turns the Sphere drifts 10 feet away from you. The Circle casting isn't in the game.

Evard's Black Tentacles

Level 4 conjuration · action · 90 ft · VS M · minutes 1 · Wizard

Writhing black tentacles fill a 20-foot square of ground within range, making it Difficult Terrain for the duration. Each creature in the area makes a Strength saving throw; on a failure it takes 3d6 Bludgeoning damage and has the Restrained condition until the spell ends. A creature also makes the save when it enters the area or ends its turn there, but no more than once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success. Concentration, up to 1 minute.

Festering Blast

Level 4 necromancy · action · self · VS · minutes 1 · Druid, Sorcerer, Warlock, Wizard

Creatures in a 60-foot-long, 10-foot-wide Line make Constitution saves against 4d10 Necrotic and Poisoned. Affected creatures take 2d10 Poison at turn start and repeat the save at turn end to end the spell on themselves. Success avoids the spell. Only the initial damage gains 1d10 per slot above 4.

Fire Shield

Level 4 evocation · action · self · VS M · minutes 10 · Druid, Sorcerer, Wizard

Wispy flames wrap your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for a further 10 feet. Choose a warm shield or a chill shield. The warm shield gives you Resistance to Cold damage, and the chill shield gives you Resistance to Fire damage. Whenever a creature within 5 feet of you hits you with a melee attack roll, the shield bursts with flame and the attacker takes 2d8 Fire damage from the warm shield or 2d8 Cold damage from the chill one. Lasts 10 minutes (no Concentration).

Fount of Moonlight

Level 4 evocation · action · self · VS · minutes 10 · Bard, Druid

Cool moonlight surrounds you for the duration, shedding Bright Light in a 20-foot radius and Dim Light for a further 20 feet. Until the spell ends you have Resistance to Radiant damage, and your melee attacks deal an extra 2d6 Radiant damage on a hit. In addition, right after a creature you can see within 60 feet of you damages you, you can take a Reaction to make it attempt a Constitution saving throw; on a failure it has the Blinded condition until the end of your next turn. Concentration, up to 10 minutes.

Freedom of Movement

Level 4 abjuration · action · touch · VS M · hours 1 · Bard, Cleric, Druid, Ranger

You touch a willing creature. For the duration, Difficult Terrain doesn't hinder its movement, and spells and other magical effects can't reduce its Speed or give it the Paralyzed or Restrained condition. It also gains a Swim Speed equal to its Speed. In addition, it can spend 5 feet of movement to escape automatically from nonmagical restraints, such as manacles or a creature that has it Grappled. Lasts 1 hour. Using a Higher-Level Spell Slot: you can target one more creature for each slot level above 4.

Giant Insect

Level 4 conjuration · action · 60 ft · VS · minutes 10 · Druid

You summon a giant centipede, spider or wasp (chosen when you cast the spell), which appears in an unoccupied space you can see within range and uses the Giant Insect stat block. It disappears when it drops to 0 Hit Points or when the spell ends. It is an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to stay out of danger. Giant Insect (Large Beast): AC 11 + the spell's level; Hit Points 30 + 10 for each spell level above 4; Speed 40 ft., Climb 40 ft., and Fly 40 ft. (wasp only); Str 17, Dex 13, Con 15, Int 4, Wis 14, Cha 3; Darkvision 60 ft., Passive Perception 12; uses your Proficiency Bonus. Spider Climb: it can climb difficult surfaces, including along ceilings, without making an ability check. Multiattack: it makes a number of attacks equal to half the spell's level (round down). Poison Jab: melee attack using your spell attack modifier, reach 10 ft.; hit: 1d6 + 3 + the spell's level Piercing damage plus 1d4 Poison damage. Web Bolt (spider only): ranged attack using your spell attack modifier, range 60 ft.; hit: 1d10 + 3 + the spell's level Bludgeoning damage, and the target's Speed is 0 until the start of the insect's next turn. Venomous Spew (centipede only, Bonus Action): one creature the insect can see within 10 feet makes a Constitution save against your spell save DC or has the Poisoned condition until the start of the insect's next turn. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.

Grasping Vine

Level 4 conjuration · bonus action · 60 ft · VS · minutes 1 · Druid, Ranger

A vine sprouts from a surface in an unoccupied space you can see within range and lasts for the duration. Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if it is Huge or smaller, it also has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can release a creature it holds (no action required). On each of your later turns, you can take a Bonus Action to repeat the attack against a creature within 30 feet of the vine. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the vine can grapple one more creature for each slot level above 4.

Greater Invisibility

Level 4 illusion · action · touch · VS · minutes 1 · Bard, Sorcerer, Wizard

A creature you touch has the Invisible condition until the spell ends. Unlike Invisibility, attacking, dealing damage or casting spells doesn't end it. Concentration, up to 1 minute.

Guardian of Faith

Level 4 conjuration · action · 30 ft · V · hours 8 · Cleric

A spectral guardian appears in an unoccupied space within range and stays there for the duration. Any enemy that moves to a space within 10 feet of it for the first time on a turn, or starts its turn there, makes a Dexterity saving throw, taking 20 Radiant damage on a failure or half as much on a success. The guardian vanishes once it has dealt a total of 60 damage. Lasts 8 hours (no Concentration).

Ice Storm

Level 4 evocation · action · 300 ft · VS M · instantaneous · Druid, Sorcerer, Wizard

Hail pounds down in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw, taking 2d10 Bludgeoning damage and 4d6 Cold damage on a failure, or half as much on a success. The hailstones make the ground in the Cylinder Difficult Terrain until the end of your next turn. Using a Higher-Level Spell Slot: the Bludgeoning damage increases by 1d10 for each slot level above 4.

Leomund's Secret Chest

Level 4 conjuration · action · touch · VS M · until dispelled · Wizard

You hide a chest and everything in it on the Ethereal Plane, touching both the chest and the miniature replica that serve as the material component. The chest can hold up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest is on the Ethereal Plane, you can take a Magic action to touch the replica and bring the chest back to an unoccupied space within 5 feet of you, and another Magic action sends it back. After 60 days, there is a cumulative 5 percent chance each day that the spell ends. The spell also ends if you cast it again or if the replica is destroyed. If it ends while the chest is on the Ethereal Plane, the chest stays there and can still be found. Lasts until dispelled.

Locate Creature

Level 4 divination · action · self · VS M · hours 1 · Bard, Cleric, Druid, Paladin, Ranger, Wizard

Describe or name a creature you know. You sense the direction to its location if it is within 1,000 feet of you, and if it is moving you know which way. You can look for a specific creature you know, or for the nearest creature of a particular kind (such as a human or a unicorn) as long as you have seen such a creature up close, within 30 feet, at least once. If the creature is in a different form, such as one from a Flesh to Stone or Polymorph spell, this spell doesn't find it. The spell can't locate a creature if any thickness of lead blocks a direct path between you and it. Concentration, up to 1 hour.

Mordenkainen's Faithful Hound

Level 4 conjuration · action · 30 ft · VS M · hours 8 · Wizard

You conjure a phantom watchdog in an unoccupied space you can see within range. It lasts for the duration or until you and it are more than 300 feet apart. Nobody but you can see it, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password you set when casting the spell, the hound starts barking loudly. It has Truesight out to 30 feet. At the start of each of your turns, the hound tries to bite one enemy within 5 feet of it; that enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet. Lasts 8 hours.

Mordenkainen's Private Sanctum

Level 4 abjuration · 10 minute · 120 ft · VS M · hours 24 · Wizard

You make an area within range magically secure. The area is a Cube from 5 to 100 feet on a side, and it lasts for the duration. When you cast the spell, pick any of these properties: sound can't pass through the Cube's boundary; the boundary looks dark and foggy, blocking ordinary sight and Darkvision; sensors created by Divination spells can't appear inside the area or pass through the boundary; creatures in the area can't be targeted by Divination spells; nothing can teleport into or out of the area; planar travel is blocked inside the area. Casting the spell on the same spot every day for 365 days makes it last until dispelled. Lasts 24 hours. Casting time 10 minutes. Using a Higher-Level Spell Slot: the Cube can be up to 100 feet larger on a side for each slot level above 4.

Otiluke's Resilient Sphere

Level 4 abjuration · action · 30 ft · VS M · minutes 1 · Wizard

A shimmering globe of force encloses a Large or smaller creature or object within range; an unwilling creature avoids it with a successful Dexterity saving throw. Nothing, whether physical objects, energy or other spell effects, can pass through the barrier in either direction, though a creature inside can breathe. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects from outside, nor can a creature inside damage anything outside. The globe weighs nothing and is just big enough to hold its contents. A creature inside can take an action to push against the walls and roll the sphere at up to half its Speed, and others can pick it up and move it. A Disintegrate spell aimed at the globe destroys it without harming anything inside. Concentration, up to 1 minute.

Phantasmal Killer

Level 4 illusion · action · 120 ft · VS · minutes 1 · Bard, Wizard

You reach into the nightmares of a creature you can see within range. It makes a Wisdom saving throw. On a failure it takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration; on a success it takes half as much damage and the spell ends. A target that failed repeats the save at the end of each of its turns, taking 4d10 Psychic damage on a failure and ending the spell on a success. Using a Higher-Level Spell Slot: the damage increases by 1d10 for each slot level above 4.

Polymorph

Level 4 transmutation · action · 60 ft · VS M · hours 1 · Bard, Druid, Sorcerer, Wizard

You try to turn a creature you can see within range into a Beast. It must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. You pick the form: any Beast with a Challenge Rating no higher than the target's (or its level, if it has no Challenge Rating). The target's game statistics are replaced by the Beast's stat block, but it keeps its alignment, personality, creature type, Hit Points and Hit Point Dice. It gains Temporary Hit Points equal to the Beast form's Hit Points; any left vanish when the spell ends, and the spell ends early on the target if it has none left. It is limited in what it can do by the new form's anatomy, and it can't speak or cast spells. Its gear melds into the new form, and it can't use or otherwise benefit from any of it. Concentration, up to 1 hour.

Spellfire Storm

Level 4 evocation · action · 60 ft · VS · minutes 1 · Sorcerer, Wizard

A 20-foot-radius, 20-foot-high Cylinder of spellfire blazes with Bright Light at a point within range. A creature there when it appears, entering it for the first time on a turn, or ending its turn there makes a Constitution save, once per turn: 4d10 Radiant damage, half on a success. Casting a spell inside it takes a Constitution save; on a failure the casting action is lost but not the spell slot. You choose who is spared when you cast it (in the game, your allies). +1d10 per slot level above 4. The Circle casting isn't in the game.

Staggering Smite

Level 4 enchantment · bonus action · self · V · instantaneous · Paladin

Bonus Action, cast right after you hit a creature with a Melee weapon or an Unarmed Strike. The target takes an extra 4d6 Psychic damage from the attack and makes a Wisdom saving throw; on a failure it has the Stunned condition until the end of your next turn. Using a Higher-Level Spell Slot: the extra damage increases by 1d6 for each slot level above 4.

Stone Shape

Level 4 transmutation · action · touch · VS M · instantaneous · Cleric, Druid, Wizard

You touch a stone object of Medium size or smaller, or a section of stone no more than 5 feet in any dimension, and mold it into any shape you like. You could, for example, carve a boulder into a statue or a crude club, open a gap in a wall up to 5 feet thick, or fuse a stone door to its frame. The object you make can have up to two hinges and a latch, but finer mechanical detail isn't possible.

Stoneskin

Level 4 transmutation · action · touch · VS M · hours 1 · Druid, Ranger, Sorcerer, Wizard

Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing and Slashing damage. Concentration, up to 1 hour. The diamond dust (100+ GP) is consumed.

Summon Aberration

Level 4 conjuration · action · 90 ft · VS M · hours 1 · Warlock, Wizard

You call forth an aberrant spirit, which appears in an unoccupied space within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer or Slaad; the spirit resembles that kind of creature, and the choice sets some of its traits. It disappears when it drops to 0 Hit Points or when the spell ends. It is an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to stay out of danger. Aberrant Spirit (Medium Aberration): AC 11 + the spell's level; Hit Points 40 + 10 for each spell level above 4; Speed 30 ft., plus Fly 30 ft. (hover) for the Beholderkin; Str 16, Dex 10, Con 15, Int 16, Wis 10, Cha 6; Immunity to Psychic damage; Darkvision 60 ft., Passive Perception 10; speaks Deep Speech and understands the languages you know; uses your Proficiency Bonus. Regeneration (Slaad only): it regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point. Whispering Aura (Mind Flayer only): at the start of each of its turns, each creature of its choice within 5 feet of it makes a Wisdom save against your spell save DC or takes 2d6 Psychic damage. Multiattack: it makes a number of attacks equal to half the spell's level (round down). Claw (Slaad only): melee attack using your spell attack modifier, reach 5 ft.; hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn. Eye Ray (Beholderkin only): ranged attack using your spell attack modifier, range 150 ft.; hit: 1d8 + 3 + the spell's level Psychic damage. Psychic Slam (Mind Flayer only): melee attack using your spell attack modifier, reach 5 ft.; hit: 1d8 + 3 + the spell's level Psychic damage. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.

Summon Construct

Level 4 conjuration · action · 90 ft · VS M · hours 1 · Wizard

You call forth the spirit of a construct, which appears in an unoccupied space within range and uses the Construct Spirit stat block. When you cast the spell, choose Clay, Metal or Stone; the spirit takes a golem-like body of that material, and the choice sets some of its traits. It disappears when it drops to 0 Hit Points or when the spell ends. It is an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to stay out of danger. Construct Spirit (Medium Construct): AC 13 + the spell's level; Hit Points 40 + 15 for each spell level above 4; Speed 30 ft.; Str 18, Dex 10, Con 18, Int 14, Wis 11, Cha 5; Resistance to Poison damage; can't be Charmed, Exhausted, Frightened, Paralyzed or Poisoned; Darkvision 60 ft., Passive Perception 10; understands the languages you know; uses your Proficiency Bonus. Heated Body (Metal only): a creature that hits the spirit with a melee attack or grapples it takes 1d10 Fire damage. Stony Lethargy (Stone only): when a creature starts its turn within 10 feet of the spirit, the spirit can make it attempt a Wisdom save against your spell save DC; on a failure, until the start of its next turn its Speed is halved and it can't make Opportunity Attacks. Multiattack: it makes a number of Slam attacks equal to half the spell's level (round down). Slam: melee attack using your spell attack modifier, reach 5 ft.; hit: 1d8 + 4 + the spell's level Bludgeoning damage. Berserk Lashing (Clay only, Reaction): when the spirit takes damage, it makes a Slam attack against a random creature within 5 feet of it; if none is in reach, it moves up to half its Speed toward an enemy it can see without provoking Opportunity Attacks. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.

Summon Elemental

Level 4 conjuration · action · 90 ft · VS M · hours 1 · Druid, Ranger, Wizard

You call forth an elemental spirit, which appears in an unoccupied space within range and uses the Elemental Spirit stat block. When you cast the spell, choose Air, Earth, Fire or Water; the spirit is a bipedal shape wrapped in that element, and the choice sets some of its traits. It disappears when it drops to 0 Hit Points or when the spell ends. It is an ally of you and your allies. In combat it shares your Initiative count but takes its turn right after yours. It follows your verbal commands (no action required by you); if you give none, it takes the Dodge action and uses its movement to stay out of danger. Elemental Spirit (Medium Elemental): AC 11 + the spell's level; Hit Points 50 + 10 for each spell level above 4; Speed 40 ft., plus Burrow 40 ft. (Earth), Fly 40 ft. with hover (Air) or Swim 40 ft. (Water); Str 18, Dex 15, Con 17, Int 4, Wis 10, Cha 16; Resistances: Acid (Water), Lightning and Thunder (Air), Piercing and Slashing (Earth); Immunities: Poison damage, Fire damage (Fire only), and the Exhaustion, Paralyzed, Petrified and Poisoned conditions; Darkvision 60 ft., Passive Perception 10; speaks Primordial and understands the languages you know; uses your Proficiency Bonus. Amorphous Form (Air, Fire and Water only): it can move through a space as narrow as 1 inch wide without that counting as Difficult Terrain. Multiattack: it makes a number of Slam attacks equal to half the spell's level (round down). Slam: melee attack using your spell attack modifier, reach 5 ft.; hit: 1d10 + 4 + the spell's level Bludgeoning (Earth), Cold (Water), Lightning (Air) or Fire (Fire) damage. Using a Higher-Level Spell Slot: use the slot's level as the spell's level in the stat block.

Vitriolic Sphere

Level 4 evocation · action · 150 ft · VS M · instantaneous · Sorcerer, Wizard

You point at a spot within range and a glowing ball of acid, 1 foot across, streaks there and bursts in a 20-foot-radius Sphere. Each creature in the Sphere makes a Dexterity saving throw. On a failure it takes 10d4 Acid damage, plus another 5d4 Acid damage at the end of its next turn. On a success it takes half the initial damage and nothing more. Using a Higher-Level Spell Slot: the initial damage increases by 2d4 for each slot level above 4.

Wall of Fire

Level 4 evocation · action · 120 ft · VS M · minutes 1 · Druid, Sorcerer, Wizard

You create a wall of fire on a solid surface within range: either a straight wall up to 60 feet long, 20 feet high and 1 foot thick, or a ringed wall up to 20 feet across, 20 feet high and 1 foot thick. The wall is opaque and lasts for the duration. When it appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failure or half as much on a success. One side of the wall, chosen when you cast the spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall; a creature also takes that damage when it enters the wall for the first time on a turn or ends its turn there. The other side deals no damage. Concentration, up to 1 minute. Using a Higher-Level Spell Slot: the damage increases by 1d8 for each slot level above 4.

Zone of Amicability

Level 4 enchantment · action · self · VS · minutes 10 · Bard, Warlock

A 60-foot Emanation of goodwill surrounds you for 10 minutes: when you make an ability check to influence a creature in it, you treat a d20 roll of 9 or lower as a 10. It has no effect in a fight; the game's conversations play it out.