TEXT: animated spells
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  ANIMATION: JASON ENGLE
  ART: NATALIA SOLIS
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  Arcane Eye
  LEVEL 4
  DIVINATION
  C. 1 HR
  V, S, M
  1 ACTION
  30'
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU 
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Banishment
  LEVEL 4
  ABJURATION
  C. 1 MIN
  V, S, M
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: ÉTIENNE GAGNON
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  Black Tentacles
  LEVEL 4
  CONJURATION
  C. 1 MIN
  V, S, M
  1 ACTION
  90'
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  ANIMATION: JASON ENGLE
  ART: KARL PAJAK
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  Blight
  LEVEL 4
  NECROMANCY
  INSTANT
  V, S
  1 ACTION
  30'
  
  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.
  Arcane Eye
  4TH LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
  up to 1 hour
  1 Action
  V, S, M
  WIZARD
  A bit of bat fur.
  MATERIAL COMPONENTS
  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.
  Banishment
  4TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  CLERIC | PALADIN | SORCERER | WARLOCK | WIZARD
  An item distasteful to the target.
  MATERIAL COMPONENTS
  Squirming, ebony tentacles fill a 20-foot square on ground 
  that you 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 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 
  your spell save DC. On a success, it frees itself.
  Black Tentacles
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  WIZARD
  A piece of tentacle from a giant octopus or a giant squid.
  MATERIAL COMPONENTS
  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.
  Blight
  4TH LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Instantaneous
  1 Action
  V, S
  DRUID | SORCERER | WARLOCK | WIZARD
  
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  Compulsion
  LEVEL 4
  ENCHANTMENT
  C. 1 MIN
  V, S
  1 ACTION
  30'
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  ANIMATION: JASON ENGLE
  ART: ARIANE PETITCLERC
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  Conjure Woodland Beings
  LEVEL 4
  CONJURATION
  C. 1 HR
  V, S, M
  1 ACTION
  60'
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  Confusion
  LEVEL 4
  ENCHANTMENT
  C. 1 MIN
  V, S, M
  1 ACTION
  90'
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  Conjure Minor Elementals
  LEVEL 4
  CONJURATION
  C. 1 HR
  V, S
  1 MIN
  90'
  
  Creatures of your choice that you can see within range 
  and that can hear you must make a Wisdom saving throw. 
  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, you can use a bonus action 
  on each of your turns to designate a direction that is 
  horizontal to you. 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 
  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.
  Compulsion
  4TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S
  BARD
  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.
  d10
  Behavior
  1
  The 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.
  2-6
  The creature doesn’t move or take actions this turn.
  7-8
  The 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.
  9-10
  The 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.
  Confusion
  4TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet 
  (10-Foot-Radius Sphere)
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  BARD | DRUID | SORCERER | WIZARD
  Three nut shells.
  MATERIAL COMPONENTS
  You summon elementals that appear in unoccupied spaces that 
  you can see within range. You 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 you and your companions. 
  Roll initiative for the summoned creatures as a group, which has its 
  own turns. They obey any verbal commands that you issue to them 
  (no action required by you). If you don’t issue any commands to 
  them, they defend themselves from hostile creatures, but otherwise 
  take no actions. 
  The GM has the creatures’ statistics.
  At Higher Levels. When you cast this spell using certain higher-
  level spell slots, you 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 Minor Elementals
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet
  Concentration, 
  up to 1 hour
  1 Minute 
  V, S
  DRUID | WIZARD
  You summon fey creatures that appear in unoccupied spaces that 
  you 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 you and your companions. 
  Roll initiative for the summoned creatures as a group, which have 
  their own turns. They obey any verbal commands that you issue to 
  them (no action required by you). If you don’t issue any commands 
  to them, they defend themselves from hostile creatures, but 
  otherwise take no actions. 
  The GM has the creatures’ statistics.
  At Higher Levels. When you cast this spell using certain higher-level 
  spell slots, you 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
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 hour
  1 Action
  V, S, M
  DRUID | RANGER
  One holly berry per creature summoned.
  MATERIAL COMPONENTS
  
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  Control Water
  LEVEL 4
  TRANSMUTATION
  C. 10 MINS
  V, S, M
  1 ACTION
  300'
  control water (continued)
  ART: CLAUDIA TAN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  LEVEL 4
  TRANSMUTATION
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU
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  Death Ward
  LEVEL 4
  ABJURATION
  8 HRS
  V, S
  1 ACTION
  TOUCH
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  ANIMATION: JASON ENGLE
  ART: MATEI MONORANU
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  Dimension Door
  LEVEL 4
  CONJURATION
  INSTANT
  V
  1 ACTION
  500'
  
  Until the spell ends, 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 any of the following effects when 
  you cast this spell.As an action on your turn, you can repeat 
  the same effect or choose a different one. 
  Flood. You cause the water level of all standing water in the 
  area to rise by as much as 20 feet. If the area includes a shore, 
  the flooding water spills over onto dry land. 
  If you choose an area in a large body of water, you instead 
  create a 20-foot tall wave that travels from one side of the 
  area to the other and then crashes down. Any Huge or 
  smaller vehicles in the wave’s path are carried with it to the 
  other side. Any Huge or smaller vehicles struck by the wave 
  have a 25 percent chance of capsizing. 
  The water level remains elevated until the spell ends or you 
  choose a different effect. If this effect produced a wave, the 
  wave repeats on the start of your next turn while the flood 
  effect lasts. 
  Part Water. You cause water in the area to move apart and 
  create a trench. The trench extends across the spell’s area, and 
  the separated water forms a wall to either side. The trench 
  remains until the spell ends or you choose a different effect. 
  The water then slowly fills in the trench over the course of 
  the next round until the normal water level is restored. 
  Control Water
  4TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  300 Feet
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  Control Water
  4TH LEVEL TRANSMUTATION
  CLERIC | DRUID | WIZARD
  A drop of water and a pinch of dust.
  MATERIAL COMPONENTS
  Redirect Flow. You cause flowing water in the area to move in a 
  direction you choose, even if the water has to flow over obstacles, 
  up walls, or in other unlikely directions. The water in the area 
  moves as you direct it, but once it moves beyond the spell’s area, 
  it resumes its flow based on the terrain conditions. The water 
  continues to move in the direction you chose until the spell ends 
  or you choose a different effect. 
  Whirlpool. This effect requires a body of water at least 50 feet 
  square and 25 feet deep. You cause a whirlpool to form in the 
  center of the area. The whirlpool forms a vortex that is 5 feet wide 
  at the base, up to 50 feet wide at the top, and 25 feet tall. Any 
  creature or object in the water and within 25 feet of the vortex 
  is pulled 10 feet toward it. A creature can swim away from the 
  vortex by making a Strength (Athletics) check against your spell 
  save DC. 
  When a creature enters the vortex for the first time on a turn or 
  starts its turn there, it must make a Strength saving throw. On 
  a failed save, the creature takes 2d8 bludgeoning damage and is 
  caught in the vortex until the spell ends. On a successful save, 
  the creature takes half damage, and isn’t caught in the vortex. A 
  creature caught in the vortex can use its action to try to swim 
  away from the vortex as described above, but has disadvantage on 
  the Strength (Athletics) check to do so. 
  The first time each turn that an object enters the vortex, the object 
  takes 2d8 bludgeoning damage; this damage occurs each round it 
  remains in the vortex.
  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.
  Death Ward
  4TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  8 Hours
  1 Action
  V, S
  CLERIC | PALADIN
  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, 
  such as “200 feet straight downward” or “upward to the 
  northwest at a 45-degree angle, 300 feet.”
  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.
  Dimension Door
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  500 Feet
  Instantaneous
  1 Action
  V
  BARD | SORCERER | WARLOCK | WIZARD
  
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  Divination
  LEVEL 4
  DIVINATION (R)
  INSTANT
  V, S, M
  1 ACTION
  SELF
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  Faithful Hound
  LEVEL 4
  CONJURATION
  8 HRS
  V, S, M
  1 ACTION
  30'
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  ANIMATION: JASON ENGLE
  ART: MARJI BORDNER
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  Dominate Beast
  LEVEL 4
  ENCHANTMENT
  C. 1 MIN
  V, S
  1 ACTION
  60'
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  ART: VINCENT ROCHETTE
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  Fabricate
  LEVEL 4
  TRANSMUTATION
  INSTANT
  V, S
  10 MINS
  120'
  
  You conjure a phantom watchdog in an unoccupied space 
  that you can see within range, where it remains for the 
  duration, until you dismiss it as an action, or until you 
  move more than 100 feet away from it. 
  The hound is invisible to all creatures except you and can’t 
  be harmed. When a Small or larger creature comes within 
  30 feet of it without first speaking the password that you 
  specify when you 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 your turns, the hound attempts to 
  bite one creature within 5 feet of it that is hostile to you. 
  The hound’s attack bonus is equal to your spellcasting 
  ability modifier + your proficiency bonus. On a hit, it 
  deals 4d8 piercing damage.
  Faithful Hound
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  8 Hours
  1 Action
  V, S, M
  WIZARD
  A tiny silver whistle, a piece of bone, and a thread.
  MATERIAL COMPONENTS
  Your magic and an offering put you in contact with 
  a god or a god’s servants. You 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 you cast the spell two or more times before finishing 
  your next long rest, there is a cumulative 25 percent 
  chance for each casting after the first that you get a 
  random reading. The GM makes this roll in secret.
  Divination
  4TH LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Instantaneous
  1 Action
  V, S, M
  CLERIC
  Incense and a sacrificial offering appropriate to your 
  religion, together worth at least 25 gp, which the  
  spell consumes.
  MATERIAL COMPONENTS
  You attempt to beguile a beast that you can see within range. It must 
  succeed on a Wisdom saving throw or be charmed by you for the 
  duration. If you or creatures that are friendly to you are fighting it,  
  it has advantage on the saving throw. 
  While the beast is charmed, you have a telepathic link with it as long 
  as the two of you are on the same plane of existence. You can use 
  this telepathic link to issue commands to the creature while you are 
  conscious (no action required), which it does its best to obey. You  
  can specify a simple and general course of action, such as “Attack  
  that creature,” “Run over there,” or “Fetch that object.” If the creature 
  completes the order and doesn’t receive further direction from you,  
  it defends and preserves itself to the best of its ability. 
  You can use your action to take total and precise control of the target. 
  Until the end of your next turn, the creature takes only the actions you 
  choose, and doesn’t do anything that you don’t allow it to do. During 
  this time, you can also cause the creature to use a reaction, but this 
  requires you to use your own reaction as well. 
  Each time the target takes damage, it makes a new Wisdom saving 
  throw against the spell. If the saving throw succeeds, the spell ends.
  At Higher Levels. When you cast this spell with a 5th level spell slot, 
  the duration is concentration, up to 10 minutes. When you use a 6th 
  level spell slot, the duration is concentration, up to 1 hour. When you 
  use a spell slot of 7th level or higher, the duration is concentration, up 
  to 8 hours.
  Dominate Beast
  4TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S
  DRUID | SORCERER
  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.
  Fabricate
  4TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Instantaneous
  10 Minutes
  V, S
  WIZARD
  
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  Fire Shield
  LEVEL 4
  EVOCATION
  10 MINS
  V, S, M
  1 ACTION
  SELF
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  ANIMATION: JASON ENGLE
  ART: GABRIEL LAVOYER
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  Greater Invisibility
  LEVEL 4
  ILLUSION
  C. 1 MIN
  V, S
  1 ACTION
  TOUCH
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  ART: ANONYMOUS
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  Freedom of Movement
  LEVEL 4
  ABJURATION
  1 HR
  V, S, M
  1 ACTION
  TOUCH
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  ANIMATION: JASON ENGLE
  ART: FIKA PRODUCTIONS
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  Giant Insect
  LEVEL 4
  TRANSMUTATION
  C.10 MINS
  V, S
  1 ACTION
  30'
  
  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.
  Greater Invisibility
  4TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Concentration, 
  up to 1 minute
  1 Action
  V, S
  BARD | SORCERER | WIZARD
  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.
  Fire Shield
  4TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  10 Minutes
  1 Action
  V, S, M
  WIZARD
  A bit of phosphorus or a firefly.
  MATERIAL COMPONENTS
  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, 
  such as manacles or a creature that has it grappled. 
  Finally, being underwater imposes no penalties on 
  the target’s movement or attacks.
  Freedom of Movement
  4TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  1 Hour
  1 Action
  V, S, M
  BARD | CLERIC | DRUID | RANGER
  A leather strap, bound around the arm or a  
  similar appendage.
  MATERIAL COMPONENTS
  You transform 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 your verbal commands, and in 
  combat, they act on your 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 you use an action 
  to dismiss the effect on it. 
  The GM might allow you to choose different targets. For 
  example, if you transform a bee, its giant version might 
  have the same statistics as a giant wasp.
  Giant Insect
  4TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration, 
   up to 10 minutes
  1 Action
  V, S
  DRUID
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Guardian of Faith
  LEVEL 4
  CONJURATION
  8 HRS
  V
  1 ACTION
  30'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: FIKA PRODUCTIONS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Hallucinatory Terrain
  LEVEL 4
  ILLUSION
  24 HRS
  V, S, M
  10 MINS
  300'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: VINCENT ROCHETTE
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Ice Storm
  LEVEL 4
  EVOCATION
  INSTANT
  V, S, M
  1 ACTION
  300'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Locate Creature
  LEVEL 4
  DIVINATION
  C. 1 HR
  V, S, M
  1 ACTION
  SELF
  
  Describe or name a creature that is familiar to you. You 
  sense the direction to the creature’s location, as long as 
  that creature is within 1,000 feet of you. If the creature  
  is moving, you know the direction of its movement. 
  The spell can locate a specific creature known to you, or 
  the nearest creature of a specific kind (such as a human  
  or a unicorn), so long as you have seen such a creature  
  up close — within 30 feet — at least once. If the creature 
  you 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 you  
  and the creature.
  Locate Creature
  4TH LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration, 
  up to 1 hour
  1 Action
  V, S, M
  BARD | CLERIC | DRUID | PALADIN | RANGER | WIZARD
  A bit of fur from a bloodhound.
  MATERIAL COMPONENTS
  A Large spectral guardian appears and hovers for the 
  duration in an unoccupied space of your choice that  
  you can see within range. The guardian occupies that  
  space and is indistinct except for a gleaming sword  
  and shield emblazoned with the symbol of your deity. 
  Any creature hostile to you 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. 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.
  Guardian of Faith
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  8 Hours
  1 Action
  V
  CLERIC
  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.
  Hallucinatory Terrain
  4TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  300 Feet 
  (150-Foot Cube)
  24 Hours
  10 Minutes 
  V, S, M
  BARD | DRUID | WARLOCK | WIZARD
  A stone, a twig, and a bit of green plant.
  MATERIAL COMPONENTS
  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. 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 your next turn.
  At Higher Levels. When you cast this spell using 
  a spell slot of 5th level or higher, the bludgeoning 
  damage increases by 1d8 for each slot level above 4th.
  Ice Storm
  4TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  300 Feet
  Instantaneous
  1 Action
  V, S, M
  DRUID | SORCERER | WIZARD
  A pinch of dust and a few drops of water.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: WYLDER TOMLINSON
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Phantasmal Killer
  LEVEL 4
  ILLUSION
  C. 1 MIN
  V, S
  1 ACTION
  120'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: FIKA PRODUCTIONS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Polymorph
  LEVEL 4
  TRANSMUTATION
  C. 1 HR
  V, S, M
  1 ACTION
  60'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: REMY CHANFREAU
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Private Sanctum
  LEVEL 4
  ABJURATION
  24 HRS
  V, S, M
  10 MINS
  120'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: CLAUDIA TAN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Resilient Sphere
  LEVEL 4
  EVOCATION
  C. 1 MIN
  V, S, M
  1 ACTION
  30'
  
  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. 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.
  Resilient Sphere
  4TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  Concentration,  
  up to 1 minute
  1 Action 
  V, S, M
  WIZARD
  A hemispherical piece of clear crystal and a matching hemispherical 
  piece of gum arabic.
  MATERIAL COMPONENTS
  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.
  Phantasmal Killer
  4TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration,  
  up to 1 minute
  1 Action
  V, S
  WIZARD
  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.
  Polymorph
  4TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 hour
  1 Action
  V, S, M
  BARD | DRUID | SORCERER | WIZARD
  A caterpillar cocoon.
  MATERIAL COMPONENTS
  You make 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 you use an action to dismiss it. 
  When you cast the spell, you decide what sort of security the spell 
  provides, choosing any or all of the following properties:
  • Sound can’t pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventing 
  vision (including darkvision) through it.
  • Sensors created by divination spells can’t appear inside the 
  protected area or pass through the barrier at its perimeter.
  • Creatures in the area can’t be targeted by divination spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.
  Casting this spell on the same spot every day for a year makes this  
  effect permanent.
  At Higher Levels. When you cast this spell using a spell slot of 5th level 
  or higher, you can increase the size of the cube by 100 feet for each slot 
  level beyond 4th. Thus you could protect a cube that can be up to 200 
  feet on one side by using a spell slot of 5th level.
  Private Sanctum
  4TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  24 Hours
  10 Minutes 
  V, S, M
  WIZARD
  A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, 
  and powdered chrysolite.
  MATERIAL COMPONENTS
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: NATALIA SOLIS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Secret Chest
  LEVEL 4
  CONJURATION
  INSTANT
  V, S, M
  1 ACTION
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: VINCENT ROCHETTE
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Stone Shape
  LEVEL 4
  TRANSMUTATION
  INSTANT
  V, S, M
  1 ACTION
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: ANONYMOUS
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Stoneskin
  LEVEL 4
  ABJURATION
  C. 1 HR
  V, S, M
  1 ACTION
  TOUCH
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: DARREN BIRD
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Wall of Fire
  LEVEL 4
  EVOCATION
  C. 1 MIN
  V, S, M
  1 ACTION
  120'
  
  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, 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. 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 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. 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.
  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.
  wall of fire
  4TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration,  
  up to 1 minute
  1 Action
  V, S, M
  DRUID | SORCERER | WIZARD
  A small piece of phosphorus.
  MATERIAL COMPONENTS
  You hide a chest, and all its contents, on the Ethereal Plane. 
  You 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, you 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 you. 
  You 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 you cast this spell 
  again, if the smaller replica chest is destroyed, or if you 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.
  Secret Chest
  4TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  1 Action
  V, S, M
  WIZARD
  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.
  MATERIAL COMPONENTS
  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, for example, you 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. You could also shape a stone 
  door or its frame to seal the door shut. The object 
  you create can have up to two hinges and a latch, 
  but finer mechanical detail isn’t possible.
  Stone Shape
  4TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  1 Action
  V, S, M
  CLERIC | DRUID | WIZARD
  Soft clay, which must be worked into roughly the 
  desired shape of the stone object.
  MATERIAL COMPONENTS
  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.
  StoneSkin
  4TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Concentration,  
  up to 1 hour
  1 Action
  V, S, M
  DRUID | RANGER | SORCERER | WIZARD
  Diamond dust worth 100 gp, which the spell 
  consumes.
  MATERIAL COMPONENTS
  
  LICENCE
  The terms of the Open Gaming License Version 1.0a 
  are as follows: 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the 
  Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved. 1. Defini-
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  and any additional content clearly identified as Open 
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  15. COPYRIGHT NOTICE Open Game License v 1.0a 
  Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jere-
  my Crawford, Chris Perkins, Rodney Thompson, Peter 
  Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
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  END OF LICENSE
  PRODUCT IDENTITY
  The  following  items  are  designated  Product  Identi-
  ty, as  defined  in  Section  1(e)  of  the  Open  Gaming  
  License Version  1.0a  and  are  subject  to  the  condi-
  tions  set  forth in  Section  7  of  the  Open  Gaming  
  Licence,  and  are  not Open  Content:
   
  All  artwork,  including  but  not  limited  to,  works  
  created  by  Mimi Chiu, Sam Allen, Meng Her, Gabriel 
  Lavoyer, Fika Productions, Matei Monoranu, Natalia 
  Solis, Étienne Gagnon, Karl Pajak, Vincent Rochette, 
  Claudia Tan, Wylder Tomlinson, Remy Chanfreau, 
  James Frio, Liam Bertelsen, Ariane Petitclerc, Marji 
  Bordner,Darren Bird
   
  Hit Point Press Inc.  branding,  including  but  not  lim-
  ited  to, logos,  trademarks,  graphic  design,  layouts  
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  The  Deck  of  Many  branding,  including  but  not  
  limited  to  logos,  trademarks,  graphic  design,  lay-
  outs  and identifying  marks,
   
  The Deck of Many Animated Spells  branding,  includ-
  ing  but  not  limited  to, logos,  trademarks,  graphic  
  design,  layouts  and  identifying  marks,
   
  Graphic  design  elements  of  the  Deck  of  Many,  
  including  but  not  limited  to,  layouts,  box  design,  
  graphics, and  iconography,
   
  All  text  created  by  Hit Point Press Inc.  not  found  
  in  the Open  Gaming  License  Version  1.0a,  System  
  Reference Document  5.1  found  at  the  internet  link  
  http://media.wizards.com/2016/downloads/DND/SRD-
  OGL_V5.1.pdf, 
   
  Promotional  materials  for  the  Deck  of  Many,  in-
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  social  media  content, 
   
  All  merchandise  associated  with  the  Deck  of  
  Many, including  but  not  limited  to,  enamel  pins, 
  deck boxes, books, figurines, card  names,  statistics,  
  abilities,  spells,  and  all information  found  on  all  
  cards.
   
  OPEN GAMING CONTENT
  All content from the System Reference Document 5.1 
  is Open Game Content as described in Section 1(d) of 
  the License.  No portion of this work other than the 
  material designated as Open Game Content may be 
  reproduced in any form without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Deck of Many - Animated Spells Master V.02 [Mar 2019]/AnimatedSpellsLevel4/tdomAnimatedSpells-level4-PNP.pdf