The Leviathan's Pressure Psalter
A salt-soaked evoker's grimoire turns pressure, stormlight, and abyssal glow into weapons against whatever stirs below.
Spellbook · Wizard, School of Evocation · Level 5
The Leviathan's Pressure Psalter
A salt-soaked evoker's grimoire turns pressure, stormlight, and abyssal glow into weapons against whatever stirs below.

Ex librisMara VennWizard, School of Evocation

At a glance
Level
5
Wizard, School of Evocation
Spells
13
4 cantrips, 3 signature
Spell slots
1st level
2nd level
3rd level
At the table
A margin note
Plot hook
Spells
13 spellsCantrips
4- A frigid ray deals cold damage on a hit and reduces the target's speed by 10 feet until the start of your next turn.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Ranged spell attack
- Damage
- cold
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- Player's Handbook
- Lightning springs from your hand, dealing lightning damage on a hit; the target cannot take reactions until the start of its next turn.
- Duration
- Instantaneous
- Target
- One creature
- Components
- V, S
- Save or attack
- Melee spell attack
- Damage
- lightning
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- Player's Handbook
- You control a cube of water up to 5 feet on a side to create one of the spell's listed effects, such as moving it, shaping it, or freezing it, subject to the spell's limits.
- Duration
- Instantaneous
- Target
- A freestanding area of water that fits within a 5-foot cube
- Components
- S
- Higher levels
- No scaling.
- Source
- Xanathar's Guide to Everything
- A mote of fire deals fire damage on a hit. A flammable object hit by the spell ignites if it is not being worn or carried.
- Duration
- Instantaneous
- Target
- A creature or object
- Components
- V, S, M (a tiny ball of bat guano and sulfur)
- Save or attack
- Ranged spell attack
- Damage
- fire
- Higher levels
- Damage increases by at character levels 5, 11, and 17.
- Source
- Player's Handbook
1st level
4- A wave of thunderous force deals thunder damage in a 15-foot cube and pushes creatures that fail their save 10 feet away. The sound is audible up to 300 feet.
- Duration
- Instantaneous
- Target
- Each creature in a 15-foot cube originating from you
- Components
- V, S
- Save or attack
- Constitution saving throw
- Damage
- thunder
- Higher levels
- Damage increases by for each slot level above 1st.
- Source
- Player's Handbook
- You create a shard of ice and make a ranged spell attack. On a hit, the target takes piercing damage; hit or miss, the shard then explodes, and creatures within 5 feet of it make a Dexterity save or take cold damage, half on a success.
- Duration
- Instantaneous
- Target
- One creature, plus creatures within 5 feet of the shard's target point
- Components
- V, S, M (a drop of water or a piece of ice)
- Save or attack
- Ranged spell attack, then Dexterity saving throw for the burst
- Damage
- cold
- Higher levels
- The burst damage increases by for each slot level above 1st.
- Source
- Xanathar's Guide to Everything
- A dazzling array of flashing colors springs from your hand. Creatures in the cone are affected in ascending order of current hit points, becoming blinded until the spell ends.
- Duration
- 1 round
- Target
- Creatures in a 15-foot cone, up to the spell's hit-point limit
- Components
- V, S, M (a pinch of powder or sand colored red, yellow, and blue)
- Save or attack
- No saving throw; roll hit points affected as specified by the spell
- Damage
- Blinded
- Higher levels
- The number of hit points affected increases by for each slot level above 1st.
- Source
- Player's Handbook
- On a hit, a beam of crackling energy deals lightning damage and links you to the target. On later turns, you can use your action to deal lightning damage automatically while the target remains within range; the spell ends if it leaves range or has total cover.
- Duration
- Concentration, up to 1 minute
- Target
- One creature
- Components
- V, S, M (a bit of fur and a rod of amber, crystal, or glass)
- Save or attack
- Ranged spell attack
- Damage
- lightning
- Higher levels
- Initial damage increases by for each slot level above 1st.
- Source
- Player's Handbook
2nd level
2- A sudden loud ringing noise deals thunder damage to creatures in a 10-foot-radius sphere. A creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on the save.
- Duration
- Instantaneous
- Target
- Each creature in a 10-foot-radius sphere centered on a point within range
- Components
- V, S, M (a tiny crystal or glass cone)
- Save or attack
- Constitution saving throw
- Damage
- thunder
- Higher levels
- Damage increases by for each slot level above 2nd.
- Source
- Player's Handbook
- A flurry of magic snowballs erupts at a point within range. Creatures in a 5-foot-radius sphere take cold damage on a failed save, or half as much on a success.
- Duration
- Instantaneous
- Target
- Each creature in a 5-foot-radius sphere centered on a point within range
- Components
- V, S, M (a small piece of phosphorus)
- Save or attack
- Dexterity saving throw
- Damage
- cold
- Higher levels
- Damage increases by for each slot level above 2nd.
- Source
- Elemental Evil Player's Companion
3rd level
3- A wave of water sweeps through an area up to 30 feet long, 10 feet wide, and 10 feet tall. Creatures in its path take bludgeoning damage and fall prone on a failed save, or take half damage and remain standing on a success; the water then spreads across the ground and extinguishes unprotected flames.
- Duration
- Instantaneous
- Target
- Creatures in a line-shaped area within range
- Components
- V, S, M (a pinch of dust and a few drops of water)
- Save or attack
- Dexterity saving throw
- Damage
- bludgeoning
- Higher levels
- Damage increases by for each slot level above 3rd.
- Conditions
- Prone
- Source
- Xanathar's Guide to Everything
- Freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius. The area is heavily obscured and difficult terrain; creatures entering or starting there make a Dexterity save or fall prone, and creatures concentrating in the area make a Constitution save to maintain concentration.
- Duration
- Concentration, up to 1 minute
- Target
- A 40-foot-radius, 20-foot-high cylinder centered on a point within range
- Components
- V, S
- Save or attack
- Dexterity saving throw to avoid falling prone; Constitution saving throw when concentrating on a spell
- Higher levels
- No scaling.
- Conditions
- Blinded
- Source
- Player's Handbook
- A bolt of lightning forms a line 100 feet long and 5 feet wide. Creatures in the line take lightning damage on a failed save or half as much on a success; the bolt ignites flammable objects not being worn or carried.
- Duration
- Instantaneous
- Target
- Each creature in a 100-foot-long, 5-foot-wide line originating from you
- Components
- V, S, M (a bit of fur and a piece of amber, glass, or a crystal rod)
- Save or attack
- Dexterity saving throw
- Damage
- lightning
- Higher levels
- Damage increases by for each slot level above 3rd.
- Source
- Player's Handbook
In the margins
3 notes
WarningA pressure wave does not need to be seen to be felt. Keep allies clear of the line.
DiaryThe lights blinked back from the trench. I have copied the pattern, but not the answer.
DiagramBlue-white branching marks indicate safe channels through the lightning's path.
The book itself
The covers are cold and damp even beside a fire.
Its luminous ink brightens and dims like a deep-sea creature's signal.
The book smells of brine, storm air, and old iron.
The caster
Wizard, School of EvocationMara Venn
Studies: Elemental evocation, especially water, cold, thunder, and lightningManner: Measured and observant, with the calm of someone accustomed to communicating through storms and underwater silence.Focus: A pressure-polished black pearl mounted in a brass ring, used to trace currents and focus elemental force.Quirk: She taps a glass of water before speaking, watching its ripples for a moment as if listening for a reply.Wants: To learn what caused the impossible pressure surge and determine whether it was a natural event or a warning from something below.Mara Venn was a ship's natural philosopher whose research vessel was crushed by a deep-sea pressure surge. She survived with the leviathan-hide book recovered from the wreck and now studies the elemental forces that nearly killed her.
The book
A swollen, salt-stiff codex bound in dark leviathan hide, perpetually beaded with seawater. Its blue-black pages ripple like the surface of a trench pool, and pale writing glows when the book is opened underwater.
Its wards · GM only
About the book
FormatLeviathan-hide codex
ThemeElemental
Written by aWizard, School of Evocation
Caster level5
SystemDungeons & Dragons 5th Edition
Plot hooks
1The bioluminescent markings have begun changing on their own, forming a map to a wreck that sank before the leviathan hide was harvested.
2A coastal village asks the spellcaster to stop a trench current that has been carrying ships into a newly opened abyss.
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