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Animated Legacy

Level 8 Spells

Abjuration

Deep Magic Volume 1

Malevolent Waves

8-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a profane object that has been bathed in blood
Duration: Concentration, 1 minute
Damage/Effect: Control
You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.
Available for: Sorcerer, Warlock, Wizard

Conjuration

SRD

Incendiary Cloud

8-level Conjuration

Casting Time: 1 action
Range/Area: 150ft. (20 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.   The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Available for: Sorcerer, Wizard

Divination

Deep Magic Volume 1

Arcane Sight

8-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a piece of clear quartz
Duration: Concentration, 1 hour
Damage/Effect: Buff
The recipient of this spell gains the benefits of both true seeing and Detect Magic until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell’s duration.
Available for: Sorcerer, Warlock, Wizard

Enchantment

SRD

Dominate Monster

8-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Charmed
You attempt to beguile a creature 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 creature 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 9th-level spell slot, the duration is concentration, up to 8 hours.
Available for: Bard, Sorcerer, Warlock, Wizard

Book of Ebon Tides

Doom of False Friends

8-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pink rose petal
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Stunned
You sever the bonds of friendship and affection between your targets. Target two creatures of your choice within range that can hear and see you. Each target must make a Charisma saving throw. On a failed save, a target must use its movement and action to move toward and attack the other target of the spell. If an unaffected target of the spell moves out of range, the other target must make every effort to find and attack it. At the end of each turn that one of the targets cannot see the other target, it can make a new saving throw, overcoming the compulsion on a successful save.   Once all the spell’s targets make successful saving throws, you become stunned until the end of your next turn.
At higher levels: If you cast this spell using a 9th level slot, you can target two additional creatures. Each of the targets can decide on its turn which of the other targets it attacks or otherwise works against for the moment.
Available for: Bard, Sorcerer

Deep Magic Volume 1

Harsh Light of Summer's Glare

8-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: 1 round
Attack/Save: CON Save
Damage/Effect: Control
You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.
Available for: Druid, Sorcerer, Wizard

SRD

Power Word Stun

8-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Stunned
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Evocation

Deep Magic Volume 1

Disruptive Aura

8-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect
At higher levels: When you cast this spell using a 9th-level spell slot, the cube is 20 feet on a side.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Earthquake

8-level Evocation

Casting Time: 1 action
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a pinch of dirt, a piece of rock, and a lump of clay
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.   The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.   When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.   This spell can have additional effects depending on the terrain in the area, as determined by the GM.   Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.   A fissure that opens beneath a structure causes it to automatically collapse (see below).   Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Available for: Cleric, Druid, Sorcerer

SRD

Sunburst

8-level Evocation

Casting Time: 1 action
Range/Area: 150ft. (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: fire and a piece of sunstone
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Radiant
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.   A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.   This spell dispels any darkness in its area that was created by a spell.
Available for: Druid, Sorcerer, Wizard

Illusion

Deep Magic Volume 1

Black Sunshine

8-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Material
Materials: a discolored pearl, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Control
You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow. The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Sorcerer, Wizard

Necromancy

XGtE

Abi-Dalzim's Horrid Wilting

8-level Necromancy

Casting Time: 1 action
Range/Area: 150ft. (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a bit of sponge
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.   Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.148)

Burst Organs

8-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a piece of dried roc liver
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You cause the vital organs of a creature you can see within range to swell and burst inside its body. The target must make a Constitution saving throw. On a failed save, the target takes 6d10 necrotic damage and suffers one of the following effects of your choice. On a successful save, the target takes half the damage and doesn’t suffer an additional effect. The additional effect can be ended by a Greater Restoration, Heal, or [blocklinkc:1533534] spell.   Sundered Vision. The range of the target’s senses is permanently reduced to 10 feet, regardless of its type of senses.   Dissolved Vitality. The target’s Constitution score is permanently halved, and its hit point maximum is reduced accordingly.

Shattered Vigor. The target’s speed is permanently reduced to 10 feet, regardless of method of movement.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.210)

Power Word Plague

8-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a vial containing diseased skin
Duration: Instant
Attack/Save: CON Save
You speak a word of power, infecting a creature within range that can see and hear you with a virulent disease. If the target has 150 hit points or fewer, it contracts the disease. In addition, choose a number of creatures equal to your spellcasting ability modifier within 30 feet of the target. Each of those creatures must succeed on a Constitution saving throw or also contract the disease. These secondary targets can have any hit point total. While diseased, a target suffers the following effects:
  • At the start of each of its turns, the target’s hit point maximum decreases by 20.
  • The target can’t regain hit points, except by magical spells higher than 5th level.
  • The target’s speed is halved.
  • The disease ends on a creature when the creature is reduced to 0 hit points. The disease can also be ended by a greater restoration, heal, or wish spell.
Available for: Bard, Sorcerer, Warlock, Wizard

Transmutation

Book of Ebon Tides

Child of Light and Darkness

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a pebble from the Shadow Realm that has been left in the sun
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Illumination
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1–10, you take the form of a humanoid made of pure, searing light. On a roll of 11–20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in either form.   In Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn as a bonus action, you can teleport to a space you can see within the light you shed.   In Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 2 (p.230)

Temporal Reflection

8-level Transmutation

Casting Time: 1 reaction, which you take when you are the target of a spell or attack that targets only you
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small mirror
Duration: Instant
You wreathe strands of time around your body, copying the moment the attack or spell affects you. You are affected by the attack or spell as normal. At the start of your next turn, a copy of the attack or spell reflects back at the attacker or spellcaster, using the attack roll, spell DCs, and similar statistics of the original attack or spell. If the creature that made the triggering attack or cast the triggering spell is no longer a valid target, such as if it died or if it is out of range, the copied attack or spell fails.
Available for: Sorcerer, Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Caustic Torrent

8-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a chip of bone pitted by acid
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Acid
A swirling jet of acid sprays from you in a direction you choose.The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Available for: Sorcerer, Warlock, Wizard with Alkemancy Specialization

Chaos Magic

Deep Magic Volume 1

Roaring Winds of Limbo

8-level Conjuration

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR and DEX Save
Damage/Effect: Bludgeoning, Piercing, Slashing
You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm. The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube.    Each creature in the area is deafened, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a 75 percent chance of extinguishing protected flames, such as lanterns. All Wisdom (Perception) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about.   Each creature in the area must make a Strength saving throw at the start of its turn. On a failed save, the creature is pushed 15 feet in a random direction. (Roll a d8, designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.) The wind also hampers movement; a creature in the area must spend 2 feet of movement for every 1 foot it moves.   As a bonus action on each of your turns, you can bombard up to twelve creatures in the area with flying debris, dealing 2d10 bludgeoning, 2d10 piercing, and 2d10 slashing damage. A creature that makes a successful Dexterity saving throw takes half the damage.
Available for: Sorcerer, Wizard with Chaos Specialization

Clockwork Magic

Deep Magic Volume 1

Steam Whistle

8-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small brass whistle
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder
You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.
Available for: Sorcerer, Wizard with Clockwork Specialization

Dragon Magic

Deep Magic Volume 1

Deadly Sting

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a thorn
Duration: Concentration, 1 minute
Damage/Effect: Buff
You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.
Available for: Sorcerer, Wizard with Dragon Specialization

Ring Magic

Deep Magic Volume 1

Create Ring Servant

8-level Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: two metal rings
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a Ring Servant. The Ring Servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends. The Ring Servant is friendly to you and your companions for the duration. Roll initiative for the Ring Servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the Ring Servant, it defends itself and you from hostile creatures but otherwise takes no actions.
Available for: Sorcerer, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Creeping Darkness

8-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
You create a great, writhing mass of shadows that move slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range. The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling.   All light in this area is reduced to dim light. The surface covered by the darkness is considered difficult terrain. If the darkness moves into the space occupied by a living creature, that creature takes 6d6 necrotic damage and is restrained. The creature must make a Constitution saving throw. On a successful save, the creature takes half the damage and is not restrained. Any creature in the area of the spell at the start of its turn must make another Constitution saving throw, taking damage in each round that it remains in the area. restrained creatures move with the darkness, dragged along by the shadowy tendrils. A creature can take an action on its turn to make a Strength check against your spell save DC to free itself from the tendrils. Bright light can destroy portions of the spell. One 5-foot cube is destroyed if it takes 12 radiant damage. As long as at least one 5-foot cube occupies all or part of a creature’s space, the creature remains restrained.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Temporal Magic

Deep Magic Volume 1

Time Jump

8-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Control
You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.
Available for: Bard, Sorcerer, Wizard with Temporal Specialization

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