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Devilry of Shub-Niggurath

8th Level Magica of the Old Ones

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

Demiplane

8-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: 1 hour
Damage/Effect: Utility
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.   Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Available for: Warlock, 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

SRD

Feeblemind

8-level Enchantment

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a handful of clay, glass, or mineral spheres
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.   On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.   At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.   The spell can also be ended by greater restoration, heal, or wish.
Available for: Bard, Druid, Warlock, 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

XGtE

Maddening Darkness

8-level Evocation

Casting Time: 1 action
Range/Area: 150ft. (60 ft. sphere)
Components: Verbal, Material
Materials: a drop of pitch mixed with a drop of mercury
Duration: Concentration, 10 minutes
Attack/Save: WIS Save
Damage/Effect: Psychic
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.   Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Available for: Warlock, Wizard

Necromancy

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

Deep Magic Volume 1

Ghoul King's Cloak

8-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
You touch a creature, giving it some of the power of a ghoul king.The target gains the following benefits for the duration:
  • Its Armor Class increases by 2, to a maximum of 20.
  • When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.
  • It is immune to necrotic damage and radiant damage.
  • It can’t be reduced to less than 1 hit point.
At higher levels: When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.
Available for: Cleric, Warlock

SRD

Glibness

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: 1 hour
Damage/Effect: Social
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Available for: Bard, Warlock

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

Dark Magic

Deep Magic Volume 1

Frailform

8-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a mummified heart encased in amber, worth at least 1500 gp
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes 4d6 necrotic damage and must make a successful Constitution saving throw; on a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can’t hold weapons weighing more than 3 pounds, its speed is halved, and it can’t take reactions. The creature’s Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally.
Available for: Bard, Druid, Warlock, Wizard with Dark 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 Slippage

8-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: the heart of a chaotic creature of challenge rating 5 or higher, worth 500 gp
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control
You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.
Available for: Warlock, Wizard with Temporal Specialization

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