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Level 8 Spells

Abjuration

SRD

Antimagic Field

8-level Abjuration

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of powdered iron or iron filings
Duration: Concentration, 1 hour
Damage/Effect: Control
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.   Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.   Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.   Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.   Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.   Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.   A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.   Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.   Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.   Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
Available for: Cleric, Wizard

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

SRD

Mind Blank

8-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 24 hours
Damage/Effect: Buff
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Available for: Bard, 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

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

SRD

Maze

8-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Banishment, Control
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.   The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).   When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Available for: Wizard

XGtE

Mighty Fortress

8-level Conjuration

Casting Time: 1 minute
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Utility
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.   The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.   A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.   A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.   The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.   After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.   Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Available for: Wizard

Deep Magic Volume 2 (p.200)

Mighty Vessel

8-level Conjuration

Casting Time: 1 minute
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a golden model of a warship worth at least 500 gp, which the spell consumes
Duration: Instant
Damage/Effect: Creation
A wooden warship rises from an area of water of your choice that you can see within range. The area of water must be large enough to accommodate the boat, at least 100 feet long, 20 feet wide, and 15 feet deep, and it must be clear of any other boats or structures. Any creatures in the area are harmlessly pushed out of the boat’s space.   The warship is a Gargantuan vehicle that is 100 feet long and 20 feet wide. The ship has four siege weapons on the deck: two ballistae and two cannons.   Below deck is divided into two floors: the lower deck and the hold. Each level of the ship is connected by wooden stairs. Below deck is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 60 people each day. Furnishing, food, and other objects created by this spell crumble to dust if removed from the ship.   A crew of forty invisible servants obeys any commands given to it by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.   The ship and the siege weapons aboard it are all made of wood and metal that can be damaged, but they are immune to poison damage and psychic damage. The hull of the ship has AC 15 and 500 hit points. The ballistae have AC 15 and 50 hit points each. The cannons have AC 19 and 75 hit points each.
Available for: Wizard

Deep Magic Volume 1

Wind of the Hereafter

8-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a vial of air from a tomb
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Necrotic
You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe. The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).
Available for: Cleric, 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

Deep Magic Volume 1

Lower the Veil

8-level Divination

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a strip of thin gauze or other sheet material
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Psychic
You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the Symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.
Available for: Cleric, Wizard

Enchantment

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time: 1 hour
Range/Area: 60ft. (200 ft. cube)
Components: Verbal, Somatic, Material
Materials: either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
Duration: 10 days
Attack/Save: WIS Save
Damage/Effect: Frightened
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.   Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.   Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.   If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.   Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.   A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Available for: Druid, Wizard

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

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

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

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

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

PHB

Telepathy

8-level Evocation

Casting Time: 1 action
Range/Area: Unlimited
Components: Verbal, Somatic, Material
Materials: a pair of linked silver rings
Duration: 24 hours
Damage/Effect: Communication
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.   Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Available for: 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

XGtE

Illusory Dragon

8-level Illusion

Casting Time: 1 action
Range/Area: 120ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Acid, Cold, Fire, Lightning, Necrotic, or Poison
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s duration and occupies its space, as if it were a creature.   When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.   As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.   The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Available for: 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

SRD

Clone

8-level Necromancy

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water
Duration: Instant
Damage/Effect: Utility
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.   At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Available for: 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

SRD

Control Weather

8-level Transmutation

Casting Time: 10 minutes
Range/Area: Self (5 miles sphere)
Components: Verbal, Somatic, Material
Materials: burning incense and bits of earth and wood mixed in water
Duration: Concentration, 8 hours
Damage/Effect: Control, Environment
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.   When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.   When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation

StageCondition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard

Temperature

StageCondition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold

Wind

StageCondition
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm
Available for: Cleric, Druid, 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

Deep Magic Volume 1

Life Hack

8-level Necromancy

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a ruby worth 500 gp, which is consumed during the casting
Duration: 1 hour
Damage/Effect: Buff
Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up.The pool contains 120 temporary hit points.The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed. A creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Quintessence

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage. In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute.    A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.
Available for: Cleric, Wizard with Angelic 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

Deep Magic Volume 1

Paragon of Chaos

8-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Buff
You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.
Available for: Bard, 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

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

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

Elven Ritual Magic

Deep Magic Volume 1

Bloom

8-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a silver acorn worth 500 gp, which is consumed in the casting
Duration: 1 year
Damage/Effect: Utility
You plant a silver acorn in solid ground and spend an hour chanting praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Choose one of the following effects, which appears and grows immediately:
  • A field planted with vegetables, ready for harvest.
  • A thick forest of stout trees and ample undergrowth.
  • A grassland with wildflowers and fodder for grazing.
  • An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.
Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. Bloom counters the effects of a Desolation spell.   Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
Available for: Cleric, Druid, Wizard with Elven Ritual Specialization

Deep Magic Volume 1

Desolation

8-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: an obsidian acorn worth 500 gp, which is consumed in the casting
Duration: 1 year
Damage/Effect: Utility
You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by desolation. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. Desolation counters the effects of a bloom spell.    Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
Available for: Cleric, Druid, Wizard with Elven Ritual Specialization

Illumination Magic

Deep Magic Volume 1

Summon Star

8-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a Deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.
Available for: Wizard with Illumination Specialization

Mythos Magic

Deep Magic Volume 1

Seed of Destruction

8-level Enchantment

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: five teeth from a still-living humanoid and a vial of the caster's blood
Duration: 1 hour
Attack/Save: Ranged Spell Attack
Damage/Effect: Slashing, Summoning
This spell impregnates a living creature with a rapidly gestating Hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see.    On a hit, you implant a five-headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature. During the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.    When the gestation period has elapsed, a tiny Hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge monstrosity. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard Hydra, but with the ability to cast Bane as an action (spell save DC 11) requiring no spell components.    Roll initiative for the Hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the Hydra attacks the nearest living creature. At the end of each of the Hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the Hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the Hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.    The Hydra disappears at the end of the spell’s duration, or its existence can be cut short with a Wish spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a Dispel Magic spell under the normal rules for dispelling high-level magic.
Available for: Wizard with Mythos 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 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

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

Void Magic

Deep Magic Volume 1

Glimpse of the Void

8-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a scrap of parchment with Void glyph scrawlings
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control
Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.
Available for: Wizard with Void Specialization
< Mystic Arcanum
Spell Pages

Spell List

Spells A-Z

By School

Abjuration
Conjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation

Specialized

Alkemancy Magic
Angelic Magic
Chaos Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Illumination Magic
Mythos Magic
Ring Magic
Shadow Magic
Temporal Magic
Void Magic

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