Tantalizing Choruses
8th Level Compositions
Abjuration
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
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
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
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
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
Chaos Magic
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
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
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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