8th-Level Spells
Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.
Animal Shapes
- 8th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 24 hours
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. The transformation lasts for the duration, or until a target drops to 0 hit points or dies. Targets assume the hit points and statistics of the chosen beasts, excluding alignment and Intelligence scores.
Antimagic Field
- 8th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius sphere)
- Components: V, S, M (a pinch of powdered iron or iron filings)
- Duration: Concentration, up to 1 hour
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 +1 longsword 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.
Clone
- 8th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (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 a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
- Duration: Instantaneous
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel 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.
Control Weather
- 8th‑level transmutation
- Casting Time: 10 minutes
- Range: Self (5‑mile radius)
- Components: V, S, M (burning incense and bits of earth and wood mixed in water)
- Duration: Concentration, up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. You can change precipitation, temperature, and wind by one stage every 1d4 × 10 minutes, moving through the stages of clear, light clouds / rain / snow, or heavy rain / storm toward the conditions you desire. When the spell ends, the weather gradually returns to normal.
9th-Level
Earthquake
- 8th-level evocation
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (a pinch of dirt, a rock chip, and a lump of clay)
- Duration: Concentration, up to 1 minute
You create a seismic disturbance at a point you can see within range. For the duration, an intense tremor rips through the ground in a 100‑foot‑radius circle. The ground becomes difficult terrain. Each creature on the ground must make a Dexterity saving throw at the start of each of its turns or fall prone. The spell can open fissures, topple structures, and cause landslides at the DM’s discretion as per standard 5e effects.
Echo of Morybell
The Morybell chain has been smoking along Zilwynbar’s eastern horizon since before anyone was counting Generations, and once, early on, one of the isles let go. The Violet Sea still keeps the shape of that day in its oldest Kelanari songs, which are not sung often and are not sung for entertainment. The working is a scholar’s reconstruction of a single afternoon. It arrives once, it does everything at once, and then it is only water.
- 8th-level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S, M (a drop of seawater and a pinch of ash)
- Duration: Instantaneous
A wave rises in the distance and crosses the land in one pass. Choose a line up to 300 feet long and 40 feet high, originating at a point you can see.
Each creature in the line must make a Strength saving throw. On a failed save, a creature takes 8d10 bludgeoning damage, is carried 60 feet along the line, and falls prone. On a successful save, it takes half as much damage and is neither carried nor knocked prone.
Structures and unattended objects in the line take 6d10 bludgeoning damage. The water then spreads out, extinguishing unprotected flames and leaving the swept ground flooded and difficult terrain for 1 hour.
Incendiary Cloud
- 8th-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
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.
Maze
- 8th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
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.
Mind Blank
- 8th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 24 hours
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.
Sunburst
- 8th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a magnifying glass)
- Duration: Instantaneous
Brilliant sunlight flashes in a 60‑foot‑radius sphere centered on a point you choose within range. Each creature in the light must make a Constitution saving throw, taking 12d6 radiant damage on a failed save, or half as much on a success. A creature blinded by this spell remains blinded until it makes a successful Constitution saving throw at the end of one of its turns. This spell dispels darkness in its area that was created by spells of 8th level or lower.