8th-Level Spells

8TH-LEVEL SPELLS

Abi-Dalzim's Horrid Wilting

8th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (A bit of sponge)
  • Duration: 1 minute
  • Classes: Druid, Odic, Sorcerer, Wizard
  • Origin: Elemental Evil

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. On a failure, a creature takes 12d8 necrotic damage and begins to wither for the duration. On a success, a creature takes half as much damage and the spell ends for it.

A withering creature takes 2d8 necrotic damage at the start of each of its turns until the spell ends. The spell ends early for the creature if it uses its action to drink at least 1 pint of fresh water.

Constructs and Undead aren’t affected by this spell. Plant creatures and water elementals make saving throws against this spell with disadvantage.

Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die over the course of the spell’s duration.

Animal Shapes

8th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 24 hours
  • Classes: Druid, Odic
  • Origin: Player's Handbook

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. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.

The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.

Antimagic Field

8th-level abjuration


  • Casting Time: 1 action
  • Range: 10-foot-radius
  • Components: V, S, M (a pinch of powdered iron or iron filings)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Astromancer, Cleric, Odic, Wizard
  • Origin: Player's Handbook

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.

Antipathy/Sympathy

8th-level enchantment


  • Casting Time: 1 hour
  • Range: 60 feet
  • Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
  • Duration: 10 days
  • Classes: Astromancer, Bard, Druid, Wizard
  • Origin: Player's Handbook

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.

Arcane Elevation

8th-level transmutation


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Bard, Cleric, Sorcerer, Wizard
  • Origin: None

You create a 10-foot radius sphere of heightened magic, centered on a point that you can see within range. Creatures within the area treat any spell slots they have as if they were one level higher, up to a maximum of 8th level.

Bloodstars

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a platinum ritual dagger with an ebony hilt, worth at least 1,000 gp)
  • Duration: 1 hour
  • Classes: Warlock, Wizard
  • Origin: Jack Weighill

You cut your hand with a blade, releasing a gout of blood that forms into eight small stars of necromantic energy that float around you for the duration. As a bonus action on your turn, you can expend one of the stars, hurling it toward a creature within 90 feet of you. Make a ranged spell attack against the target. On a hit, the target suffers 3d10 necrotic damage. Each time you damage a creature with this spell, your hit point maximum increases by an amount equal to half the damage dealt for the duration, and you regain hit points equal to the same amount.

At Higher Levels. When you cast this spell using a 9th level spell slot, the number of stars created increases to 12.

Body Double

8th-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a mask made from plaster or leather)
  • Duration: Instantaneous
  • Classes: Bard,
  • Origin: Jack Weighill

You touch a Medium or Small humanoid, taking their form and identity. Your body and voice transform to match that of the targets, as does your size and speed. Your other statistics remain the same.

Additionally, you instantly learn how to perfectly mimic the target’s speech pattern, gait, writing, and behaviour.

Your identity is indiscernible to a casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma checks you make to avoid detection.

You revert to your true form when you die, or when you cast this spell again and target yourself.

Celestial Opposition

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid,
  • Origin: None

You unleash a blast of radiant energy in a 30-foot radius around you, striking your foes with the will of the gods. Each creature you choose in the area must make a Wisdom saving throw. On a failure, a creature takes 6d8 radiant damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.

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
  • Classes: Alchemist, Wizard
  • Origin: Player's Handbook

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.

Coldsnap/Heatwave

8th-level transmutation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (an enclosed glass cylinder filled with liquid mercury)
  • Duration: Concentration, up to a minute
  • Classes: Druid
  • Origin: Devout Handbook

You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area.

Coldsnap. Creatures within the affected area have their movement speeds halved and have disadvantage on Dexterity ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 cold damage on a failed save, or half as much damage on a successful one.

Heatwave. Creatures within the affected area have disadvantage on attack rolls and on Wisdom ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.

Control Greater Weather

8th-level transmutation


  • Casting Time: 10 minutes
  • Range: 5-mile radius
  • Components: V, S, M (burning incense and bits of earth and wood mixed in water)
  • Duration: Concentration, up to 8 hours
  • Classes: Cleric, Druid, Wizard
  • Origin: Player's Handbook

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
Stage Condition
1 Clear
2 Light clouds
3 Overcast or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Tempuration
Stage Condition
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Wind
Stage Condition
1 None
2 Breeze
3 Strong wind
4 Gale force winds

Crystal Core

8th-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a diamond hourglass filled with stardust worth at least 1,000 gp)
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure four crystalline structures in unoccupied spaces that you can see within range. These cores float in place, filling a 5-foot area. As a part of your action to cast the spell, and as an action of subsequent turns, you can have one or more of the crystals fire a beam of energy at a creature within 15 feet of that core. You may have the cores fire at one target, or several.

Make a ranged spell attack for each attacking crystal. On a hit, a target takes 5d4 force damage.

Each crystal has hit points equal to 5 times your caster level, and AC equal to your spell save DC. The crystals all have immunity to poison, psychic, and radiant damage, as well as non-magical bludgeoning, piercing, and slashing damage not made from adamantine. The crystals all have resistance to acid, cold, fire lightning, and necrotic damage.

Dark Star

8th-level dunamancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Warlock, Wizard
  • Origin: Critical Role

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet and it spreads around corners. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell's area is difficult terrain. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d6 force damage on a failed save, or half as much damage on a successful one.

Demiplane

8th-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Devour Soul

8th-level necromancy


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S, M (an orb of pure onyx worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Cleric, Odic, Warlock, Wizard
  • Origin: Jack Weighill

You pull forth a sizable fragment of a creature’s soul, drawing it in to fuel your body. The target creature must succeed on a Charisma saving throw. On a failure, the target takes 10d10 necrotic damage and cannot regain hit points until a remove curse spell or similar magic is cast on it successfully. On a success, the target takes half damage and cannot regain hit points until the end of your next turn.

You regain hit points equal to half the damage dealt by the spell, then gain an equal number of temporary hit points, which last for 1 minute.

A creature killed by this spell cannot be revived by any means, short of a true resurrection or wish spell.

Divine Avenger

8th-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, M (a holy symbol)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric,
  • Origin: Devout Handbook

A Huge spectral avenger appears in an unoccupied space of your choice that you can see within range. The spell fails if the space you choose is not large enough to accommodate the avenger. The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than antimagic field or dispel magic. You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list:

Move. The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a flying speed of 60 feet.

Punish. Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point. Each creature other than you in the area must make a Constitution saving throw. A creature takes 4d6 damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.

Smite. Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a flying speed of 30 feet, then you make a melee spell attack against the target if it’s within 5 feet of the avenger. If the attack hits, the target takes 6d8 damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.

If you don’t issue a command to the avenger, it uses its Smite action against the hostile creature nearest to you if able, or its Move action to reach that creature if it isn’t close enough to attack.

Dominate Monster

8th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Bard, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Earthquake

8th-level evocation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Cleric, Druid, Sorcerer
  • Origin: Player's Handbook

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 DM.

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 DM 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.

Equinox

8th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer
  • Origin: Jack Weighill

You create a celestial equilibrium, shining great light down upon the world, and casting great shadows beyond them. Choose two points that you can see within range. One of the points emanates light, while the other emanates shadow (your choice).

Light. The point exudes a blinding white light in a 30-foot-radius around it. The light heavily obscures its area and spreads around corners. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much on a successful one.

If any of this effect’s area overlaps with an area of light created by a spell of 7th level or lower, the spell that created the light is dispelled.

Shadow. Magical darkness spreads from the point, filling a 30-foot-radius sphere. The darkness spreads around corners. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 8d8 necrotic damage on a failed save, or half as much on a successful one.

Any area covered by the effects of both Light and Shadow are instead unaffected by both, as the two areas cancel each other out.

The areas persist for the duration, or until you use an action on subsequent turns to move one or both of the areas up to 60 feet to points that you can see.

False Blood

8th-level necromancy (mythic)


  • Casting Time: 8 hours
  • Range: 10 feet
  • Components: V, S, M (a quart of blood from two different biologically compatible humanoids, a life-sized plain porcelain baby worth at least 250 gp, a large diamond worth at least 5,000 gp, the heart of a celestial and the life of a sentient humanoid biologically compatible with both blood sources, all of which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Wizard
  • Origin: Jack Weighill

You fuse the blood of two creatures and the soul of another into a porcelain vessel, giving it life and flesh through a celestial heart. After the spell’s completion, the doll animates as a living infant, as if it were the offspring of the two blood sources.

The infant is different to most however. Like porcelain, it will grow with faultless flesh and excellent health, granting it advantage on saving throws against disease, but any scarring it attains will be deep and spidering like shattered glass.

For every minute it spends inside an area of antimagic, the false blooded creature must succeed on a DC 15 Constitution saving throw or suffer 1 point of exhaustion.

When the false blooded creature dies, its body will turn back into porcelain, before falling apart entirely.

All effects persist for the entirety of the creature’s life, unless it is later revived through the resurrection spell, or greater magic, upon which it will gain a body of true flesh.

All effects persist for the entirety of the creature’s life, unless it is later revived through bodily restoring means, upon which it will gain a body of true flesh.

Feeblemind

8th-level enchantment


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Druid, Warlock, Wizard
  • Origin: Player's Handbook

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.

Gomez's Evoconvergence

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a star talisman made from sapphire, emerald, ruby and topaz worth at least 500 gp)
  • Duration: 1 minute
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You align the energies of the elements, fusing them with your own form. For the duration, whenever you would take acid, cold, fire, lightning, poison or thunder damage, you can use your reaction to unleash a raging bolt of elemental energy out towards your attacker. The target creature must succeed on a Dexterity saving throw, taking 4d8 damage of the triggered type on a failed saving throw, and half that on a success.

Additionally, whenever you cast a spell that deals acid, cold, fire, lightning, poison or thunder damage, you gain one of the following benefits:

  • You gain advantage on a single spell attack roll associated with the spell.
  • One target of the spell suffers disadvantage on a single saving throw associated with the spell.

Greater Arcane Fusion

8th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a double-ended dagger)
  • Duration: Instantaneous
  • Classes: Sorcerer,
  • Origin: Jack Weighill

Through supreme arcane metamagics, you fuse the effects of two spells, conjuring their power simultaneously. Choose two spells of 5th level or lower with a casting time of 1 action that you know or have prepared. You cast both of these spells at 5th level without expending spell slots. You choose which order you cast both spells.

After you cast both spells, you cannot cast another spell of 1st level or higher until the end of the turn.

Holy Aura

8th-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
  • Duration: 1 hour
  • Classes: Cleric
  • Origin: Player's Handbook

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.

Intracability

8th level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a shard of mirror, four pieces of cotton, and a ball of string)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

The creature you touch becomes completely undetectable for the duration. The target is invisible, inaudible, gives off no odour or scent, and does not need somatic or verbal components to cast spells. Unless in the presence of a creature with blindsight or truesight, the creature is considered to automatically succeed on all Dexterity (Stealth) checks.

Illusory Dragon

8th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Wizard
  • Origin: Xanathar's Guide to Everything

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 it can see 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 of 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.

Illusory Fate

8th-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Concentration, up to a minute
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Opus of Extrinsic Substance

You attempt to trap the mind of a single creature that can see you within a powerful, often deadly, illusion. The target must make a Intelligence saving throw. On a successful save, the target is incapacitated until the end of its next turn. On a failed save, the target is paralyzed and becomes unaware of its physical surroundings. While paralyzed in this way, the target experiences a perfect illusion of your design. The illusion can be as complex or simple as you desire and can affect all of the target's senses. Time inside the illusion can pass as quickly or slowly as you wish.

If the illusion is purposefully harmful to the target, it takes 30 points of psychic damage at the start of each of its turns. Each time the target takes this damage, it can repeat the saving throw, ending the spell on a successful save.

The spell ends for an affected creature if it takes any damage from a source other than this spell.

Incendiary Cloud

8th-level conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Druid, Sorcerer, Wizard
  • Origin: Player's Handbook

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 and difficult terrain. It lasts for the duration.

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. When you cast this spell, designate a direction facing away from you.

The cloud moves 10 feet in the chosen direction at the start of each of your turns.

Iosis

8th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a polished ruby gemstone worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Alchemist
  • Origin: Jack Weighill

You enact the fourth and final stage of the great work: the reddening, in a creature that you can see within range. The target must make a Constitution saving throw. On a failure, the target takes 3d6 damage of each of the following damage types: acid, cold, fire, lightning, necrotic, poison, and radiant. On a success, the target takes half that much damage.

If you have cast the melanosis, leucosis, and xanthosis spells on the target once each, in that order, within the last minute, the target automatically fails its saving throw.

Killstar

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You draw from your very life-force combining it with raw arcane power to unleash a blast of destructive energy. You then release a beam of raw destructive energy in a 90-foot long, 5-foot wide line in front of you. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature reduces its hit point maximum by 30, then suffers 8d10 necrotic damage. On a success, a creature instead reduces its hit point maximum by 15 and takes only half damage.

Additionally, each creature that failed its saving throw has its hit point maximum reduced by the damage dealt.Any creature that has its hit point maximum reduced by this spell returns to normal when it next completes a long rest.

Levitate Landscape

8th-level dunamancy (mythic)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a blue sapphire worth at least 30,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Astromancer, Wizard
  • Origin: Grimlore's Grimoire

You burry a gemstone 1 foot below the surface and begin to enchant the surrounding area with magical energies native to the Elemental Plane of Air. After a strenuous casting recital consisting of 8 hours of uninterrupted devotion, the landscape begins to tear away from its surroundings up to a 250-foot-radius sphere in any direction from the gemstone, forming an island.

Once the spell has been completed, the island begins to lift into the air at a rate of 100 feet per 1 hour. You are able to use your action to stop the island from elevating at any point up to 1 mile above the surface. Once stopped, you are able move the island by spending 1 hour of uninterrupted recital. Doing so will allow you to move the island any direction at a rate of 20 feet per 1 hour. You may stop the island from moving at any time using your action. The buried gemstone can never be higher than 1 mile above the surrounding ground's surface. Removing the gemstone from the place it was buried ends the spell, causing the island to fall back towards the surface at a rate of 192 feet per round.

You may only have one instance of this spell active at a time. Casting the spell again will cause the other casting of this spell to lose its magical properties and the spell will end. At Higher Levels. When you cast this spell using a spell slot of 9th level, you are able to summon as many floating islands as you have components to do so. When you complete a 1-hour recital to move the floating island, all islands you have currently created move simultaneously.

Maddening Darkness

8th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a drop of pitch mixed with a drop of mercury)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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. Non-magical 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 8d10 psychic damage on a failed save, or half as much damage on a successful one.

Mantle of the Undaunted

8th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a bejewled cloak worth at least 500 gp)
  • Duration: 1 minute
  • Classes: Bard, Cleric, Occultist
  • Origin: Grimlore's Grimoire

You touch a willing creature and surround them in a mantle of gleaming power, strengthening their vitality and resolve to herculean proportions. The target ignores the effects of conditions.

Additionally, if the target would be reduced to 0 hit points, it is instead reduced to 1 hit point. Once a creature has been reduced to 1 hit point in this way, it cannot be so again until the start of that creature's next turn.

Mass Modify Memory

8th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Alchemist, Bard, Wizard
  • Origin: Jack Weighill

You attempt to reshape the memories of many creature. Any number of creatures that you can see within range must make a Wisdom saving throw. If you are fighting any of the target creatures, they all have advantage on the saving throw. On a failed save, a target becomes charmed by you for the duration. A charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends for it, and none of the target’s memories are modified.

While this charm lasts, you can affect each of target’s memory of one event that one or more of them experienced within the last 30 days and that lasted no more than 1 hour. You can permanently eliminate all memory of the event, allow targets to recall the event with perfect clarity and exacting detail, change their memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how a target’s memories are affected, and they must be able to understand your language for the modified memories to take root. A creature’s mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creatures’ memories aren’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores a creature’s true memory.

At Higher Levels. If you cast this spell using a spell slot of 9th level, you can alter the target’s memories of an event that took place up to 1 year ago.

Maximilian's Impassable Terrain

8th-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (a small stone sculpture of a shield emblazoned with fine jewels worth at least 2,500 gp)
  • Duration: 24 hours
  • Classes: Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You twist the very earth to turn it against those that would wish to pass. You change the land in an area you touch, allowing it to protect up to 10,000 square feet of earth (two hundred 5-foot squares or one hundred 10-foot squares). Any effect that this spell can have must originate from solid ground and must remain within the affected area.

Maximilian’s impassable terrain creates the following effects within the area.

Bushes. Up to five 10-foot radius shrubs appear in spaces you choose in the area. A creature that steps into one of the shrubs can speak a command word that you decide upon the casting of the spell. If the word is spoken, the creature teleports into an unoccupied space inside one of the other shrubs they choose in the area. Otherwise, the shrubs grant three-quarters cover.

Dust. The whole area is filled with swirling dust and dirt, reducing areas visibility to 20 feet, with any space beyond that point being heavily obscured.

Roots. The entire selected area becomes difficult terrain as roots or vines sit at awkward heights and thicknesses. If a creature spends its turn not moving, it must succeed on a Strength saving throw or be grasped by the roots and become restrained for the duration of the spell. A restrained creature can remake the saving throw at the start of each of its turns.

Walls. You can create up to four instances of the wall of stone spell, placing panels or domes in accordance to the spell.

Other Spell Effects. You can place your choice of one of the following magical effects within the area. Any spell that does not have a duration of instantaneous has its duration increased to that of Maximilian’s impassable terrain and is no longer concentration if it was to begin with. Each spell can be placed where you choose as long as it remains wholly within the area.

  • You may choose up to four points in the spell’s range. On initiative count 15 of each round, an earth tremor spell triggers at each chosen point.
  • Place a 15-foot high, 5-foot wide stone pillar that casts the stone bolt spell on any creature that enters a space within 60 feet of it for the first time on a turn.
  • Cast a move earth spell however you choose in the area. You can move earth as if you spent the spells full 2-hour duration affecting areas of earth.
  • Two stoneshatter spells appear at points you choose, and trigger automatically if a creature moves within 10 feet of it.
  • Three Maximilian’s earthen grasp spells appear and try to grab any creature that moves into its range instantly.

The spell becomes permanent by casting this spell on the same area every day for one year.

Maze

8th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Astromancer, Wizard
  • Origin: Player's Handbook

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.

Mighty Fortress

8th-level conjuration


  • Casting Time: 1 minute
  • Range: 1 mile
  • Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard
  • Origin: Xanathar's Guide to Everything

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 a 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.

Neural Network

8th-level illusion


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a pristine diamond earpiece wrapped in golden coils one for each target of the spell each worth at least 750 gp, all of which the spell consumes)
  • Duration: Until dispelled
  • Classes: Wizard
  • Origin: Jack Weighill

You form a powerful mental bond between willing creatures that you choose, creating a mental network of thoughts that the affected can transmit through to one another. You add each target creature to your neural network. Any creature that is a part of such network can communicate telepathically to any number of other creatures on the network as long as their targets reside on the same plane. You can hear any message transmitted through your neural network if you choose.

You can remove a creature you choose from your neural network as an action. If a creature is removed from a neural network, each creature in the network knows that they have been removed. Any creature that dies is instantly removed from your neural network. Should you die, your neural network collapses and is destroyed.

Nova

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Wizard
  • Origin: Jack Weighill

You unleash an explosive wave of energy in a 30-foot-radius around you with the force of a tiny collapsing star. Each other creature caught in the area must make a Constitution saving throw. A creature takes 10d6 force damage plus 10d6 thunder damage on a failed save, or half as much on a successful one.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

Nox's Dark Sun

8th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a crystal skull infused with the darkness of the Shadowfell worth at least 10,000 gp, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You channel the dark energies of the Shadowfell through you, pouring them into the skies above. For the duration, a plume of dark smoke pours from the spell’s point of origin, heavily obscuring a 10-foot area around the point of the spell’s casting that extends upwards in a cylinder that reaches the clouds. Over the course of the spell, the smoke fills the skies, advancing 1 mile per minute that you concentrate on the spell, out to a maximum 60-mile radius around you. For every 10 minutes that you concentrate on the spell, a new effect occurs and persists for the duration of the spell. These effects are as follows:

10 minutes. All light sources have their range reduced by half, unless that light source comes from a spell of 6th-level or higher.

20 minutes. Any dim-light in the area becomes darkness.

30 minutes. The sun is completely covered, stopping any sunlight from penetrating the smoke. All that can be seen is a thin corona of sunlight in the sky that has darkened to a menacing red.

40 minutes. The darkness oppresses the mind, any creature other than you that takes a long rest underneath the darkness must make a saving throw against Shadowfell Despair (as detailed on page 52 of the Dungeon Master’s Guide).

50 minutes. Any healing received by a creature other than you in the area is halved.

60 minutes. The plume of smoke from the crystal stops and the spells effects become permanent, only stoppable through the use of a wish spell. You need not concentrate from this point onwards to maintain the effects of the spell.

If for any reason the spell ends before the duration has expired, the effects persist for 1d4 + 1 hours, with the effects reversing as they appeared in the final hour.

Undead creatures are immune to the effects of this spell.

Ond Resurgence

8th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Odic
  • Origin: Jack Weighill

You channel the power of your heart rune and draw upon the latent life energies of the world around you. You instantly gain the benefits of a short rest.

Orbicular Shield

8th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A golden disc worth at least 1,000 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Astromancer, Bard, Sorcerer, Wizard
  • Origin: Jack Weighill

You surround a creature or object within range with an orb of pure magical energy. The orb has 40 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to force damage. Whenever the target would take damage, they may choose for the orbs to take that damage instead. If this damage reduces the orb to 0 hit points, the target takes the remaining damage and the spell ends.

When the spell ends, the orb explodes with magical force in a 30-foot-radius around it. Each creature that is hostile to the target within the area must make a Dexterity saving throw, taking 10d8 force damage on a failed save, or half as much on a successful one.

At Higher Levels. When you cast this spell using a 9th-level spell slot, the orb's hit points increase to 60 and the damage dealt increases by 4d8.

Otiluke's Stasis Sphere

8th-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of clockwork)
  • Duration: 1 round
  • Classes: Wizard
  • Origin: Jack Weighill

You conjure a sphere of temporal energy at a point that you can see within range, which remains until the start of your next turn. The sphere extends out in a 10-foot radius from its point of origin, stopping time for all entities in the area. Any creature or object that is not being worn or carried that becomes fully engulfed in the sphere must make a Dexterity saving throw. On a success, a creature is immediately pushed into the nearest unoccupied space within 5 feet of the sphere. On a failure, a creature becomes weightless and paralyzed for the duration.

Any ranged or melee damage rolls dealt to creatures or objects inside the sphere are not resolved until the spell ends.

Power Word Stun

8th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Prolong Life

8th-level necromancy


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a diamond pitcher filled with sphinx blood, inlaid with gold and platinum scripture that details major aspects of the target creature’s life worth at least 10,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Odic, Warlock, Wizard
  • Origin: Jack Weighill

The target imbibes in the blood of the sphinx imbued with your magical essence, turning back the aging process. The target creature’s physical age is reduced by 2d4 x 10 percent, not impacting its mental capabilities in any way. Each time subsequent time you target the same creature with this spell, you receive a cumulative -1 penalty to your roll.

Reality Break

8th-level dunamancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a crystal prism)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Explorer's Guide to Wildemount

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns, the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.

Reality Break Effects
d10 Effect
1-2 Vision of the Far Realm. The target takes 5d12 psychic damage and is stunned until the end of its turn.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much on a success.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target takes 6d12 force damage and is knocked prone.
9-10 Chill of the Dark Void. The target takes 6d12 cold damage and is blinded until the end of its turn.

Revelation

8th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to an hour
  • Classes: Cleric
  • Origin: Jack Weighill

You elevate your consciousness to a higher state, achieving the sight of the gods. For the duration, you gain the following benefits:

  • You gain truesight out to a range of 60 feet.
  • You understand the nature and function of any spell you see cast, and any creature or object you touch instantly comes under the effects of the identify spell.
  • As an action, you can cast your vision to any location you are familiar with until the end of your next turn, acting as if you were stood in that place. Creatures at the location see a spectral image of you whilst you remain. You may cast spells from the image’s location.

When the spell ends, the strain it placed upon you takes its toll. You suffer two points of exhaustion.

Summon Avatar

8th-level conjuration (summon)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a relic of your faith, deity, or patron worth at least 800 gp)
  • Duration: Concentration, up to an hour
  • Classes: Cleric, Warlock
  • Origin: Jack Weighill

You call forth an avatar of your faith, deity, or patron. It manifests in an unoccupied space that you can see within range and becomes your Companion. This form uses the Avatar stat block. When you cast the spell, choose Aberrant, Divine, or Malevolent, which determines its creature type, as well as certain traits in its stat block. The creature resembles an aspect of your faith, deity, or patron. The creature disappears when it drops to 0 hit points or when the spell ends.

Avatar

Gargantuan Aberration (Aberrant Only), Celestial (Divine Only), or Fiend (Malevolent Only), Unaligned


  • Armour Class 18
  • Hit Points 100 (the avatar has 8 Hit Dice [d20s])
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 22 (+6) 18 (+4) 16 (+3) 19 (+4)

  • Damage Immunities psychic (Aberrant Only), radiant (Divine Only), fire and necrotic (Malevolent Only)
  • Condition Immunities charmed, frightened
  • Senses truesight 60 ft., passive Perception 12
  • Languages all, telepathy 120 ft.

Divine Punishment (Divine Only). Whenever a creature the avatar can see deals damage to the avatar or a creature allied to it, the avatar gains advantage on all attack rolls it makes against the attacker until the end of the avatar’s next turn.

Magic Weapons. The avatar’s weapon attacks are magical.

Regeneration (Aberrant Only). The avatar regains 10 hit points at the start of its turn if it has at least 1 hit point.

Siege Monster. The avatar deals double damage to objects and structures.

Will Beyond Death (1/Day). When the avatar is reduced to 0 hit points and is not killed outright, it can choose to drop to 1 hit point instead.

Actions

Multiattack. The avatar uses Frightful Presence. It then makes four attacks.

Divine Retribution (Divine Only). Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. or range 120 ft., one target. Hit: 2d6 + 13 radiant damage and other creatures have advantage on attack rolls made against the target until the start of your next turn.

Mindshatter (Aberrant Only). Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. or range 120 ft., one creature. Hit: 2d6 + 13 psychic damage and whenever the target makes an attack roll, ability check, or saving throw before the start of the avatar’s next turn, it rolls a d4 and subtracts the number rolled from the attack roll, ability check, or saving throw.

Unhallowed Brand (Malevolent Only). Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. or range 120 ft., one target. Hit: 2d6 + 13 necrotic damage and the target is marked with an unholy mark; until someone takes an action to touch the creature and break the mark, the creature takes 2d6 necrotic damage at the start of each of its turns.

Frightful Presence. Each creature of the avatar's choice that is within 120 feet of the avatar and aware of it must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A 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 the effect ends for it, the creature is immune to the avatar's Frightful Presence for the next 24 hours.

Bonus Actions

Sever Brand (Malevolent Only). Each creature marked by the avatar’s Unhallowed Brand action must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The brands on each of those creatures is then broken.

Sunburst

8th-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (fire and a piece of sunstone)
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Druid, Odic, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Telepathy

8th-level divination


  • Casting Time: 1 action
  • Range: Unlimited
  • Components: V, S, M (a pair of linked silver rings)
  • Duration: 24 hours
  • Classes: Wizard
  • Origin: Player's Handbook

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.

Timewalk

8th level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a teardrop-shaped piece of amber and two rib bones, each from a separate humanoid creature)
  • Duration: Instantaneous
  • Classes: Wizard
  • Origin: Jack Weighill

You wind time around yourself, saving your energy for the next action. You gain an additional turn immediately after this one. On this turn, you may take one additional action, as well as any movement, bonus actions or reactions you did not use on the turn you cast this spell.

Transport via Earth

8th level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid
  • Origin: Blackstaff's Book of 1000 Spells

You open a gateway in the earth to any location with which you are familiar. The gateway is a 5-foot radius circle that appears on a section of earth, stone, or sand, centred on a point within range. Until the start of your next turn, any creature can move through the gateway using 5 feet of movement, appearing at the chosen location.

Tsunami

8th-level conjuration


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 6 rounds
  • Classes: Astromancer, Druid
  • Origin: Player's Handbook

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

When you cast this spell, designate a direction facing away from you. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away in the chosen direction. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 12d6 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 30 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d6. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move this turn. A creature that moves out of the area falls to the ground.

Whiteout

8th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a snowflake)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Sorcerer, Wizard
  • Origin: None

When you cast this spell, a tiny ball of ice forms at a point within range and then blooms into a 60-foot radius blizzard that lasts for the duration. The area is heavily obscured and filled with gale winds. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 10d6 cold damage, or half as much on a success.

As a bonus action, you can move the blizzard up to 30 feet. Whenever the blizzard leaves a space on the ground, it leaves behind an icy slush that remains as difficult terrain and lasts until it melts.

Worldgaze

8th-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a chalk made from silver and whalebone stored in a platinum case, all worth at least 750 gp)
  • Duration: 1 hour
  • Classes: Astromancer, Cleric, Druid, Odic, Wizard
  • Origin: Jack Weighill

You look beyond the barriers of the realms, seeking those that have passed through. You create one of the following effects, which persists for the duration:

Locate Being. You detect the approximate location of a creature you are familiar with. If that creature is on the same plane of existence as you, you know its approximate distance and direction in relation to you. If it is on another plane, you know which plane it resides on.

Sense Travel. You know of any extraplanar travel that travels to and from your plane, as well as where those travelling creatures are coming from, or going to. You instantly learn the type of any creature that you detect in this way.

View Location. As an action, you can gain magical sight to a location that you are familiar with anywhere in the multiverse until the start of your next turn. You see as if you were stood in that location and can move your point of view up to 30 feet as a bonus action on your turn. You may not move your point of view into a location you are unfamiliar with, such as an unexplored room in a mansion, or a side street you’ve never ventured down.