Level 8 Spells
Level 8; Casting Time 1 Action; Components V,S,M; Range S; AoE 10ft. sphere; Duration C (1 hour)
A 10-foot-diametr invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that passess trought 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. FP 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.
Magical Items: The properties and powers of magic items are suppressed in the sphere. That means that all weapons and the like not wielded by gods lose their magical properties. 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 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 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.
Level 8; Casting Time 10 min.; Components V,S,M; Range S; AoE 5-mile sphere; Duration C (8 hours)
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 GM, based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 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.
Wind | |
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Stage 1 | Calm |
Stage 2 | Moderate wind |
Stage 3 | Strong wind |
Stage 4 | Gale |
Stage 5 | Storm |
Amount of Clouds | |
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Stage 1 | Clear |
Stage 2 | Light clouds |
Stage 3 | Overcast or ground fog |
Stage 4 | Rain, hail or snow |
Stage 5 | Torrential rain, driving hail or blizzard |
Temperature | |
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Stage 1 | Unbearable heat |
Stage 2 | Hot |
Stage 3 | Warm |
Stage 4 | Cool |
Stage 5 | Cold |
Stage 6 | Arctic cold |
Level 8; Casting Time 1 Action; Components S; Range L (60 ft.); Duration 1 hour
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow human-sized 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.
Level 8; Casting Time 1 min.; Components V,S; Range L (60 ft.) Duration C (1 hour)
You attempt to beguile a creature that you can see within range. You must maintain line of sight for the entirety of the casting duration. When the casting duration ends, the creature must succeed on a Saving (Charisma) throw against your Spell DC 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 Saving throw against the spell. If the saving throw succeeds, the spell ends.
At higher level: when you empower the spell to 9th level, the duration is C (8 hours).
Level 8; Casting Time 1 Action; Components V,S,M; Range L (500 ft.); AoE 100ft. sphere; Duration C (1 min.)
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-ft. diametr 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 Saving throw against your Spell DC. 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 Saving (Dexterity) throw. On a failed save, the creature is knocked prone.
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 random locations. Each is 1d10 x 10 ft. 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 Saving (Dexterity) 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).
The tremor deals 50 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 HP, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Saving (Dexterity) throw. On a failed save, the creature takes 5d6 damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength check as an action to escape. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.
Level 8; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); Duration I
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 2d4 mental damage and must make a Saving (Charisma) throw against your Spell DC. On a failed save, 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 restoration, heal or wish.
Level 8; Casting Time 1 Action; Components V,S,M; Range S; AoE 30ft. sphere; Duration C (1 min.)
Divine light washes out from you and coalesces in a soft radiance in a 30-ft. diametr around you. Creatures of your choice in that diametr when you cast this spell shed dim light in a 10-ft. diametr and have advantage on all Saving throws, and other creatures have disadvantage on Attack rolls against them until the spell ends.
Level 8; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration C (10 min.)
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 (Architecture) check. If it succeeds, it escapes, and the spell ends. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Level 8; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a 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. At the end of each of its turns, the affected target can repeat the Saving throw, ending the spell on itself on a success.
d10 | Effect |
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1-2: Visions of the Far Future | The target takes 6d6 mental damage, and it is stunned until the end of the turn. |
3-5: Rending Rift | The target must make a Saving throw, taking 7d8 force damage on a failed save, or half as much damage on a successful one. |
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 also takes 5d10 force damage and is knocked prone. |
9-10: Chills of Death | The target takes 6d8 ice damage, and it is blinded until the end of the turn. |
Level 8; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); AoE 60ft. sphere; Duration I
Brilliant sunlight flashes in a 60-ft.-diametr sphere centered on a point you choose within range. Each creature in that light must make a Saving (Dexterity) throw against your Spell DC. On a failed save, a creature takes 9d6 holy damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. A creature blinded by this spell makes another 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.
Level 8; Casting Time 1 Action; Components V,S,M; Range Unlimited; Duration 24 hours
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 any creature to understand the meaning of your words and take in the scope of any sensory messages you send to it.