8th Level
ARCANE SIGHT
8th-level divination (hieroglyph)Casting Time: 1 round
Range: Touch
Components: V, S, M (a piece of clear quartz)
Duration: Concentration, up to 1 hour
The recipient of this spell gains the benefits of both true seeing and detect magic for 1 hour, and also knows the name and effect of every spell he or she witnesses during arcane sight's duration.
BLOOM
8th-level conjuration (ritual; high elven)Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (a silver acorn worth 500 gp, which is consumed in the casting)
Duration: 1 year
You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area of effect grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Choose one of the following effects, which appears and grows immediately:
- A field planted with vegetables of your choice, ready for harvest.
- A thick forest of stout trees and ample undergrowth.
- A grassland with wildflowers and fodder for grazing.
- An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.
Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
CAUSTIC TORRENT
8th-level conjuration (elemental)Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a chip of bone pitted by acid)
Duration: Instantaneous
A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half damage with a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature repeats the Constitution saving throw at the end of its turn, ending the effect on itself on a success.
COSTLY VICTORY
8th-level evocation (battle)Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 hour
You target up to ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning; it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire.
CREATE RING SERVANT
8th-level transmutation (ring)Casting Time: 1 minute
Range: Touch
Components: V, S, M (two metal rings)
Duration: Concentration, up to 1 hour
You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a Ring Servant. The ring servant appears adjacent to you. It reverts to the rings used to cast the spell when it drops to 0 hit points or when the spell ends. The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.
DEADLY STING
8th-level transmutation (dragon)Casting Time: 1 action
Range: Self
Components: V, S, M (a thorn)
Duration: Concentration, up to 1 minute
You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell's duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.
DESOLATION
8th-level necromancy (ritual; high elven)Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (an obsidian acorn worth 500 gp, which is consumed in the casting)
Duration: 1 year
You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes unfertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster's spellcasting ability against your spell save DC. If the check succeeds, the spell functions normally; if the check fails, the spell is countered by desolation. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature. Living creatures that take a short rest within the area of a desolation halve the result of any hit dice they expend. Desolation counters the effects of a bloom spell.
Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
DISRUPTIVE AURA
8th-level evocation (ley line)Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
Warping, prismatic auras surround and outline each creature inside a 10-foot cube within range. The auras shed dim light to 10 feet, and the outlines reveal hidden and invisible creatures. If an affected creature casts a spell or activates a magic item, it must make a Wisdom saving throw. On a success, the spell or magic item functions normally. On a failure, the magic effect is suppressed for the duration of the aura. Time spent suppressed counts fully against the duration of the spell or magic item effect.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the size of the cube increases to 20 feet per side.
GLACIAL CASCADE
8th-level evocation (dragon)Casting Time: 1 action
Range: Self (60-foot sphere)
Components: V, S, M (a piece of alexandrite)
Duration: Instantaneous
By harnessing the power of ice and frost, you cause pure cold to emanate from yourself, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half damage with a successful Constitution saving throw. A creature killed by this spell is transformed into pure ice, leaving behind no trace of its original body.
GLIMPSE OF THE VOID
8th-level void magicCasting Time: 1 action
Range: 120 feet
Components: V, S, M (a scrap of parchment with void glyph scrawlings)
Duration: Concentration, up to 1 minute
Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.
HARSH LIGHT OF SUMMER'S GLARE
8th-level enchantment (high elven)Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 round
Your visage radiates the wrath of the shadow fey, which bears down oppressively upon your targets in a burst of brilliant light. Only creatures that can see you are affected. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.
Ritual Focus. If you expend your ritual focus, affected creatures without darkvision are charmed instead of blinded.
MACHINE SACRIFICE
8th-level necromancy (clockwork)Casting Time: 1 action
Range: Touch
Components: V, S, M (a construct with at least 3 HD, which is consumed in the casting)
Duration: Concentration, up to 1 minute
You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.
MALEVOLENT WAVES
8th-level abjuration (shadow)Casting Time: 1 action
Range: Self
Components: V, S, M (a profane object that has been bathed in blood)
Duration: Concentration, up to 1 minute
You create an invisible miasma that fills the area within 30 feet of you. All of your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all of your enemies are poisoned while within that radius.
MOVE THE COSMIC WHEEL
8th-level conjuration (clockwork)Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a music box worth at least 250 gp attuned to a particular plane of existence)
Duration: 24 hours
You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.
PARAGON OF CHAOS
8th-level transmutation (chaos)Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round as a bonus action, you can invoke a chaos magic surge, choosing yourself or another creature you can see within 60 feet as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster.
POWER WORD RESTORE
8th-level evocation (clockwork)Casting Time: 1 action
Range: Touch
Components: V
Duration: Instantaneous
You speak a word of power, and energy washes over a single creature you touch. The creature regains all of its lost hit points, all negative conditions on the creature end, and it can use a reaction to stand up, if it was prone.
At Higher Levels. When you cast this spell using a 9th level spell slot you can bring a creature instantly back to life who has died within the past 10 minutes, they gain the benefits of this spell as well.
QUINTESSENCE
8th-level transmutation (angelic)Casting Time: 1 action
Range: Self (120-foot sphere)
Components: V, S
Duration: Concentration, up to 1 minute
By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your AC can’t be less than 20, you can’t be frightened, and you are immune to necrotic damage. In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.
STEAM WHISTLE
8th-level evocation (clockwork)Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a small brass whistle)
Duration: Instantaneous
You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.
SUMMON STAR
8th-level conjuration (illumination)Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within 90 feet and takes the form of a glowing humanoid with long, white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the effect from this star. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.
TIME JUMP
8th-level transmutation (clockwork)Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You throw a creature forward in time, if it fails a Constitution saving throw. The creature disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the creature returns, it is unaware that any time has passed.
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