8th-level transmutation (ritual)
You must be outside to cast this spell.
You point to a cloud, which immediately descends towards you and changes shape until it becomes a ship made of clouds. The exact shape depends on your whims—it can look like a caravel, dragon-galley, rowboat, etc.
You and up to eight other creatures of your choice may board the airboat, which flies at a speed of 100 feet under your telepathic command.
You are considered to have proficiency with the airboat. The airboat has an AC of 13 and 20 hit points.
At Higher Levels. When cast with a 9th-level spell slot, you may bring up to sixteen other creatures onboard with you.
8th-level conjuration (druid, sorcerer, warlock, wizard)
Thick ooze fills an area of the ground you choose within range. The area by default is a 50-foot square, but its dimensions may be whatever you wish, provided it is one continuous pool and the total surface area does not exceed 2500 square feet. The resulting pool has a depth of 10 feet and is difficult terrain. The area looks like a shallow pool of water at first glance, and any creature that was not aware of the spell being cast must make an Intelligence (Investigation) or Wisdom (Perception) check against your spell DC to believe otherwise before contact is made with the pool.
A creature entering the pool for the first time on a turn or starting its turn there must make a Dexterity saving throw, taking 4d6 acid damage on a failed save and sinking into the pool, as the grappled condition. On a successful save, the creature takes half as much acid damage and is not grappled.
A grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) against your spell save DC. On a success, it frees itself. A creature of size Large or smaller that fails the saving throw while already grappled by the pool is also restrained against your spell save DC.
A restrained creature can’t breathe, and any non-magical metal objects it carries begin to corrode. When the restrained creature takes acid damage from the pool, non-magical metal weapons and armor take a permanent, cumulative -1 penalty to their damage rolls and AC, respectively. If this penalty on a weapon reaches -5, the weapon is destroyed; similarly, armor is destroyed if its AC is reduced to 10. Other metal objects take cumulative damage as well, as the pool eats through a 1- inch-thickness of non-magical metal each round it is immersed.
8th-level transmutation (ritual)
You may sculpt part of a living being’s body as you wish. For instance, you could change paws into hands, make a quadruped walk upright, enlarge a creature’s brain, and so on. The creature may make a Constitution saving throw to resist. On a success, you make the changes you want. On a failure, you make the changes you want and the creature also takes 3d6 necrotic damage as its body is painfully rearranged.
The changes you make are permanent and might be passed down to any offspring it may have.
8th-level conjuration (druid, wizard)
One hundred tiny insects cover your body and grant you 100 temporary hit points. Also, you are immune to poisons and diseases for the duration. You gain additional effects depending on how many temporary hit points are remaining:
Additionally, once per round, if a single source of damage would remove more than 50 temporary hit points, you can use your reaction to only lose half of the temporary hit points instead. The spell lasts for the duration or when the temporary hit points are depleted, whichever happens first.
You can only have one instance of this spell active at a time.
At Higher Levels. When you cast this spell using a spell slot of 9th level, you gain an additional 20 temporary hit points and the spell lasts for 10 days.
8th-level transmutation (warlock, wizard)
For the duration, you drawn upon the malice of an infamous lich. Your eyes transform, taking on a golden hue with a slit pupil like that of a cat. It glows green in the darkness and grants you True Sight out to a range of 30 feet.
Additionally, your hand begins to wither, leaving a blackened, mummified appendage that can be used to inflict terrible pain. For the duration, as an action on your turn, you can make a melee spell attack against a target within 5 feet of you, dealing 6d6 cold damage and 6d6 necrotic damage on a hit. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a Constitution saving throw or be slain instantly as your hand draws the life force from its body. Your eye and hand return to normal when the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 1 hour. Casting this spell every day with a 9th level spell slot for a year makes its effects permanent and your alignment becomes Neutral Evil if it is not already.
8th-level transmutation
After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object’s statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.
An awakened object’s speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human‘s senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.
An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.
Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|---|---|---|---|
T | 20 | 18 | +8 to hit, 1d4+4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |
S | 25 | 16 | +6 to hit, 1d8 +2 damage | 6 | 14 | 10 | 3d6 | 2d6 | 2d6 |
M | 40 | 13 | +5 to hit, 2d6 +1 damage | 10 | 12 | 10 | 3d6 | 3d6 | 2d6 |
L | 50 | 10 | +6 to hit, 2d10 +2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6+2 |
8th-level illusion
You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they’re within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.
The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
8th-level transmutation
One nonmagical staff, club, or pierce of wood you touch begins to shimmer with black, crawling light. For the duration of this spell, the staff’s wielder (who is either you or someone who was holding the staff when you cast the spell) has advantage on attacks with it and on a hit, it inflicts 2d6 bludgeoning damage 4d8 necrotic damage. It cannot be used to harm you or the designated wielder. The staff is also completely immune to any magic cast upon it, with the exception of wish and antimagic shell.
In addition, each round, the staff inflicts one option from the following list, wielder’s choice:
^ d8 ^ Behavior ^
1-3 | The creature doesn’t move or take actions this turn. |
4-6 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. |
7-8 | The creature can act and move normally |
8th-level transmutation
You attempt to transform the blood of up to three creatures you can see into a blazing fluid. Each creature takes 10d8 fire damage, or half damage with a successful Constitution saving throw. If the creature has imbibed alcohol within the last hour, the damage increases to 10d10 fire damage.
Creatures without blood are immune to this spell.
8th-level conjuration (ritual only)
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 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:
Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. Bloom counters the effects of a desolation spell.
Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
8th-level conjuration
You summon the spirit of a powerful, once-living champion of your deity and give it physical form. The spirit champion arrives within range, looking as it did in the prime of its life. The spell must be cast at a site hallowed to the caster’s deity.
The spirit champion possesses all abilities and items that it possessed during life. In addition, the spirit champion is able to cast command or suggestion as an action on any worshiper of the caster’s deity. Its exact statistics are determined by the GM; we suggest using the planetar’s stat block as a starting point, but the specifics are entirely up to the GM. It won’t give or loan items to other characters.
The spirit champion is not under the control of the caster. It acts in the best interest of its deity as it sees it. Often, a spirit champion will take command of the situation. Followers of the deity are always well-disposed toward taking commands from a divine warrior.
The champion and all its items disappear when it is slain or when the spell ends.
8th-level enchantment
All creatures who are not your allies within range must make a Wisdom saving throw or become frightened for 1 minute.
The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures who failed their saving throws will also have disadvantage on all saving throws, ability checks, and initiative rolls for the remainder of the spell’s duration.
8th-level conjuration (alkemancy)
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 as much damage if it makes 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 can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
8th-level necromancy (warlock, wizard)
You assume the form of a vampire until the next dawn, or the spell’s duration, whichever happens first. You transform into an average vampire, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of a vampire, though you retain your alignment and Intelligence, Wisdom, and Charisma scores if they are greater. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of a vampire. If the vampire has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the vampire’s bonus in place of yours. You cannot use its Legendary Resistance or its legendary actions in the new form. As a vampire, you do not age.
You assume the hit points and Hit Dice of the new form.
When you revert to your normal form, you return to the number of hit points you had before you transformed.
If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your vampiric form is physically capable of doing so. You can speak all of the languages you knew before the transformation.
When you transform, you choose whether your equipment falls to the ground or is worn by your new form. Worn equipment functions as normal. The GM determines whether it is practical for the new form to wear a piece of equipment, based on the vampire’s shape and size compared to those of your original form. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must fall to the ground. During this spell’s duration, you cannot end the spell prematurely.
You can assume your vampiric form permanently by casting this spell and drinking from the same chalice every day for 10 days. During the night of the 10th consecutive casting of this spell, you must feed on blood from a living humanoid creature to complete your transformation.
At Higher Levels. When you cast this spell using a spell slot of 9th level, you gain one use of the vampire’s Legendary Resistance per day. To gain this effect permanently by casting this spell and drinking from the same chalice every day for 10 days, each casting must be done using a 9th level spell slot.
8th-level conjuration
You bring forth a large chariot made of flames and two fiery horses to draw it in an unoccupied space within range. The chariot and horses have a land speed of 70 feet and a fly speed of 140 feet. The chariot can carry up to eight Medium or Small creatures; you must touch them as you cast the spell for them to ride the chariot safely.
Other creatures that begin their turn within 10 feet of the chariot or who approach within 10 feet during their turn take 2d6 fire damage.
While aboard the chariot, a creature has resistance to fire damage (but only selected creatures can get aboard).
The chariot and horses follow your verbal commands.
The chariot and horses can be damaged. Treat the entire assemblage as have AC 18 and 100 hit points. It uses your saving throws, and is immune to fire damage and to bludgeoning, slashing, and piercing damage from nonmagical weapons. The spell ends if the chariot is reduced to 0 hit points.
The chariot and horses disappear immediately when the spell ends, which can leave passengers falling to the ground.
8th-level transmutation
You create an immobile circle with a 30foor-radius to delay and confuse enemies.
Within the area of effect, all creatures become blinded and deafened and lose tremorsense. It also suppresses divination spells that enhance or produce additional senses, such as arcane eye, clairvoyance, detect magic, see invisibility, and so on. It does not affect either truesight or the spell true seeing, however. An affected creature that leaves the area regains its sight and hearing.
At Higher Levels. If cast with a 9th-level spell slot, the circle’s radius increases to 50 feet.
8th-level evocation
You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame.
If the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.
8th-level transmutation (ring)
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 form, changing back into 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.
8th-level conjuration (shadow)
You create a great, writhing mass of shadows that move slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range.
The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling.
All light in this area is reduced to dim light. The surface covered by the darkness is considered difficult terrain.
If the darkness moves into the space occupied by a living creature, that creature takes 6d6 necrotic damage and is restrained. The creature must make a Constitution saving throw. On a successful save, the creature takes half the damage and is not restrained. Any creature in the area of the spell at the start of its turn must make another Constitution saving throw, taking damage in each round that it remains in the area. Restrained creatures move with the darkness, dragged along by the shadowy tendrils. A creature can take an action on its turn to make a Strength check against your spell save DC to free itself from the tendrils.
Bright light can destroy portions of the spell. One 5-foot cube is destroyed if it takes 12 radiant damage. As long as at least one 5-foot cube occupies all or part of a creature’s space, the creature remains restrained.
8th-level necromancy (sorcerer, warlock, wizard)
You point an outstretched hand with fingers spread and emanate a blanket of necrotic energy from your fingertips.
Each creature that you choose in a 30-foot cone must make a Constitution saving throw. A creature takes 5d12 necrotic damage and suffers 2 levels of exhaustion on a failed save, as their bones become frail and strength leaves their body. On a successful save, they take half as much damage and do not become exhausted but become frightened of you until the end of their next turn.
8th-level evocation
You place a circlet on your head or the head of an ally and the circlet begins to glow.
The circlet takes one of three forms:
Creatures with 50-100 hit points may make a Wisdom saving throw or be incapacitate for 1 minute. Creatures with more than 100 hit points are immune.
Furthermore, when you speak, your words form a suggestion, as per the spell. All creatures who are within 30 feet of you who are incapacitated must make a Wisdom saving throw or be charmed by you for up to 8 hours and will follow your suggestion to the best of its ability, provided that the suggestion is reasonable and non-dangerous.
8th-level necromancy
You select a point on the ground that you can see. A small gate to another plane of existence opens there, expelling pure negative energy in a 5-foot radius, 30-foot high cylinder of magical darkness. At the beginning of your next turn, the cylinder grows to a 30-foot radius and 60 feet high. At the beginning of your turn after that, it vanishes from existence.
Any living creature that’s in the area when the spell is cast, moves through it, or ends its turn in it, takes 8d8 necrotic damage, or half damage with a successful Constitution saving throw. Undead creatures are immune to this effect; in fact, they heal 8d8 hit points if they end their turn in the area of effect.
8th-level transmutation
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 40 ft.
You animate up to three trees you can see within 40 feet. The trees are treated as awakened trees (per the awaken spell). The trees won’t attack you, but they are not under your control and they do attack all other living creatures in the area without distinction.
The dark and angry power animating these trees also creates an aura of panic. Every creature that starts its turn within 40 feet of one of these trees becomes frightened unless it makes a successful Wisdom saving throw. A frightened creature must take the Dash action and move out of the area by the safest path. If it starts its turn more than 40 feet from a darkly awakened tree, a frightened creature can repeat the saving throw; a successful save ends the fright and leaves the creature immune to the fright effect from this batch of trees for 24 hours.
8th-level transmutation (dragon)
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.
8th-level necromancy
Components: V, S, M (a bone dagger made from an animated skeleton) Casting Time: 1 action Duration: Instantaneous Range: Self Area of Effect: Sphere, 1-mi. radius Saving Throw: Constitution negates effect
Using an ancient evil spell, you stab yourself in the chest and magically spread the pain over a wide area, potentially bringing death to sleeping creatures as far as a mile away. You take 5d8 piercing damage (which can’t be reduced) and are stunned for 5 rounds. Sleeping creatures with fewer than 25 hit points within 1 mile of you die instantly unless they make successful Constitution saving throws. Survivors, as well as creatures with more than 25 hit points, awaken suddenly from a nightmare that included the figure of Death looming over them and trying to slay them.
8th-level necromancy
You curse a creature you can see within range. That creature must make a Wisdom saving throw with disadvantage. If it fails the saving throw, it is unable to regain hit points by any means until the curse is lifted by magic. Remove curse and similar magic is effective against this curse only if cast using a spell slot of 6th level or higher.
8th-level necromancy (ritual only)
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 infertile, 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. On a successful check, 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.
A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. Desolation counters the effects of a bloom spell.
Ritual Focus. If you expend your ritual focus, the duration becomes permanent.
8th-level necromancy
You curse one creature you can see within range to be vulnerable to a specific doom. You can select a specific person, a type of weapon or creature, or a location. When the person, weapon, or creature attacks the target, or the target is in the location, they suffer a -4 penalty to their AC and take an additional 5 damage from each attack.
Destined doom lasts until broken by magic that can remove a curse.
8th-level necromancy
You consume the essence of a creature that died within the past day. By doing so, you gain some of the general knowledge of that creature. This gives you a +5 bonus and advantage on Charisma (Deception) checks when pretending to be that person. Until you are slain, the creature can’t be brought back to life by any means, as you have prevented the creature’s soul or spirit from going to its reward.
8th-level enchantment
You convince yourself that as many as four objects or creatures or Huge size or smaller simply do not exist. Creatures you don’t believe in cannot harm or hinder you and you can pass right through them as if they were difficult terrain (you take 1d10 force damage if you end your turn inside a creature that doesn’t exist). Likewise, you cannot take action against a creature or object you don’t believe in.
8th-level evocation
A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura.
Time spent suppressed counts against the duration of the spell’s or item’s effect.
At Higher Levels. When you cast this spell using a 9th level spell slot, the cube is 20 feet on a side.
8th-level transmutation
You take on some of the attributes of your deity. The exact attributes depend on your deity’s alignment:
Lawful Good: You gain +2 AC, 30 temporary hit points, and resistance to bludgeoning, piercing, and slashing damage. Chaotic Evil creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Neutral Good: As a bonus action, three times during the duration of this spell, you can provide 5d6 points of healing to all allies within 30 feet of you. Creatures attempting to attack you or include you in the area of an offensive spell must make a Charisma saving throw; if the saving throw fails, they can take no action that turn. Neutral Evil creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Chaotic Good: You get advantage on ranged attacks, and ranged attacks against you have disadvantage. Lawful Evil creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Lawful Neutral: You gain +4 AC and are immune to charm, fright, and exhaustion. Chaotic Neutral creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Chaotic Neutral: You add 1d4 to your saving throws, ability checks, skill checks, and attack rolls, as you become infused with unpredictable luck. You can detect Law at will, and Lawful Neutral creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Lawful Evil: You gain a 2d6 bonus on melee damage rolls, and your weapon is considered magical. Chaotic Good creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Neutral Evil: While the spell lasts, you can use an action to make a melee spell attack against a creature you can reach. If the attack hits, the creature takes 5d8 necrotic damage and must make a successful Constitution saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns; a successful save ends the paralysis. Neutral Good creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
Chaotic Evil: You are surrounded by hot flames as the spell fire shield. As an action, you can cause the flames to flare briefly around you; each creature within 20 feet of you takes 6d8 fire damage, or half damage with a successful Dexterity saving throw. Lawful Good creatures must make a successful Wisdom saving throw when they first see you or become frightened for the duration of the spell.
True Neutral: You can choose the effects of one other alignment when you first cast this spell; you must always then use that choice.
8th-level divination
You ask your god, patron, or the universe at large a question and make a DC 18 spellcasting ability check. On a success, you learn the utter truth of the matter. This cannot be a question about the future; it can only concern something that has happened or is currently happening.
8th-level evocation
You select one creature you can see; the creature is engulfed in an aura of black flames. At the beginning of each of its turns, the creature must make a Constitution saving throw. If the saving throw fails, the creature takes 3d10 necrotic damage and is frightened; on its turn, it must move as far away from the caster as it can. The spell and the fright effect end only when the spell’s duration expires.
Ebonflame can’t be cast on a target that’s underwater. The flames follow the affected creature when it moves, but it is magically transported out of the flames, such as by teleportation, the spell ends.
8th-level transmutation
You infuse one willing creature with elemental energy. The creature gains 50 temporary hit points; remaining points disappear when the spell ends. For the duration of the spell, the creature is immune to poison damage and the poisoned condition, gains darkvision (60 feet), and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The creature also gains immunity to one of the following (your choice): acid, cold, electricity, or fire damage. The affected creature’s eyes faintly glow with the color of the chosen element.
8th-level transmutation (ritual)
You touch a beast, plant, or monstrosity with an Intelligence of 1 to 5 that has no magical abilities such as innate spellcasting.
That creature must then make a Constitution saving throw, with disadvantage if it is of the same “type” (such as if you are a mammal attempting to affect another mammal) as you and with advantage if it is radically different from you (such as if you are a mammal attempting to affect a crustacean or a plant). If the creature succeeds on its saving throw, the spell is negated.
If the creature fails on its saving throw, then over the course of the next 24 hours, it slowly “evolves” into an anthropomorphic being.
The creature’s type becomes humanoid. If the creature had four or more legs, its forelimbs become arms and hands and it walks on its hind legs. A creature with no limbs or with wings instead of forelimbs has a 50% chance of growing arms. If it doesn’t grow arms, it gains another method of manipulating objects, such as prehensile feet or tail.
A Tiny creature becomes Small and its hit die type changes to d6. A Huge creature shrinks to Large and its hit die type becomes d10 (Gargantuan creatures cannot be affected by this spell). Otherwise, the creature retains its size and hit die type. Its Intelligence increases by +8. Attributes that are 5 or lower increase by 2 each change to 7, and attributes higher than 20 become 20. If the creature previously was unaligned, its alignment becomes neutral, neutral good, or neutral evil, depending on its general disposition and how it has been treated prior to this event.
This change cannot be reversed save by casting wish.
This creature will breed true with other creatures of this type (i.e., other creatures of its original species that you cast evolve on), and has a 50% chance of being able to breed true with a creature of its original type or with a humanoid.
8th-level enchantment (apocalypse)
You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes 4d6 necrotic damage and must make a successful Constitution saving throw; on a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can’t hold weapons weighing more than 3 pounds, its speed is halved, and it can’t take reactions. The creature’s Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally.
An affected creature can repeat the saving throw after it finishes a long rest, ending the effect on a success. The effect can also be ended by greater restoration, wish, or comparable magic.
8th-level transmutation
One creature you can see within range must make a successful Constitution saving throw or its joints fuse into near-immobility. The creature’s Dexterity is reduced to 1, it is incapacitated, and it can’t move. The spell doesn’t affect creatures without bones. Its effect can be removed only by heal or wish.
8th-level transmutation
You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:
At Higher Levels. When you cast this spell using a 9thlevel spell slot, the spell lasts for 10 minutes and doesn’t require concentration.
8th-level evocation (winter)
By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw.
A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.
8th-level transmutation
One glass or crystal item you touch gains the strength and resiliency of steel, although it doesn’t change its appearance. The spell doesn’t affect objects weighing more than 200 pounds.
8th-level conjuration
You create extremely powerful winds that surround you, leaving you in the storm’s “eye.” The winds are full of dangerous glass and crystal shards.
All creatures within the storm must make a Dexterity saving throw each time that they end their turn in the storm. A creature takes 10d6 piercing damage and is blinded for 1 minute on a failed saving throw, or half as much damage and not be blinded on a successful one.
Ranged combat is impossible within the storm. Non-metallic armor has its AC reduced by 1 each round it is the storm. Armor that has its AC reduced to 10 is destroyed.
8th-level enchantment (Void)
Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point 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.
8th-level transmutation
You transform holy water in a single vial into godsblood, a representation of the blood of your deity. As an action, the godsblood can be used for one of the following purposes.
8th-level necromancy
You touch a creature; that creature must make a successful Wisdom saving throw or become cursed. The cursed creature has disadvantage on attack rolls, ability checks, and saving throws.
A remove curse spell or comparable magic ends the curse.
8th-level evocation
One willing creature you touch stops aging for the next 1d10 years, extending its lifespan by a corresponding amount. Any effects that age the creature reduce the effect of this spell first before taking effect on the creature.
8th-level evocation
You create a 20-foot sphere of harmonic vibration at a point you can see within range. All creatures in the area of that sphere take 8d10 force damage, or half damage with a successful Constitution saving throw. If this damage reduces the creature to 0 hit points, it is disintegrated.
Unattended, nonmagical objects (or portions of them) that are inside the area are automatically disintegrated.
8th-level enchantment
You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. 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.
8th-level necromancy (ritual)
You replace your own heart with one made out of stone. Your heart continues to beat outside of your body and does not require any special care or treatment.
While this spell is in effect, you have resistance to bludgeoning, piercing, and slashing damage, resistance to paralysis and petrifaction, and are immune to exhaustion. Furthermore, you don’t bleed and you age half as quickly as normal. However, you also lose the ability to heal naturally; you can only heal through magical means.
When this spell ends, either after a year or through other means, it instantly replaces the stone heart in your chest. If at any time your real heart is destroyed, you die instantly. Because of this, it is wise to place your heart somewhere very safe. The stone heart may be reused for this spell.
8th-level evocation (ritual)
You cast this spell on a piercing weapon such as an arrow or spear. When the weapon successfully causes damage, it begins growing roots and branches which seek out vital organs as a source of nutrients. This poisons the target for 1 minute. Each round, the target must make a Constitution saving throw.
The creature takes 6d6 necrotic damage on a failed roll, or half as much damage on a successful one.
The creature may attempt to make a Strength (Athletics) ability check to pull the weapon out. If successful, the target has successfully pulled the weapon out, but inflicts 2d8 piercing damage on itself in the process.
8th-level transmutation
A shield that you touch gains a shimmering aura in the shape of a hydra that inspires whoever wields it. A creature wielding the shield gains a +3 bonus to AC. Also, its weapon attacks against creatures at least one size category larger than itself do an additional 5d6 radiant damage.
8th-level evocation
Choose a point on the ground you can see. Ice and freezing water spray high into the sky from that point, filling a cylindrical area 40 feet high and with a 10-foot radius. Each creature in that area when you cast the spell takes 8d10 cold damage, or half damage with a successful Dexterity saving throw. A creature that fails the save also has its speed reduced by 20 feet. A slowed creature can repeat the saving throw at the end of each of its turns; a successful save ends the speed reduction.
At the beginning of your next turn, the geyser spouts again. This time, it affects a cylindrical area 20 feet high and 20 feet in radius. The affect on creatures in the area is the same as before. The spell ends after the second eruption.
8th-level enchantment
Select two creatures you can see; each must make a Charisma saving throw. If the saving throw fails, the creature is imbued with a powerful love or hate (your choice) for the other. This emotion overwhelms any previous feelings it held for the other. If only one creature fails the saving throw, it is still affected but the other isn’t; the spell doesn’t need both creatures to reciprocate the feeling. Both creatures must be affected by the same emotion.
The exact effect of this must be determined by the GM. In general, creatures in love will embrace and look for a quiet place where they can be alone, and creatures overcome by hate will fight each other viciously.
8th-level transmutation
You touch a willing creature and imbue it with the strength of another creature, whose blood is used when casting the spell. For example, the blood of an Ancient Green Dragon would grant the target creature a Strength score of 27 for the duration of the spell.
The blood from the sample creature must have been collected no more than 24 hours ago.
8th-level evocation
You create an invisible, silent, magical sword that attacks on its own, using your spell attack modifier; it attacks one creature you can see within range until you tell it to change targets. On a hit, it does 6d10 force damage. The sword flies through the air with a move of 50 feet.
8th-level evocation
A beam of scintillating, kaleidoscopic light shoots from your finger toward a spellcasting target within range. Make a ranged spell attack against the target. On a hit, the target must make a saving throw using its spellcasting attribute.
On a failure, the target’s mind is “short-circuited” and it loses a number of spells equal to your level, starting with 1st-level spells and moving on to more powerful spells. That target will not be able to cast those spells until it has had a chance to reprepare them.
Targets that have innate spellcasting abilities lose the ability to cast that number of spells until it takes a short or long rest.
This spell has no effect on non-spellcasters.
8th-level transmutation (wizard)
You bury 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 to move the island by spending 1 hour in an uninterrupted recitation. Doing so will allow you to move the island in 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 requires a successful Intelligence (Arcana) and Strength (Athletic) check, each contested by your spell save DC. Succeeding on both checks 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 slot of 9th level, you may have multiple instances of this spell active at a time, and casting the spell again no longer causes previous castings of this spell to end. When you complete the 1-hour recitation to move a Levitated Landscape, you instead move all Levitated Landscapes that you control.
8th-level necromancy (alkemancy)
Choose up to five creatures that you can see within range.
Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.
A creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.
8th-level necromancy
You attempt to rip the life force from living creatures you can see. Every living creature within 30 feet of you that you can see takes 4d6 + 14 necrotic damage, or half damage with a successful Constitution saving throw.
You gain half of the total hit points lost by creatures affected by the spell as temporary hit points, which last until you take a long or short rest. You can’t gain more temporary hit points than your hit point maximum (in other words, if you have 50 hit points at full health, you can’t gain more than 50 temporary hit points from life leech).
If there are undead in the area affected by life leech, the spell malfunctions; it drains hit points from you along with other living creatures in the area, and the temporary hit points are gained by the undead creature with the most hit points in the area (determine randomly in case of a tie).
8th-level necromancy (ritual)
You place two living beasts, humanoids, giants, monstrosities, or plants (which must have an Intelligence of at least 1) in the cage and touch each of them while casting the spell. When you finish casting the spell, each creature must make a Constitution saving throw. If either of these rolls are successful, the spell fails.
If both creatures fail their saving throws, then over the course of the next 24 hours, the creatures begin to mutate and join together, taking on characteristics of both “parent” creatures. The GM should roll a d20.
Roll | Result |
---|---|
1-5 | Success. The resulting creature looks more or less like a combination of its two original forms. |
6 | Bonding. The creatures are not truly melded together but instead are conjoined in some way. |
7 | Imperfect Melding. The two creatures have joined together in a “tauric” fashion—half one creature and half the other. |
8 | Shapeshifter. The creature is melded but can shift between its two parent forms and may have a split personality—it does not have a “hybrid” form. The change may be voluntary or involuntary. |
9 | Dominance. The creature looks mostly like one of its original forms with only hints of the other creature. |
10 | Death. While it looks like the desired creature, something went horribly wrong with the transformation and it takes 15d10+20 necrotic damage. If it is still alive, it may be able to be nursed back to health. |
The resultant creature’s attributes, abilities, and attacks should be determined by the GM, using the original creatures’ attributes as a guideline.
8th-level evocation
A storm made of crackling electricity appears in a location you choose within range.
The area of the storm consists of up to ten 10foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 4d10 lightning on a failed save, or half as much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.
8th-level necromancy
You increase your lifespan by 2d10 + twice your spellcasting ability modifier, and slow your aging down proportionately.
When you cast this spell, you must make a Constitution saving throw at advantage. If you fail, you instantly age to death. Otherwise, your lifespan increases.
8th-level divination
You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.
8th-level transmutation
One creature you touch gains disadvantage on all saving throws against magical spells, permanently. That creature may make a Wisdom saving throw to avoid the effect. A remove curse, greater restoration, or wish spell will remove this effect.
8th-level abjuration
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 your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.
8th-level necromancy
You inflict a horrible disease on up to 12 creatures you can see within range. Each target must make a Constitution saving throw.
On a failed save, it contracts a disease of your choice described in the contagion spell.
8th-level conjuration
You shunt one willing creature or object to an extradimensional space where time doesn’t exist. Any concentration spells the creature was maintaining end immediately. You decide how long the extradimensional space lasts, up to 24 hours, when you cast outside of time.
While it is outside of time, the target creature can’t be located with divination magic. Not even a wish or miracle can bring the target back earlier; it’s as if it doesn’t exist at all.
When the spell ends, the target returns to the same location it disappeared from. If some other object occupies that space, the target is harmlessly displaced into the nearest open space. For the target, no time has elapsed; it’s not even aware it was gone. Any timed or ongoing effects that were active on the target creature (with the exception of spells that were being maintained with concentration) continue from where they left off, since those effects skipped through time with the creature.
8th-level transmutation (chaos)
You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.
Each round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.
8th-level transmutation
You point to one creature you can see within range. If the creature you choose has 50 hit points or fewer, it goes permanently blind. If it has up to 100 hit points, it goes blind for 1 day. If it has more than 100 hit points, the spell has no effect.
All creatures within 10 feet of the creature you pointed out are permanently blinded if they have 25 hit points or fewer, or are blinded for 1 day if they have up to 50 hit points.
8th-level necromancy
You point the finger bone at a creature within range. That creature must make a Charisma saving throw or take 6d12 +30 psychic damage.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
8th-level transmutation (angelic)
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 Armor Class can’t be lower 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 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 if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.
8th-level evocation
You raise one sunken that you touch to the water’s surface, where it remains for the duration of the spell. The ship rises at the rate of 10 feet per round. The spell is effective on a vessel of any size. If the ship is broken into pieces, all its different parts are raised, as long as they are all in the same general area.
It’s important to note that raise shipwreck doesn’t repair a damaged vessel or reassemble a broken one into a seaworthy craft when the vessel reaches the surface. If it had a hole in the hull, the hole is still there; if it was broken in half, it’s still in two pieces. At the end of the spell’s duration, a damaged ship is likely to sink again unless other steps are taken to repair it, keep it on the surface, or get it out of the water.
8th-level conjuration
You point to one creature you can see within range. That creature must make an Intelligence saving throw. On a failure, the creature is hurtled into a completely random plane of existence. You have no control over which plane the target ends up going to, and it is entirely possible that the target’s destination will instantly kill it. The GM should roll on the following table to randomly determine the destination:
d% | Plane |
---|---|
01-04 | The Feywild |
05-08 | The Shadowfell |
09-12 | The Ethereal Plane |
13-16 | The Astral Plane |
17-20 | The Elemental Plane of Air |
21-24 | The Elemental Plane of Earth |
24-28 | The Elemental Plane of Fire |
29-32 | The Elemental Plane of Water |
33-36 | The Blessed Fields of Elysium |
37-40 | The Clockwork Nirvana of Mechanus |
41-44 | The Ever-Changing Chaos of Limbo |
45-48 | The Gray Waste of Hades |
49-52 | The Heroic Domains of Ysgard |
53-56 | The Infinite Battlefield of Acheron |
57-60 | The Infinite Layers of the Abyss |
61-64 | The Nine Hells of Baator |
65-68 | The Olympic Glades of Arborea |
69-72 | The Peaceable Kingdoms of Arcadia |
73-76 | The Seven Heavens of Mount Celestia |
77-80 | The Tarterian Depths of Carceri |
81-84 | The Twin Paradises of Bytopia |
85-88 | The Wilderness of The Beastlands |
89-92 | The Windswept Depths of Pandemonium |
93-96 | The Outlands or the City of Sigil |
97-00 | The Far Realm |
8th-level conjuration (chaos)
You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm.
The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube. Each creature in the area is deafened, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a 75 percent chance of extinguishing protected flames, such as lanterns. All Wisdom (Perception) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about.
Each creature in the area must make a Strength saving throw at the start of its turn. On a failed save, the creature is pushed 15 feet in a random direction. (Roll a d8, designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.) The wind also hampers movement; a creature in the area must spend 2 feet of movement for every 1 foot it moves.
As a bonus action on each of your turns, you can bombard up to twelve creatures in the area with flying debris, dealing 2d10 bludgeoning, 2d10 piercing, and 2d10 slashing damage. A creature that makes a successful Dexterity saving throw takes half the damage.
8th-level transmutation (ritual)
You turn a handful of sand into 2d4 cut and polished gemstones. Roll d20 to determine the type and value. The transformation is permanent and the gemstones continue to radiate magic.
d20 | Gemstone |
---|---|
1-4 | White agate or tiger eye (10 gp) |
5-8 | Chalcedony or citrine (50 gp) |
9-12 | Moonstone or sardonyx (50 gp) |
13-14 | Amber or coral (100 gp) |
15-16 | Red or red-brown garnet, spinel, or tourmaline (100 gp) |
17-19 | Topaz (500 gp) |
19 | Fire opal or yellow sapphire (1,000 gp) |
20 | Jacinth or ruby (5,000 gp) |
8th-level abjuration (bard, cleric, wizard)
You touch a willing creature and strengthen its resolve, allowing it to become dauntless in the face of untold danger.
For the duration, the target becomes immune to all conditions. If the target is currently affected with any condition other than exhaustion or is unconscious, casting this spell will remove those conditions from the target.
Additionally, if a single source of damage would kill the target while the spell is active, the target’s health is set to 1 hit point instead, and the spell ends.
8th-level illusion (ritual)
You protect an area from divination, much the same as a nondetection spell, and at the same time create a programmed illusion of sight and sound that is detected by anyone using divination magic to spy on that area.
You determine the contents of the illusion, but once you set it, you can’t change the illusion.
8th-level enchantment (ritual) (mythos)
Casting Time: 1 action Range: 60 feet Components: V, S, M (five teeth from a still-living humanoid and a vial of the caster’s blood) Duration: 1 hour
This spell impregnates a living creature with a rapidly gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five-headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature.
During the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.
When the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn.
The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature.
At the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.
The hydra disappears at the end of the spell’s duration, or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a dispel magic spell under the normal rules for dispelling high-level magic.
8th-level transmutation
You touch a living creature, which must make a Constitution saving throw. If the saving throw fails, all of the creature’s bones turn to jelly for the duration.
The boneless creature can breathe, speak, and perceive, but its move is reduced to 5 feet and it can perform no other actions. The creature also gains resistance to bludgeoning weapons but vulnerability to piercing weapons.
When the spell expires, the creature’s bones grow back to normal.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration increases to 1 month.
8th-level evocation
You pick any point within range and shout out your god’s wrath. All creatures within 20 feet of that point must make a Constitution saving throw; you may choose to exempt your allies, if they are in that area.
The affected creatures are smote by an intense, obviously divine light.
A creature takes 12d6 lightning damage and is blinded and poisoned for 24 hours on a failed saving throw, or half as much damage and is blinded and poisoned for 1 hour on a successful one.
8th-level transmutation (warlock, wizard)
This spell snatches the soul of a humanoid as it dies and merges it with your own. A possessed soul remains merged with your own until the spell ends or until you release, which ends the spell. While you possess a soul, you can exploit it in any of the ways described below. You can use a possess soul up to ten times. Once you exploit a soul for the tenth time, you have the option to release it or destroy it, and the spell ends. While a soul is possessed, the dead humanoid it came from can’t be revived.
You are able to use an action on your turn to invoke one of the following properties, which lasts for 24 hours. You can only have one property active at a time. If you invoke a new property while one is active, the active one ends and is replaced by the new one.
8th-level evocation (clockwork)
You open your mouth and unleash a shattering scream.
All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.
8th-level evocation (ritual)
You cause a horrendous thunderstorm to develop over the course of half an hour and rage for 12 hours. Rain falls at the rate of 1/2 inch per hour.
Once every 10 minutes, you may direct a lightning bolt to hit a target of your choice. If the target is a living being, it may make a Dexterity saving throw. The target takes 4d8 lightning damage on a failed saving throw, or half as much on a successful one.
8th-level conjuration (ritual)
You enchant a specially-prepared object, such as a statuette, a gemstone, etc., and give it to a willing creature; you also must tell that creature the item’s command word). When it speaks the command and breaks or crushes the item, that creature, along with everything it is carrying, is instantly teleported to your home.
8th-level conjuration (illumination)
You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range 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 in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. 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.
8th-level transmutation (temporal) (clockwork)
You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.
8th-level enchantment (temporal) (clockwork)
You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.
8th-level transmutation
You pick a point within range. All rock, earth, stone, metal, and crystals within a 20-foot radius cube that is centered on that point vanish, turned into a dense, billowing fog that eventually evaporates. The fog provides light concealment and can be blown away with a stiff breeze.
Creatures made of rock, earth, metal, or crystal must make a Constitution saving throw. A creature takes 10d10 force damage on a failed saving throw, or half as much on a successful one.
8th-level conjuration
You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw.
Creatures are affected even if they hold their breath or don’t need to breathe.
The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).
8th-level necromancy (ritual)
You take the blood and use it to inscribe ritualistic runes on the screen, all the while holding the lit candle. At the end of the casting, the creature’s whose blood you are using must make a Constitution saving throw. The creature takes 6d6 necrotic damage and your age is reduced by a number of years equal to half the amount of damage inflicted. If the creature takes enough damage to kill it, it will look as though it died of old age.
8th-level necromancy
Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of sponge) Duration: Instantaneous
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. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one.
Spell Lists. Sorcerer, Wizard
8th-level transmutation
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your actions 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 point 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 unconcious. 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.
Spell Lists. Druid
8th-level abjuration
Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V, S, M (a pinch of powdered iron or iron filings) Duration: Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Spell Lists. Cleric, Wizard
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
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. Spell Lists. Bard (Optional), Druid, Wizard
8th-level necromancy
Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes. A vessel worth at least 2000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water) Duration: Instantaneous
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting 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.
Spell Lists. Wizard
8th-level transmutation
Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration, Up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. 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 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.
Spell Lists. Cleric, Druid, Wizard
8th-level evocation (dunamancy:graviturgy)
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 1 minute
This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. 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 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Spell Lists. Wizard
8th-level conjuration
Casting Time: 1 action Range: 60 feet Components: S 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 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.
Spell Lists. Sorcerer (Optional), Warlock, Wizard
8th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour
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.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
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 1 minute
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 DM. Each is 1d10 x 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.
Spell Lists. Cleric, Druid, Sorcerer
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
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.
Spell Lists. Bard, Druid, Warlock, Wizard
8th-level transmutation
Casting Time: 1 action Range: Self Components: V Duration: 1 hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Spell Lists. Bard, Warlock
8th-level abjuration
Casting Time: 1 action Range: Self 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: Concentration, up to 1 minute
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.
Spell Lists. Cleric
8th-level illusion
Casting Time: 1 action Range: 120 feet Components: S Duration: Concentration, up to 1 minute
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 can see it 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 to 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.
Spell Lists. Wizard
8th-level conjuration
Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Spell Lists. Druid (Optional), Sorcerer, Wizard
8th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, M (a drop of pitch mixed with a drop of mercury) Duration: Concentration, up to 10 minutes
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. Nonmagical 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 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Spell Lists. Warlock, Wizard
8th-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Spell Lists. Wizard
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: Instantaneous
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 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.
Spell Lists. Wizard
8th-level abjuration
Casting Time: 1 action Range: Touch Components: V, S Duration: 24 hours
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
Spell Lists. Bard, Wizard
8th-level conjuration (dunamancy:chronurgy)
Casting Time: 1 action Range: 60 feet Components: V, S, M (a crystal prism) Duration: Concentration, up to 1 minute
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 6d12 psychic damage, and it is stunned until the end of the 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 damage on a successful save. 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 10d12 force damage and is knocked prone. 9-10 Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn. Spell Lists. Wizard
8th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous
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.
This spell dispels any darkness in its area that was created by a spell.
Spell Lists. Cleric (Optional), Druid, Sorcerer, Wizard
8th-level evocation
Casting Time: 1 action Range: Unlimited Components: V, S, M (a pair of linked silver rings) 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 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.
Spell Lists. Wizard
8th-level conjuration
Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 6 rounds
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.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. 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 5d10 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 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. 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. A creature that moves out of the area falls to the ground.
Spell Lists. Druid