8th-level necromancy
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failure, a creature takes 12d8 necrotic damage and begins to wither for the duration. On a success, a creature takes half as much damage and the spell ends for it.
A withering creature takes 2d8 necrotic damage at the start of each of its turns until the spell ends. The spell ends early for the creature if it uses its action to drink at least 1 pint of fresh water.
Constructs and Undead aren’t affected by this spell. Plant creatures and water elementals make saving throws against this spell with disadvantage.
Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die over the course of the spell’s duration.
8th-level transmutation
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target’s game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The target can’t activate, wield, or otherwise benefit from any of its equipment.
8th-level abjuration
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
8th-level necromancy
You cut your hand with a blade, releasing a gout of blood that forms into eight small stars of necromantic energy that float around you for the duration. As a bonus action on your turn, you can expend one of the stars, hurling it toward a creature within 90 feet of you. Make a ranged spell attack against the target. On a hit, the target suffers 3d10 necrotic damage. Each time you damage a creature with this spell, your hit point maximum increases by an amount equal to half the damage dealt for the duration, and you regain hit points equal to the same amount.
At Higher Levels. When you cast this spell using a 9th level spell slot, the number of stars created increases to 12.
8th-level evocation
You unleash a blast of radiant energy in a 30-foot radius around you, striking your foes with the will of the gods. Each creature you choose in the area must make a Wisdom saving throw. On a failure, a creature takes 6d8 radiant damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned.
8th-level necromancy
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
8th-level transmutation
You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area.
Coldsnap. Creatures within the affected area have their movement speeds halved and have disadvantage on Dexterity ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 cold damage on a failed save, or half as much damage on a successful one.
Heatwave. Creatures within the affected area have disadvantage on attack rolls and on Wisdom ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.
8th-level transmutation
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Stage | Condition |
---|---|
1 | None |
2 | Breeze |
3 | Strong wind |
4 | Gale force winds |
8th-level evocation
You conjure four crystalline structures in unoccupied spaces that you can see within range. These cores float in place, filling a 5-foot area. As a part of your action to cast the spell, and as an action of subsequent turns, you can have one or more of the crystals fire a beam of energy at a creature within 15 feet of that core. You may have the cores fire at one target, or several.
Make a ranged spell attack for each attacking crystal. On a hit, a target takes 5d4 force damage.
Each crystal has hit points equal to 5 times your caster level, and AC equal to your spell save DC. The crystals all have immunity to poison, psychic, and radiant damage, as well as non-magical bludgeoning, piercing, and slashing damage not made from adamantine. The crystals all have resistance to acid, cold, fire lightning, and necrotic damage.
8th-level dunamancy
This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet and it spreads around corners. The area within this sphere is filled with magical darkness and crushing gravitational force. For the duration, the spell's area is difficult terrain. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d6 force damage on a failed save, or half as much damage on a successful one.
8th-level dunamancy
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.
8th-level necromancy
You pull forth a sizable fragment of a creature’s soul, drawing it in to fuel your body. The target creature must succeed on a Charisma saving throw. On a failure, the target takes 10d10 necrotic damage and cannot regain hit points until a remove curse spell or similar magic is cast on it successfully. On a success, the target takes half damage and cannot regain hit points until the end of your next turn.
You regain hit points equal to half the damage dealt by the spell, then gain an equal number of temporary hit points, which last for 1 minute.
A creature killed by this spell cannot be revived by any means, short of a true resurrection or wish spell.
8th-level conjuration
A Huge spectral avenger appears in an unoccupied space of your choice that you can see within range. The spell fails if the space you choose is not large enough to accommodate the avenger. The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than antimagic field or dispel magic. You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list:
Move. The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a flying speed of 60 feet.
Punish. Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point. Each creature other than you in the area must make a Constitution saving throw. A creature takes 4d6 damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.
Smite. Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a flying speed of 30 feet, then you make a melee spell attack against the target if it’s within 5 feet of the avenger. If the attack hits, the target takes 6d8 damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.
If you don’t issue a command to the avenger, it uses its Smite action against the hostile creature nearest to you if able, or its Move action to reach that creature if it isn’t close enough to attack.
8th-level evocation
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
8th-level evocation
You create a celestial equilibrium, shining great light down upon the world, and casting great shadows beyond them. Choose two points that you can see within range. One of the points emanates light, while the other emanates shadow (your choice).
Light. The point exudes a blinding white light in a 30-foot-radius around it. The light heavily obscures its area and spreads around corners. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much on a successful one.
If any of this effect’s area overlaps with an area of light created by a spell of 7th level or lower, the spell that created the light is dispelled.
Shadow. Magical darkness spreads from the point, filling a 30-foot-radius sphere. The darkness spreads around corners. Whenever a hostile creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. A creature takes 8d8 necrotic damage on a failed save, or half as much on a successful one.
Any area covered by the effects of both Light and Shadow are instead unaffected by both, as the two areas cancel each other out.
The areas persist for the duration, or until you use an action on subsequent turns to move one or both of the areas up to 60 feet to points that you can see.
8th-level necromancy (mythic)
You fuse the blood of two creatures and the soul of another into a porcelain vessel, giving it life and flesh through a celestial heart. After the spell’s completion, the doll animates as a living infant, as if it were the offspring of the two blood sources.
The infant is different to most however. Like porcelain, it will grow with faultless flesh and excellent health, granting it advantage on saving throws against disease, but any scarring it attains will be deep and spidering like shattered glass.
For every minute it spends inside an area of antimagic, the false blooded creature must succeed on a DC 15 Constitution saving throw or suffer 1 point of exhaustion.
When the false blooded creature dies, its body will turn back into porcelain, before falling apart entirely.
All effects persist for the entirety of the creature’s life, unless it is later revived through the resurrection spell, or greater magic, upon which it will gain a body of true flesh.
All effects persist for the entirety of the creature’s life, unless it is later revived through bodily restoring means, upon which it will gain a body of true flesh.
8th-level evocation
You align the energies of the elements, fusing them with your own form. For the duration, whenever you would take acid, cold, fire, lightning, poison or thunder damage, you can use your reaction to unleash a raging bolt of elemental energy out towards your attacker. The target creature must succeed on a Dexterity saving throw, taking 4d8 damage of the triggered type on a failed saving throw, and half that on a success.
Additionally, whenever you cast a spell that deals acid, cold, fire, lightning, poison or thunder damage, you gain one of the following benefits:
8th-level transmutation
Through supreme arcane metamagics, you fuse the effects of two spells, conjuring their power simultaneously. Choose two spells of 5th level or lower with a casting time of 1 action that you know or have prepared. You cast both of these spells at 5th level without expending spell slots. You choose which order you cast both spells.
After you cast both spells, you cannot cast another spell of 1st level or higher until the end of the turn.
8th-level abjuration
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.
8th-level illusion
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that it can see must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight of the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
8th-level conjuration
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured and difficult terrain. It lasts for the duration.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. When you cast this spell, designate a direction facing away from you.
The cloud moves 10 feet in the chosen direction at the start of each of your turns.
8th-level transmutation
You enact the fourth and final stage of the great work: the reddening, in a creature that you can see within range. The target must make a Constitution saving throw. On a failure, the target takes 3d6 damage of each of the following damage types: acid, cold, fire, lightning, necrotic, poison, and radiant. On a success, the target takes half that much damage.
If you have cast the melanosis, leucosis, and xanthosis spells on the target once each, in that order, within the last minute, the target automatically fails its saving throw.
8th-level necromancy
You draw from your very life-force combining it with raw arcane power to unleash a blast of destructive energy. You then release a beam of raw destructive energy in a 90-foot long, 5-foot wide line in front of you. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature reduces its hit point maximum by 30, then suffers 8d10 necrotic damage. On a success, a creature instead reduces its hit point maximum by 15 and takes only half damage.
Additionally, each creature that failed its saving throw has its hit point maximum reduced by the damage dealt.Any creature that has its hit point maximum reduced by this spell returns to normal when it next completes a long rest.
8th-level dunamancy (mythic)
You burry a gemstone 1 foot below the surface and begin to enchant the surrounding area with magical energies native to the Elemental Plane of Air. After a strenuous casting recital consisting of 8 hours of uninterrupted devotion, the landscape begins to tear away from its surroundings up to a 250-foot-radius sphere in any direction from the gemstone, forming an island.
Once the spell has been completed, the island begins to lift into the air at a rate of 100 feet per 1 hour. You are able to use your action to stop the island from elevating at any point up to 1 mile above the surface. Once stopped, you are able move the island by spending 1 hour of uninterrupted recital. Doing so will allow you to move the island any direction at a rate of 20 feet per 1 hour. You may stop the island from moving at any time using your action. The buried gemstone can never be higher than 1 mile above the surrounding ground's surface. Removing the gemstone from the place it was buried ends the spell, causing the island to fall back towards the surface at a rate of 192 feet per round.
You may only have one instance of this spell active at a time. Casting the spell again will cause the other casting of this spell to lose its magical properties and the spell will end. At Higher Levels. When you cast this spell using a spell slot of 9th level, you are able to summon as many floating islands as you have components to do so. When you complete a 1-hour recital to move the floating island, all islands you have currently created move simultaneously.
8th-level evocation
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one.
8th-level transmutation
You twist the very earth to turn it against those that would wish to pass. You change the land in an area you touch, allowing it to protect up to 10,000 square feet of earth (two hundred 5-foot squares or one hundred 10-foot squares). Any effect that this spell can have must originate from solid ground and must remain within the affected area.
Maximilian’s impassable terrain creates the following effects within the area.
Bushes. Up to five 10-foot radius shrubs appear in spaces you choose in the area. A creature that steps into one of the shrubs can speak a command word that you decide upon the casting of the spell. If the word is spoken, the creature teleports into an unoccupied space inside one of the other shrubs they choose in the area. Otherwise, the shrubs grant three-quarters cover.
Dust. The whole area is filled with swirling dust and dirt, reducing areas visibility to 20 feet, with any space beyond that point being heavily obscured.
Roots. The entire selected area becomes difficult terrain as roots or vines sit at awkward heights and thicknesses. If a creature spends its turn not moving, it must succeed on a Strength saving throw or be grasped by the roots and become restrained for the duration of the spell. A restrained creature can remake the saving throw at the start of each of its turns.
Walls. You can create up to four instances of the wall of stone spell, placing panels or domes in accordance to the spell.
Other Spell Effects. You can place your choice of one of the following magical effects within the area. Any spell that does not have a duration of instantaneous has its duration increased to that of Maximilian’s impassable terrain and is no longer concentration if it was to begin with. Each spell can be placed where you choose as long as it remains wholly within the area.
The spell becomes permanent by casting this spell on the same area every day for one year.
8th-level conjuration
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.
8th-level conjuration
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by a 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
8th-level illusion
You form a powerful mental bond between willing creatures that you choose, creating a mental network of thoughts that the affected can transmit through to one another. You add each target creature to your neural network. Any creature that is a part of such network can communicate telepathically to any number of other creatures on the network as long as their targets reside on the same plane. You can hear any message transmitted through your neural network if you choose.
You can remove a creature you choose from your neural network as an action. If a creature is removed from a neural network, each creature in the network knows that they have been removed. Any creature that dies is instantly removed from your neural network. Should you die, your neural network collapses and is destroyed.
8th-level evocation
You unleash an explosive wave of energy in a 30-foot-radius around you with the force of a tiny collapsing star. Each other creature caught in the area must make a Constitution saving throw. A creature takes 10d6 force damage plus 10d6 thunder damage on a failed save, or half as much on a successful one.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
8th-level dunamancy
You channel the dark energies of the Shadowfell through you, pouring them into the skies above. For the duration, a plume of dark smoke pours from the spell’s point of origin, heavily obscuring a 10-foot area around the point of the spell’s casting that extends upwards in a cylinder that reaches the clouds. Over the course of the spell, the smoke fills the skies, advancing 1 mile per minute that you concentrate on the spell, out to a maximum 60-mile radius around you. For every 10 minutes that you concentrate on the spell, a new effect occurs and persists for the duration of the spell. These effects are as follows:
10 minutes. All light sources have their range reduced by half, unless that light source comes from a spell of 6th-level or higher.
20 minutes. Any dim-light in the area becomes darkness.
30 minutes. The sun is completely covered, stopping any sunlight from penetrating the smoke. All that can be seen is a thin corona of sunlight in the sky that has darkened to a menacing red.
40 minutes. The darkness oppresses the mind, any creature other than you that takes a long rest underneath the darkness must make a saving throw against Shadowfell Despair (as detailed on page 52 of the Dungeon Master’s Guide).
50 minutes. Any healing received by a creature other than you in the area is halved.
60 minutes. The plume of smoke from the crystal stops and the spells effects become permanent, only stoppable through the use of a wish spell. You need not concentrate from this point onwards to maintain the effects of the spell.
If for any reason the spell ends before the duration has expired, the effects persist for 1d4 + 1 hours, with the effects reversing as they appeared in the final hour.
Undead creatures are immune to the effects of this spell.
8th-level evocation
You channel the power of your heart rune and draw upon the latent life energies of the world around you. You instantly gain the benefits of a short rest.
8th-level dunamancy
You conjure a sphere of temporal energy at a point that you can see within range, which remains until the start of your next turn. The sphere extends out in a 10-foot radius from its point of origin, stopping time for all entities in the area. Any creature or object that is not being worn or carried that becomes fully engulfed in the sphere must make a Dexterity saving throw. On a success, a creature is immediately pushed into the nearest unoccupied space within 5 feet of the sphere. On a failure, a creature becomes weightless and paralyzed for the duration.
Any ranged or melee damage rolls dealt to creatures or objects inside the sphere are not resolved until the spell ends.
8th-level necromancy
The target imbibes in the blood of the sphinx imbued with your magical essence, turning back the aging process. The target creature’s physical age is reduced by 2d4 x 10 percent, not impacting its mental capabilities in any way. Each time subsequent time you target the same creature with this spell, you receive a cumulative -1 penalty to your roll.
8th-level dunamancy
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.
d10 | Effect |
---|---|
1-2 | Vision of the Far Realm. The target takes 5d12 psychic damage and is stunned until the end of its turn. |
3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much on a success. |
6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target takes 6d12 force damage and is knocked prone. |
9-10 | Chill of the Dark Void. The target takes 6d12 cold damage and is blinded until the end of its turn. |
8th-level divination
You elevate your consciousness to a higher state, achieving the sight of the gods. For the duration, you gain the following benefits:
When the spell ends, the strain it placed upon you takes its toll. You suffer two points of exhaustion.
8th-level conjuration (summon)
You call forth an avatar of your faith, deity, or patron. It manifests in an unoccupied space that you can see within range and becomes your Companion. This form uses the Avatar stat block. When you cast the spell, choose Aberrant, Divine, or Malevolent, which determines its creature type, as well as certain traits in its stat block. The creature resembles an aspect of your faith, deity, or patron. The creature disappears when it drops to 0 hit points or when the spell ends.
Gargantuan Aberration (Aberrant Only), Celestial (Divine Only), or Fiend (Malevolent Only), Unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 14 (+2) | 22 (+6) | 18 (+4) | 16 (+3) | 19 (+4) |
Divine Punishment (Divine Only). Whenever a creature the avatar can see deals damage to the avatar or a creature allied to it, the avatar gains advantage on all attack rolls it makes against the attacker until the end of the avatar’s next turn.
Magic Weapons. The avatar’s weapon attacks are magical.
Regeneration (Aberrant Only). The avatar regains 10 hit points at the start of its turn if it has at least 1 hit point.
Siege Monster. The avatar deals double damage to objects and structures.
Will Beyond Death (1/Day). When the avatar is reduced to 0 hit points and is not killed outright, it can choose to drop to 1 hit point instead.
Multiattack. The avatar uses Frightful Presence. It then makes four attacks.
Divine Retribution (Divine Only). Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. or range 120 ft., one target. Hit: 2d6 + 13 radiant damage and other creatures have advantage on attack rolls made against the target until the start of your next turn.
Mindshatter (Aberrant Only). Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. or range 120 ft., one creature. Hit: 2d6 + 13 psychic damage and whenever the target makes an attack roll, ability check, or saving throw before the start of the avatar’s next turn, it rolls a d4 and subtracts the number rolled from the attack roll, ability check, or saving throw.
Unhallowed Brand (Malevolent Only). Melee or Ranged Spell Attack: your spell attack modifier to hit, reach 10 ft. or range 120 ft., one target. Hit: 2d6 + 13 necrotic damage and the target is marked with an unholy mark; until someone takes an action to touch the creature and break the mark, the creature takes 2d6 necrotic damage at the start of each of its turns.
Frightful Presence. Each creature of the avatar's choice that is within 120 feet of the avatar and aware of it must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the avatar's Frightful Presence for the next 24 hours.
Sever Brand (Malevolent Only). Each creature marked by the avatar’s Unhallowed Brand action must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The brands on each of those creatures is then broken.
8th-level evocation
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.
8th-level divination
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.
8th level dunamancy
You wind time around yourself, saving your energy for the next action. You gain an additional turn immediately after this one. On this turn, you may take one additional action, as well as any movement, bonus actions or reactions you did not use on the turn you cast this spell.
8th level transmutation
You open a gateway in the earth to any location with which you are familiar. The gateway is a 5-foot radius circle that appears on a section of earth, stone, or sand, centred on a point within range. Until the start of your next turn, any creature can move through the gateway using 5 feet of movement, appearing at the chosen location.
8th-level conjuration
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
When you cast this spell, designate a direction facing away from you. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away in the chosen direction. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 12d6 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 30 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d6. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move this turn. A creature that moves out of the area falls to the ground.
8th-level evocation
When you cast this spell, a tiny ball of ice forms at a point within range and then blooms into a 60-foot radius blizzard that lasts for the duration. The area is heavily obscured and filled with gale winds. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failure, a creature takes 10d6 cold damage, or half as much on a success.
As a bonus action, you can move the blizzard up to 30 feet. Whenever the blizzard leaves a space on the ground, it leaves behind an icy slush that remains as difficult terrain and lasts until it melts.
8th-level divination
You look beyond the barriers of the realms, seeking those that have passed through. You create one of the following effects, which persists for the duration:
Locate Being. You detect the approximate location of a creature you are familiar with. If that creature is on the same plane of existence as you, you know its approximate distance and direction in relation to you. If it is on another plane, you know which plane it resides on.
Sense Travel. You know of any extraplanar travel that travels to and from your plane, as well as where those travelling creatures are coming from, or going to. You instantly learn the type of any creature that you detect in this way.
View Location. As an action, you can gain magical sight to a location that you are familiar with anywhere in the multiverse until the start of your next turn. You see as if you were stood in that location and can move your point of view up to 30 feet as a bonus action on your turn. You may not move your point of view into a location you are unfamiliar with, such as an unexplored room in a mansion, or a side street you’ve never ventured down.