8th Level Spells

Aspect of Lightning

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Conduit*, Druid, Sorcerer

You become one with lightning. Choose a unoccupied space you can see within 90 feet of you. Every creature in a 5-foot wide line between you and that space must make a Dexterity saving throw. A creature takes 9d8 lightning damage on a failed save, or half as much on a success. You then teleport to your chosen space.

Any flammable objects in this line ignite if they aren't being worn or carried.

Until the spell ends, you can use a bonus action on each of your subsequent turns to teleport in this way again.

Aspect of the Eldritch

  • School: Transmutation
  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a heart or eye from an aberration, which you consume as part of casting the spell)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You channel the arcane might of the many-eyed beholders, transforming your head into a grotesque glowing copy of a beholders body. You gain the following benefits:

  • Truesight. You gain truesight, and can see within the ethereal plane, for a range of 120 feet.
  • Eye-Beam. As a bonus action on each of your turns, you can make a ranged spell attack against a creature or object within 120 feet of you. On a hit, the creature takes 4d8 damage. This damage can be fire, cold, acid, lightning.
  • Anti-Magic. At the start of each of your turns, you may choose a creature you can see within 120 feet of you to make a Charisma saving throw. On a failed save, they suffer the effects of the Antimagic Field spell until you are blinded, lose sight of them, or choose a different creature.
  • Float. You gain the ability to hover, giving you a flying speed of 20 feet.

Aura of Truth

  • School: Divination
  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M
  • Duration: 1 hour
  • Classes: Cleric, Wizard

Magic energy flows around you, revealing things as they as what they truly are within a 60-foot radius around you. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 60-feet from you.

Conjure Barrage

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a focus worth at least 1,000gp, such as a crystal ball, spyglass, or an adamantine wand)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

You mark eight different points you can see within range for the impact zone for a barrage of magical explosives, boulders, or so on. Upon the start of your next turn, each creature in a 25-foot radius sphere centered on each point must make a Dexterity saving throw. These spheres spread around corners. A creature takes 10d12 force damage on a failed save, or half as much on a successful one. A creature in the area of more than one radius is affected only once, but has disadvantage on this saving throw.

Upon casting this spell, you can magically highlight each point and their spheres for other creatures to see. Doing so increases the damage to 14d12.

This spell damages object in the area and ignites flammable objects that aren’t being worn or carried.

Floating Tower

  • School: Conjuration
  • Casting Time: 1 hour
  • Range: 100 feet
  • Components: V, S
  • Duration: 7 days
  • Classes: Wizard

A tower of stone and other sturdy materials erupts from a flat area of ground of your choice that you can see within range. The area is 60 feet on each side, with the tower centered within it at 50 feet on a side and 100 feet tall. Any creatures in the area are harmlessly pushed to the nearest unoccupied space as the tower emerges. You must be in an open area with no ceiling above you in order to cast this spell.

At any time during this spell’s duration, you can spend your action to have the tower rise 500 feet off the ground. At any point until then, you can spend your bonus actions to either land it, or provide it a horizontal direction to which it moves at a rate of 15 miles per hour. When the spell ends, it halts and safely lands on a flat surface directly below it.

Each wall of the tower is 1 foot thick and is composed of panels that are 25 feet wide and 10 feet tall. You choose if the tower is round or square in shape upon completing the spell. The tower itself is made of eight levels, with each level 10 feet tall and with an area of up to 2,500 square feet. Access between levels consist of a magic panel, which a friendly creature can use to teleport to any floor as a bonus action, or to teleport inside or outside the tower while within 10 feet of it while it is landed. Upon casting the spell, you can temporarily lock access to one room so that only you may access it.

Each level takes one of following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, tables, magical fireplace, and globe displaying the outside of the tower.
  • A distillery room filled with 20 barrels, each packed with a mead, alcohol, or juice of your choice.
  • A study room with desks, books, bookshelves, and anything needed to write. This room is under the effect of the Silence spell, which can be suppressed and reactivated by you as a bonus action.
  • A dining space fit for a king.
  • A lounge.
  • A spa, with toilets, washtubs, a brazier, and several sauna’s of various temperatures.
  • An empty room with a teleportation circle to which only you know its sigils.
  • A guest room, filled with beds and a magical fireplace
  • A lounge.
  • A training room, with various weapons and arcane focus.
  • A pet room with toys, bones, obstacles, and beds.
  • An observatory room, to which the exterior walls are see-through from the inside.

The interior of the tower is warm and dry, regardless of the conditions outside. Any equipment, furnishing, or food conjured alongside the tower dissipates into ashes if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by it appear safely outside once it lands, and all traces of the tower and its possessions disappear.

Casting this spell inside the tower once every 7 days for a year makes the tower permanent.

Fragment of Divinity

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (A holy symbol worth over 500gp)
  • Duration: Concentration, up to 10 minutes
  • Classes: Cleric

Your deity imparts you a fragment of their divinity to you, empowering you for the duration of this spell. You gain the following benefits until the spell ends:

  • You are immune to radiant damage and a damage type commonly associated with your deity, or of your choice.
  • You are immune to two conditions of your choice.
  • You understand any spoken language you hear, and any creature can understand what you say.
  • Your size changes to Tiny or Huge, granting you advantage on Dexterity saving throws and Dexterity checks from being Tiny or advantage on Strength saving throws and Strength checks from being Huge.
  • You have advantage on Constitution saving throws that you make to maintain concentration on this spell.
  • When you hit a target with an attack roll, that target takes an extra 2d12 radiant damage.
  • You can attack twice, instead of once, when you take the attack action on your turn. You ignore this benefit if you already have this feature, like Extra Attack, that lets you attack more than once when you take the attack action on your turn.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Garden of Immortality

  • School: Abjuration
  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, M (a bouquet of rare flowers worth over 1000 gp, which the spell consumes)
  • Duration: Concentration, up to 8 hour
  • Classes: Bard, Cleric, Druid

A 60-foot radius field of exquisite flowers emerge from the ground around you, remaining stationary for the duration. Until the spell ends, creatures in this radius are immune to all damage and are incapable of dealing damage, nor can they drop to 0 hit points.

If a creature is diseased or suffering a harmful condition while they are within this spell's area, the disease and harmful conditions have no effect until the spell ends, or until they leave the spell's area. If a creature were to be brought into this spell's area while they are at 0 hit points and rolling death saving throws, they are immediately stabilized.

Once a creature willingly leaves the spell's area, they are barred from returning to it.

Monstrous Weapon

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: S, M (strings and a doll)
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Sorcerer

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration.

Until the spell ends, you can use an action to move the target up to 30 feet and make a melee spell against a creature or object within 5 feet of them. On a hit, both take an amount of bludgeoning damage equal to the target's size, based on the table below.

Target sizeDamage dealt
Tiny1d8
Small2d8
Medium3d8
Large4d8
Huge5d8
Gargantuan6d8

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Phoenix Rising

  • School: Transmutation
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (A phoenix feather worth at least 10,000gp, which the spell consumes)
  • Duration: 24 hours
  • Classes: Bard, Sorcerer

You bless a creature you touch with a portion of a phoenix’ healing power. Until the spell ends, the target is protected from death. When the target would drop to 0 hit points as a result of taking damage, it erupts in a fiery explosion. Any hostile creatures within 60 feet of it must make a Dexterity saving throw, taking 8d8 fire damage and 8d8 radiant damage on a failed save, or half as much on a success. The creature that brought it to 0 hit points (if any) has disadvantage on this saving throw.

At the start of the creature’s next turn, its body reforms into an egg. This egg is immune to all sources of damage, and hatches after 1d7 days, causing the target to emerge back to life with all of its hit points.

Power Word: Humble

  • School: Transmutation
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric

You speak a word of power that overwhelms a creature with the concept of mortality. If the target has 150 hit points or fewer, each of its ability scores are reduced to 10, unless they were already 10 or lower, and the target cannot willingly harm another creature. Otherwise, the spell has no effect. The creature must make a Charisma saving throw at the end of each of its turns. On a successful save, the effect ends.