Level 8 Spells

Spell Action
Animal Shapes Casting Time: 1 action
Range: 30 fee
Components: V, S
Duration: Concentration, up to 24 hours
{name}'s magic turns others into beasts. Choose any number of willing creatures that they can see within range. They transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, they can use their 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. {name} 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.
Antimagic Field Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Components: V, S, M
Duration: Concentration, up to 1 hour
Full description of this spell is available at 5eSRD

A {"10-foot-radius"} invisible sphere of antimagic surrounds {name}. 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 them, centered on them.
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.

Materials: a pinch of powdered iron or iron filings
Antipathy/Sympathy Casting Time: 1 hour
Range: 60 feet
Components: V, S, M
Duration: 10 days
Full details for this spell are available at 5eSRD

This spell attracts or repels creatures of {name}'s choice. They 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. They 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.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw DC {ssDC} 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 DC {ssDC}. 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.

Materials: either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
Clone Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
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; {name} 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.

Materials: a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water
Control Weather Casting Time: 10 minutes
Range: Self (5-mile radius)
Components: V, S, M
Duration: Concentration, up to 8 hours
{name} takes control of the weather within {"5 miles"} of them for the duration. They must be outdoors to cast this spell. Moving to a place where they don’t have a clear path to the sky ends the spell early.
When they cast the spell, they change the current weather conditions, which are determined by the GM based on the climate and season. They can change precipitation, temperature, and wind. It takes !(1d[10, 20, 30, 40]) minutes for the new conditions to take effect. Once they do so, {name} can change the conditions again. When the spell ends, the weather gradually returns to normal.
When they 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, they can change its direction.

Materials: burning incense and bits of earth and wood mixed in water
Demiplane Casting Time: 1 action
Range: 60 feet
Components: S
Duration: 1 hour
{name} creates a shadowy door on a flat solid surface that they 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 {name} casts this spell, they can create a new demiplane, or have the shadowy door connect to a demiplane they created with a previous casting of this spell. Additionally, if they know the nature and contents of a demiplane created by a casting of this spell by another creature, they can have the shadowy door connect to its demiplane instead.
Dominate Monster Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
{name} attempts to beguile a creature that they can see within range. It must succeed on a Wisdom saving throw DC {ssDC} or be charmed by them for the duration. If they or creatures that are friendly to them are fighting it, it has advantage on the saving throw.
While the creature is charmed, {name} has a telepathic link with it as long as the two of them are on the same plane of existence. They can use this telepathic link to issue commands to the creature while they are conscious (no action required), which it does its best to obey. They 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 {name}, it defends and preserves itself to the best of its ability.
They can use their action to take total and precise control of the target. Until the end of their next turn, the creature takes only the actions they choose, and doesn’t do anything that they don’t allow it to do. During this time, they can also cause the creature to use a reaction, but this requires they to use their own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell DC {ssDC}. If the saving throw succeeds, the spell ends.
At Higher Levels. When they cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Earthquake Casting Time: 1 action
Range: 500 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Full details and description are available at 5eSRD

{name} creates a seismic disturbance at a point on the ground that they 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 DC {ssDC}. On a failed save, the creature’s concentration is broken.
When they cast this spell and at the end of each turn they spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw DC {ssDC}. 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 GM.

Materials: a pinch of dirt, a piece of rock, and a lump of clay
Feeblemind Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
{name} blasts the mind of a creature that they can see within range, attempting to shatter its intellect and personality. The target takes !(4d6) psychic damage and must make an Intelligence saving throw DC {ssDC}.
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.

Materials: a handful of clay, crystal, glass, or mineral spheres
Glibness Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
Until the spell ends, when {name} makes a Charisma check, they can replace the number they roll with a 15. Additionally, no matter what they say, magic that would determine if they are telling the truth indicates that they are being truthful.
Holy Aura Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 minute
Divine light washes out from {name} and coalesces in a soft radiance in a {"30-foot"} radius around them. Creatures of their choice in that radius when they 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 DC {ssDC} or be blinded until the spell ends.

Materials: 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
Incendiary Cloud 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 DC {ssDC}. 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 {name} in a direction that they choose at the start of each of their turns.
Maze Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
{name} banishes a creature that they 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.
Mind Blank Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours
Until the spell ends, one willing creature {name} touches 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.
Power Word Stun Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
{name} speaks a word of power that can overwhelm the mind of one creature they can see within range, leaving it dumbfounded. If the target has {150} hit points or fewer, it is stunned. Otherwise, the spell has no effect.
The stunned target must make a Constitution saving throw DC {ssDC} at the end of each of its turns. On a successful save, this stunning effect ends.
Sunburst Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
Brilliant sunlight flashes in a {"60-foot"} radius centered on a point {name} chooses within range. Each creature in that light must make a Constitution saving throw DC {ssDC}. 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 DC {ssDC} 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.

Materials: fire and a piece of sunstone

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article