Level 8 Spells
Animal Shapes
Level 8 transmutation · action · 30 ft · VS · hours 24 · Druid
Each target can take a different form, and you can reshape them again with a Magic action. They keep their creature type, Hit Points, Hit Point Dice, alignment, ability to communicate and Intelligence, Wisdom and Charisma, can't cast spells, and change back when their Temporary Hit Points run out or they end it with a Bonus Action.
Antimagic Field
Level 8 abjuration · action · self · VS M · hours 1 · Cleric, Wizard
Inside the aura no one can cast spells, take Magic actions or create magical effects, magic items stop working, and ongoing spells are suppressed while their duration runs on. Outside magic can't reach in, nobody can teleport or travel between planes into or out of it, and Dispel Magic doesn't affect it.
Befuddlement
Level 8 enchantment · action · 150 ft · VS M · instantaneous · Bard, Druid, Warlock, Wizard
A creature you can see in range makes an Intelligence save. On a failure it takes 10d12 Psychic damage and can't cast spells or take the Magic action, repeating the save every 30 days (Greater Restoration, Heal or Wish also end it); on a success it takes half damage only.
Dominate Monster
Level 8 enchantment · action · 60 ft · VS · hours 1 · Bard, Sorcerer, Warlock, Wizard
The target saves with Advantage if you or your allies are fighting it. You command it on your turn with no action needed, and it acts on its own to stay safe once an order is done; ordering it to use its Reaction costs your Reaction. With a level 9 slot, Concentration can last up to 8 hours.
Earthquake
Level 8 transmutation · action · 500 ft · VS M · minutes 1 · Cleric, Druid, Sorcerer
On casting and at the end of each of your turns, each creature on the ground in the area makes a Dexterity save or is knocked Prone and loses Concentration. You can also open 1d6 fissures (1d10 x 10 feet deep, 10 feet wide; Dex save or fall in) and deal 50 Bludgeoning damage to structures each turn; a collapsing structure forces a Dex save on creatures within half its height (12d6 Bludgeoning, Prone and buried under DC 20 Strength (Athletics) rubble, or half damage only).
Entrancing Mirrors
Level 8 illusion · action · 90 ft · VS M · minutes 1 · Bard, Sorcerer, Warlock, Wizard
Up to three visible creatures save Intelligence against 7d6 Psychic and Stunned; while so Stunned, Speed is halved. Success takes half damage only. Each affected creature repeats the save at turn end to end the spell on itself.
Holy Aura
Level 8 abjuration · action · self · VS M · minutes 1 · Cleric
Creatures of your choice in the aura have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. A Fiend or Undead that hits one of them with a melee attack makes a Constitution save or is Blinded until the end of its next turn.
Holy Star of Mystra
Level 8 evocation · bonus action · 120 ft · VS · minutes 1 · Cleric, Wizard
A star of Mystra's power blazes over you: you have Three-Quarters Cover and shed Bright Light 5 feet and Dim Light 5 feet beyond. When you cast it and as a Bonus Action later, you make a ranged spell attack against a creature within 120 feet for 4d10 + your spellcasting modifier Force or Radiant damage (chosen when cast). After you succeed on a save against a spell of level 7 or lower that targets only you and has no area, you can use your Reaction to turn it back on its caster, who saves against their own spell (set it to Automatic in the class tab).
Illusory Dragon
Level 8 illusion · action · 120 ft · S · minutes 1 · Wizard
A Huge shadow dragon appears in an empty space you can see within range; it can't be harmed or affected by conditions. Each enemy that sees it appear makes a Wisdom save or drops what it's holding and is Frightened; a Frightened creature repeats the save at the end of its turn only while it can't see the dragon. As a Bonus Action the dragon moves up to 60 feet and breathes a 60-foot Cone: creatures in it make an Intelligence save against 6d6 damage of the type you chose at casting (Acid, Cold, Fire, Lightning, Necrotic or Poison), half on a success. (Seeing through the illusion with a Study isn't in the game.)
Incendiary Cloud
Level 8 conjuration · action · 150 ft · VS · minutes 1 · Druid, Sorcerer, Wizard
Creatures in the cloud when it appears save, and so does a creature the cloud moves onto, that enters it or ends its turn in it, once per turn. At the start of each of your turns the cloud moves 10 feet away from you; a strong wind disperses it.
Iron Body
Level 8 transmutation · action · touch · VS M · hours 1 · Sorcerer, Warlock, Wizard
A willing touched creature cannot gain Exhaustion and resists Bludgeoning, Fire, Piercing, and Slashing. It is immune to Poison damage and Paralyzed, Petrified, and Poisoned; those three conditions end immediately on casting.
Lightning Ring
Level 8 evocation · bonus action · self · VS M · minutes 10 · Druid, Sorcerer, Warlock, Wizard
Chosen creatures entering, ending a turn in, or swept into your 10-foot Emanation save Constitution: 3d6 Lightning + 3d6 Thunder and Deafened for 1 minute on failure, half damage only on success. While active, a Magic action emits a 60-foot-long, 5-foot-wide Line: Dexterity save against 6d6 Lightning, half on success.
Maze
Level 8 conjuration · action · 60 ft · VS · minutes 10 · Wizard
No save: the target vanishes into a maze on a demiplane until it escapes or the spell ends. It then returns to the space it left, or the nearest free one.
Mind Blank
Level 8 abjuration · action · touch · VS · hours 24 · Bard, Wizard
The target can't have its emotions, thoughts or location sensed by magic, and no spell, even Wish, can spy on it or control its mind.
Moment of Prescience
Level 8 divination · reaction · self · VS · instantaneous · Wizard
Reaction after your failed D20 Test or an attack hits you: replace your failed roll with 20, or the triggering attacker’s roll with 1.
Power Word Stun
Level 8 enchantment · action · 60 ft · V · instantaneous · Bard, Sorcerer, Warlock, Wizard
No save at first: a target with 150 Hit Points or fewer has the Stunned condition and makes a Constitution save at the end of each of its turns, ending it on a success. A target with more Hit Points instead has Speed 0 until the start of your next turn.
Sunburst
Level 8 evocation · action · 150 ft · VS M · instantaneous · Cleric, Druid, Sorcerer, Wizard
Blinded creatures repeat the Constitution save at the end of each of their turns, ending the condition on a success. The flash also dispels magical Darkness in the area.
Tsunami
Level 8 conjuration · 1 minute · sight · VS · rounds 6 · Druid
At the start of each of your later turns the wall moves 50 feet away from you, carrying creatures in it; Huge or smaller creatures it holds or reaches make a Strength save or take 5d10 Bludgeoning (once per round), then the wall loses 50 feet of height and 1d10 of damage, ending at 0 height. Swimming in it takes a DC 15 Strength (Athletics) check each turn.