9th-level necromancy (ritual only)
You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast.
If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring.
Ritual Focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.
9th-level necromancy
Components: V, S, M (a glass figurine worth 1,000 gp, which is consumed by the spell) Casting Time: 1 action Duration: Instantaneous (see text) Range: 30 ft. Area of Effect: 1 living creature Saving Throw: Constitution half damage
This spell unleashes magic that rips the soul from a living creature you can see. The target takes 8d6 + 50 necrotic damage, or half damage if it makes a successful Constitution saving throw.
If the creature is reduced to 0 hit points after failing the saving throw against this spell, it dies and its soul shatters into 2d6 spirit shards that take up residence in random life forms in a 10-mile radius. The spirit shards prefer intelligent creatures over unintelligent ones. The creatures that become hosts to these shards are unaware of their presence, but they can start having strange dreams and displaying odd habits picked up from the soul shard. Each shard-bearer also gains proficiency in one random skill possessed by the original creature; if they already are proficient in the skill, they become expert in the skill, and if already expert, they gain advantage on all uses of that skill. The original creature can’t be resurrected unless all bearers of shards are gathered into the same area before the resurrection magic is used; shard-bearers lose all benefits gained from the spirit shards at that time.
If a shard-bearer dies, the spirit shard transfers to another creature within 10 miles.
9th-level abjuration
You touch an altar, shrine, icon, the gate of a cemetery, or other object that is dedicated to your god. If this object is desecrated, then this spell is triggered and the person or people who committed the desecration is cursed. The curse can take any form; the following are the more common:
The affects are not instantaneous but develop over the course of months to a year.
This spell can be broken by remove curse cast by a priest of the same god the target offended. It can also be removed if the target fixes the damage it caused and dedicates itself to serving that god.
9th-level abjuration
Components: V, S, M (a diamond worth 1,000 gp) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: 60 ft. Area of Effect: 1 creature Saving Throw: None
You point at a creature and disrupt the ether around it. For the duration of arcane censure, the creature can’t cast spells or use innate spellcasting. As an action, it can make an ability check using its spellcasting ability against your spell saving throw DC. A successful save ends the arcane censure’s effect.
9th-level enchantment
You pick a point within range. All creatures within a 100-foot radius of that point are cursed, unless a Wisdom saving throw is made. On a success, the curse fails to take hold. On a failure, all creatures within that radius are at disadvantage for all attack rolls, saving throws, and ability checks. You may dismiss this spell at any time. This spell can also be countered by a remove curse or similar spell, but each affected creature must be targeted separately.
9th-level abjuration (wizard)
You embed the soul and personality of a willing target into an item. While affected by this spell, the target doesn’t need to breathe, eat, or drink, and it doesn’t age or die. It retains its senses. Divination spells can’t locate or perceive the target.
The target’s perception of the vessel may vary and is chosen by the caster as they form a mental image of the target’s place of voluntary imprisonment. The target will be able to verbally communicate with creatures outside of the vessel, and to communicate telepathically with creatures attuned to the item. While within the vessel, the target may summon any mundane items they desire.
The item used as a vessel gains a magical aura about it and is inured to wear and damage. It also has advantage on saving throws against spells and other magical effects, and resistant to damage originating from such. The item uses the statistics of the bound creature for saving throws, and the maximum value of the bound creature’s Hit Dice (including its Constitution modifier) for determining the item’s HP. Its AC is 25, and any damage to it is repaired at a rate of 5 HP per round.
Ending the Spell. The spell may be ended through a ceremonial ritual where diamonds worth at least 500gp per Hit Die of the bound target are fired in a brazier for 24 hours, stoked and fueled with rare herbs native to the target’s place of birth. The item must be laid upon the diamonds for the duration of the ceremony, and the true name of the target chanted at its zenith. Performing this ritual will expunge the target’s soul from the item, releasing it to its expected destination upon death, and destroying the possessed item along with all resources used in the ritual.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting the item.
9th-level conjuration
You create a magical, weightless, black blade-shaped planer rift about 3 feet long.
The blade strikes at any creature that you can see within its range, using your spell attack modifier and with advantage on the roll.
A creature hit by the blade must make a Constitution saving throw. The creature takes 15d10 necrotic damage on a failed saving throw, or half as much on a successful one. The blade can pass through any magical barrier, save an antimagic field. The blade cannot be harmed by physical attacks, but dispel magic and antimagic effects can affect it.
9th-level conjuration (apocalypse)
You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole - magical or otherwise - are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a Strength saving throw. On a failed save, the creature takes 20d6 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn’t pulled toward the black hole.
A creature that’s within 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d6 force damage and have its speed reduced to 0 until the start of its next turn. A creature that’s within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 2d6 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately.
9th-level evocation (warlock, wizard)
You utter a phrase so baneful that it pains those who hear it, possibly even killing them. Choose any number of creatures you can see within range. Each creature that can hear you must make a Constitution saving throw. On a failed save, a creature takes 3d10 psychic damage when the spell is cast, and then again at the start of each of its turn for the duration.
Additionally, it suffers an effect based on its current hit points:
At any point during the spell’s duration, if an affected creature’s current hit points are reduced to a point that would cause it to suffer a different effect, the creature must make a Constitution saving throw. On a failed save, the creature suffers the new effect. On a success, the spell ends for that creature.
Any creature who is killed by this spell can be restored to life only by means of a true resurrection or a wish spell.
9th-level transmutation (alkemancy)
When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned.
Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood, such as a blood elemental or a blood zombie, the creature is slain by the spell if its saving throw fails.
9th-level necromancy
You can prevent your own death by decapitation or dismemberment. Your body parts become linked so that even if they are separated from the rest of your body, you are still in control of them. A severed arm can still write and even wield weapons. A severed leg can still hop around. A severed head can still think, talk, and even eat, although the rest of the body will become inert. If the severed body part is held against the stump during the spell’s duration, the two parts will instantly fuse together.
This does not prevent you from taking damage from the dismemberment or from other damage, nor does it prevent you from being killed from methods other than dismemberment.
9th-level necromancy (ritual)
You exhale a foul-smelling breath which turns into a breeze that radiates outward.
This causes all creatures within range to make a Constitution saving throw or contract a nonmagical, often-fatal disease (Dungeon Master’s Guide, pg. 256).
9th-level abjuration (ritual)
You exhale a sweet-smelling breath which turns into a breeze that radiates outward. This cures all creatures within range of a single nonmagical disease you name when casting the spell. This has no effect on magical diseases or curses. It also does not protect against re-infection.
9th-level necromancy (sorcerer, warlock, wizard)
You create a shadowy pool centered on a flat surface that you can see within range. The pool is 30 feet in diameter and connects your plane to the Shadow Plane. A spectral hand rises from the center of the pool and remains there for the duration of the spell. The spectral hand does not occupy its space.
When a creature enters the pool for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 10d12 necrotic damage, or half as much damage on a success. Any creature that is reduced to 0 hit points while in the pool sinks to the bottom and is immediately transported to the Plane of Shadow, becoming trapped there.
Additionally, as a bonus action on your turn, you may command the spectral hand to beckon a creature within 120 feet of it. The target must make a Wisdom saving throw or have an enchantment placed upon it, causing it to approach the spectral hand. The creature must spend its turns trying to move as close to the spectral hand as it can, using the Dash action.
A creature enchanted in this manner can make a Wisdom saving throw at the end of each of its turns. If it successfully saves three times, the enchantment ends and the creature is immune to this effect for 24 hours. If it fails its save three times, it becomes stunned and the enchantment ends. The spectral hand can only enchant one target at a time in this manner.
9th-level conjuration (ritual)
You call a specific intelligent creature by name. If that target is on the same plane as you, then it becomes aware of your call and may choose to accept or reject it. If the target accepts, it is instantly teleported to any safe location within 30 feet of you.
9th-level enchantment
You pick a creature within range that you can see and that has an Intelligence of 5 or higher. Over the next 48 hours, that creature will begin showing the effects of insanity: the GM can roll first on the short-term insanity table, then the long-term table, then the indefinite-length table (Dungeon Master’s Guide, p.258) to determine the individual effects.
After one week, the creature must make a Wisdom saving throw. On a success, the creature regains sanity. On a failure, it takes 3d6 psychic damage and its hit point total is reduced by that amount, and it remains insane for another week. At the end of that week, it must make another saving throw.
This continues until the creature succeeds a saving throw or its hit point total is reduced to 0 hit points (at which case it dies).
After this creature has been infected for 6 hours, it has the potential to spread the madness through physical, skin-to-skin contact.
Each creature it touches must make a Wisdom saving throw or contract the madness.
If these secondary victims touch another creature, they have the potential to pass on the madness as well, but the tertiary (and later) victims have advantage on their saving throw.
9th-level conjuration
You summon a large cloud of elemental chaos around you, which you coalesce into an unpredictable flood of magical effects. Roll 5d20, the number rolled on each of these die determines the effects of the spell, as shown below. Unless specified otherwise, all spells which are cast as an effect of this spell are cast immediately, requiring no components, actions, or spell slots, and do not require concentration. If you are under the effects of the Elemental Poison spell, all spells cast via this spell are affected by Elemental Poison, using the same element which you chose for Elemental Poison.
d20 | Result |
---|---|
1 | A Beeyond-This-World manifests within 5 feet of you. It is hostile to all creatures, and has its own initative. Its spell level is 8, and its attack modifier and athletics modifier is +11. In combat, it targets the nearest creature as though it was commanded to attack it. It disappears after 1 minute, or when reduced to 0 hit points. |
2 | All creatures within 90 feet of you (including yourself) are targeted with the Honeytrap spell, with saving throw DC 18. |
3 | The Candlewax spell is cast by you at 4th level, centered around yourself. The radius is expanded to 60 feet. |
4 | A Giant Bee appears 5 feet above the creature with the lowest current hit points within 120 feet. The spell level is 4, its attack modifier is +8, its poison effect's saving throw DC is 16, and it has 30 additional temporary hit points. Its creature type is changed to Undead, and it is hostile to all non-undead. If a creature which has been poisoned by it dies within 1 minute of being poisoned, an identical Giant Bee bursts from the creature's corpse after 1 round. All Giant Bees from this effect have their own initative and unlimited duration. |
5 | All creatures within 120 feet of you gain one of the active bonuses of the Hyper Hive spell at random for 1 minute. |
6 | One random creature within 60 feet of you, other than you, gains the benefits of the Armor of Wax spell. While this creature has the temporary hit points from this effect, its speed is reduced to 0. |
7 | Five cubes of honey, as in the spell Cube of Honey, are created in a plus formation in an area within 150 feet of you of the DM's choice, so long as the resulting cubes do not include your position. |
8 | A random allied creature within 60 feet of you casts the spell Wicker Cage at 3rd level on a random creature hostile to you within the range of the spell. The allied creature uses its Wisdom as its spellcasting ability for this effect. |
9 | 1d6+1 15-foot squares of ground within 120 feet of you of your choice are permanently transmuted into flowery ground as in the Flower Field spell. These areas do not violently wither after 1 round, and treat all creatures as allied. |
10 | A random creature within 60 feet of you casts Summon Queen's Guard at 5th level twice, with range 5 feet and duration 1 minute. The creature uses its Wisdom as its spellcasting ability for this effect. The two Queen's Guards will attempt to stay within 5 feet of the caster. |
11 | A creature of your choice within 60 feet of you gains the effects of the spell Handful of Bees for 1 minute. The creature may use the effect as a Bonus Action, but doing so does not increase the size of the cone. |
12 | All creatures within 120 feet of you gain 1 wax copy of themselves, as in the spell Wax that Walks. If not used within 1 minute, the copy disappears. |
13 | The creature furthest away from you within 60 feet of you casts the spell Conjure Flaming Bees, with it as the centre of the spell. Additionally, it must target itself with at least one swarm. |
14 | A random ally within 60 feet of you summons four barriers of wax, as in the spell Barrier of Wax, in a line within 60 feet of them. The barriers have an unlimited duration. |
15 | The creature with the lowest Armor Class within 30 feet of you becomes immune to piercing damage until the end of your next turn. |
16 | A red, blue, or yellow candle (your choice) appears on top of your head. You and any allied creature who starts their turn within 10 feet of you gain the benefit of that color candle as in the spell Mystical Candles. The spell level is 6 for this effect. The candle disappears after 1 minute. |
17 | The hostile creature with the highest hit points within 120 feet of you must make a Constitution saving throw, or have one of its limbs (your choice of limb) replaced with a wax spear, as in the cantrip Wax Spear, for 1 minute. |
18 | You cast the spell Summon Solitary Bee at 9th level. The duration is reduced to 1 minute. |
19 | Until the end of your next turn, each time poison damage is dealt to a creature within 120 feet of you, you gain temporary hit points equal to half the damage dealt. If you are under the effects of the spell Elemental Poison, this effect instead applies to the element which you chose as part of that spell. |
20 | Roll again on this table. You may choose to add or subtract 1 from the resulting roll, changing the result. |
“The situation has only been made worse by the addition of yet more bees!”
9th-level evocation (ring)
You create a 10-foot-tall, 20-foot-radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it’s created or ends its turn inside the cylinder takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 hit points by the spell is reduced to fine ash.
The cylinder’s radius expands by 20 feet at the start of each of your turns after the spell is cast. Any creatures or objects enveloped in the enlarged area are subject to its effects immediately.
9th-level evocation
You point at a creature within range and mentally command it to burst into flame. The creature must make a Dexterity saving throw. If the saving throw fails, it takes 6d10 + 20 fire damage and begins burning; on a successful save, it takes half damage and suffers no other effect.
A burning creature takes 2d10 fire damage at the end of each of its turns. The fire can’t be extinguished by natural means; it burns for the duration of the spell.
9th-level conjuration
You transform one hundred pounds of nearby rocks and stones into an animated stone figure that fights for you. The objects don’t need to be in humanoid form beforehand; they are magically shaped by the spell as if a master sculptor had carved them into a great statue.
The resulting crag warrior has stats identical to a stone golem, except it doesn’t have that creature’s Slow ability. The crag warrior doesn’t act unless you spend an action commanding it, in which case it moves and takes actions on your turn according to your wishes.
When the crag warrior is reduced to 0 hit points, the spell ends and the rocks return to their natural forms.
9th-level transmutation
You unleash cataclysmic forces of nature over a vast area. The area affected is an entire geographic region within sight of the caster, such as a valley, the caverns beneath a mountain, or a lake from shore to shore. If the geographical area is especially large (a great plain, an ocean, etc.), then even this spell can’t affect it entirely. Assume a maximum 1-mile-radius area of effect centered on a point chosen by the caster. To properly channel the massive energy this spell requires, the caster must be within the area of effect, if only at its periphery.
The entire chosen region becomes a nightmare of natural disasters. Scalding geysers erupt. Caverns collapse. Crevasses split wide open. All structures and living creatures in the area of effect sustain 5d6 points of bludgeoning damage, or half damage with a successful Dexterity saving throw. You are knocked prone and stunned for 2d6 rounds immediately after casting creation’s fury, and you can’t cast any spells except cantrips for 30 days afterward.
The exact effect of the destruction wrought by this spell must be determined by the GM.
9th-level transmutation
You touch a metal object, whether as soft as gold or as hard as adamantine, to become permanently as fragile as glass. You can affect up to 1,000 pounds of metal. If the object is being held or worn by a creature, that creature may make a Charisma saving throw to negate this spell. If the item is magical, the creature has advantage on that roll.
The effects of this spell cannot be reversed by anything short of a wish.
9th-level transmutation
Components: V, S, M (a dead albatross) Casting Time: 1 hour Duration: Permanent Range: Touch
This ancient and powerful rite causes disastrous luck to befall the captain of a sea vessel. The captain can never again safely sail the seas or be part of the crew on a seagoing ship.
The target of this curse has the material component hung around his neck, marking him as cursed. Placing the component around the target’s neck requires a successful melee attack. Even if it is removed immediately, the curse takes effect. From this point on, the target can never safely set foot on a ship again.
The effects of the curse can be manifold; a colossal sea monster might attack the ship the cursed creature is on, or terrible weather could becalm it, smash it, or the ship could spring leaks, or its food and water supplies could rot, etc. The GM is encouraged to be creative about plaguing the ship; many unfortunate things can happen before the ship is destroyed or sunk to make the crew’s lives miserable and make them hate the cursed mariner. Eventually, however, the curse always destroys a ship that the target sails on.
This curse can be removed only with a wish spell or comparable magic.
9th-level conjuration
Components: V, S, M (a fire opal worth 1,000 gp) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: 200 ft. Area of Effect: 1 wall, up to 400 ft. long, 20 ft. high, 1 inch thick Saving Throw: Constitution half damage
You bring into existence a curtain of flickering purple and pink flames that burns the life out of everything it touches. The curtain is 1 inch thick, up to 20 feet high, and up to 400 feet long. It is roughly straight; it can’t be curved or folded. You must be able to see the entire curtain when the spell is cast.
The curtain moves in a direction of your choice at a rate of 5 feet per round, consuming all organic matter in its path. Once a direction is chosen, the curtain moves that direction for the spell’s duration. If the spell is maintained for its full duration, the curtain of fire will advance 500 feet and leave a scorched area 500 feet long by 400 feet wide.
The flames generate no heat, but all organic material coming into contact with the curtain is treated as if struck by a disintegrate spell. Buildings and items made from stone or metal are unharmed, but the magical fire can pass through up to 2 feet of stone or 2 inches of any metal and continue advancing. The magical fire burns life out of the soil as well, extending its horrid power to a depth of 5 feet beneath the surface of the earth.
Areas struck by a curtain of fire are easy to identify, as they are nothing but burned-out scars of black dust and sand unable to support any life.
9th-level evocation (ritual)
You make a pact with your deity or patron to protect the life on a single target of your choice. This pact ensures that the target will survive an untimely death. You must cast this spell in an area which has been sanctified to your deity, and you must permanently sacrifice 10 hit points.
Should that target die due to combat, spell, or accident, the target’s remains are instantly transported back to the sanctuary where you cast this spell and the creature will be brought back to life, whole and intact—any missing limbs will be restored and all conditions and enchantments will be removed. Furthermore, all but 10 of the creature’s hit points will be restored; those hit points will be permanently lost as a sacrifice.
9th-level transmutation
All creatures within 100 feet of you who worship your god get advantage on attack rolls, ability checks, skill checks, and saving throws while the divine inspiration spell is in effect.
9th-level abjuration
You create a dozen floating silver spheres, each of which has the ability to absorb a single offensive spell. When you create them, and on subsequent rounds, you may use a bonus action to move the group of spheres up to 60 feet.
When a hostile spell is aimed at you or another creature, one sphere that is within 10 feet of the target will absorb the magic. It will then wink out of existence, taking the spell energy with it.
The spheres do not negate hostile magic that was already in the area, nor do they absorb magic from non-hostile damaging spells (such as a wall of fire). The spheres do not negate the use of magic items, unless the item uses a charge to cast a spell—it will absorb a magic missile cast by a wand of magic missiles but will not protect someone from the necrotic damage inflicted by a sword of life stealing.
9th-level necromancy
You open a channel between the place where you stand and the Negative Plane, using yourself as a conduit. You must then touch another living creature. That creature permanently has its Strength and Constitution permanently reduced by 1d4 each and takes 6d10 necrotic damage. If this brings that creature to 0 hit points, it dies and rises as a specter in 1d4 hours.
Each time you cast this spell, you must roll 1d20. If you roll a 1, your connection to the Negative Plane is too strong and you lose the same amount of Strength, Constitution, and hit points.
9th-level conjuration (ritual)
You mark out a large area of land by surrounding it with bricks made out of the solidified material from one of the elemental planes (placed no more than five feet apart and/or three feet underground), and in the center of that area, you place the elemental-controlling item (which must be of the same element as the bricks). Then, when you cast this spell, a sphere containing all the land, water, and air you marked is permanently transferred to that plane, leaving nothing behind but a semicircular hole in the ground.
You create a pocket of Prime Material matter within that elemental plane. The water and air are self-renewing, and the temperature and weather conditions of your pocket are identical to the way they were when you cast this spell.
The heart of this spell is in the elemental-controlling item. If this item is disturbed in any way, the spell immediately fails and the energies of the elemental plane flood into the protected area.
9th-level transmutation
One creature you touch must make a successful Wisdom saving throw or fall into an enchanted slumber that lasts until dispelled or until a condition selected by you at the time of casting is fulfilled. The creature doesn’t age or decay while slumbering.
Eternal sleep is notoriously difficult to dispel. Attempts to do so are made with disadvantage on the spellcasting ability check.
9th-level abjuration
While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can’t be cast while the spellcaster is in the cube. You can create a permanently protected area by casting this spell at the same location every day for one year.
9th-level transmutation
By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the avatar form stat block).
Large
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 18 (+4) | 20 (+5) | 18 (+4) | 16 (+3) | 20 (+5) |
Awesome Presence. Each creature of your choice within 60 feet of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once a creature makes a successful saving throw, that creature is immune to your Awesome Presence for 24 hours.
9th-level conjuration (labyrinth)
This spell functions as maze, but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.
Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.
9th-level abjuration (ritual) (angelic)
You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.
Aberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn.
Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal.
The seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.
9th-level evocation
A seven-stringed harp made of glowing silver light appears in mid-air in front of you.
It hovers immovably, allowing you to leave it there if you need to do something else.
Each round, you may pluck one of its strings and release a power—you are aware of the power associated with each string. The powers are as follows:
Each string can be plucked once and vanishes after its been used. When the last string vanishes, so does the harp.
9th-level conjuration
You hold out your hand and choose a Small or Medium-sized humanoid within range you can see. That creature must then make a Constitution saving throw. On a failure, that creature’s heart is literally ripped out of its chest and flies to your hand. On a success, the creature takes 8d8 force damage instead.
9th-level necromancy
A shield that you touch gains a shimmering aura in the shape of a phoenix that inspires whoever wields it. When a creature wielding the shield dies, it returns to life with full hit points at the beginning of its next turn.
9th-level transmutation
A shield that you touch gains a shimmering aura in the shape of a wyrm that inspires whoever wields it. Whenever a creature wielding the shield strikes another creature with a melee attack, the target of the attack must make a successful Wisdom saving throw or become frightened for the spell’s duration.
9th-level abjuration
You extract the soul from one willing creature you touch and sequester it in the body of an animal for safe-keeping. The affected creature can act normally while its soul is sequestered.
The creature becomes immune to all effects that damage or affect the soul. It can’t be affected by the clone spell or be raised unless the animal housing its soul is present. The creature’s Wisdom and Charisma saving throws succeed automatically.
The creature can regain its soul by drinking the blood of its animal host. If the animal is killed, the creature must make a successful DC 20 Constitution saving throw or die instantly; the soul returns unharmed if the saving throw succeeds.
A true seeing spell can reveal the location of the creature’s soul.
9th-level transmutation
Vines of ivy quickly grow over a structure. The building must be attached to the ground; ships and flying castles are immune.
Within ten minutes, the ivy has climbed all of the walls, and within twenty minutes, it has spread so thickly it is nearly impossible to see the building underneath.
Starting after one-half hour, the ivy deepens in color to green-black and begins squeezing the walls, doing 3d10 bludgeoning damage every minute for the next thirty minutes. At the end of the hour, the ivy stops growing and begins to die.
9th-level conjuration
You open up a wormhole between your current location and an area well known to you that is no more than 1,000 miles away that is out-of-doors. If you or anyone else comes within 5 feet of either opening, that creature may make a Dexterity saving throw or get sucked through and instantly expelled at the other end.
The mage tunnel can stay open for as long as 10 minutes, but you can dismiss it as a bonus action.
9th-level conjuration (ritual)
Casting Time: 1 hour Range: 500 feet Components: V, S, M (11 gilded human skulls worth 150 gp each, which are consumed by the spell) Duration: Concentration, up to 1 minute
You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain.
A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.
A creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn.
The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically.
As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.
9th-level necromancy
You touch up to six willing creatures when you cast this spell, binding them all into its shared effect. The next time one of these creatures dies before the spell ends, it returns to life at the beginning of its next turn with 1 hit point as if raise dead had been cast upon it, with all the bonuses and penalties conferred by that spell. The phoenix cloak spell then ends.
9th-level conjuration
You utter a word of great power that forces one elemental, fiend, or celestial that you can see within range to immediately return to its home plane.
9th-level evocation
Casting Time: 1 action Range: 500 feet Components: V, S, M (a shard of obsidian) Duration: Concentration, up to 1 minute
You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot.
The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.
The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.
When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.
If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.
9th-level necromancy (bard, cleric, druid, wizard)
You touch a willing creature that has 1 or more hit points, infusing it with a blessing from a goddess of life, light and mercy. If the target dies during the duration, for any reason except old age, the blessing is triggered. If its soul is free and willing, the target returns to life at the start of its next turn with hit points equal to half its hit point maximum.
As a bonus action on the same turn, the target can expend as many of its hit dice as it chooses to heal itself. Roll each die spent, adding their Constitution modifier to each, and regain a number of hit points equal to the total.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer exists. The target then appears in an unoccupied space within 10 feet of where it died.
9th-level transmutation (ritual)
This spell is typically granted by gods of the earth, wealth, or dwarven gods. You cause a normally nonrenewable mineral resource to slowly grow back. You place a “seed” in the empty vein and then must let it grow; if it is interrupted before it has regrown, the spell ends.
Metal | Time to Regrow |
---|---|
Base metal and semiprecious gemstones (iron, copper, quartz, citrine) | 20 years |
Precious metal and fancy gem stones (silver, gold, amethyst, topaz) | 40 years |
Very rare metal, very valuable gemstones (mithral, adamantine, black opal, diamond) | 100 years |
9th-level conjuration (wizard)
You create a duplicate of yourself that is similar to you in every way at the time of casting. You can communicate with your duplicate telepathically, and it obeys all of your commands. Your duplicate has all of the same abilities (though none of your equipment), spells and features that you do, but these become shared resources between you both. If your duplicate casts a spell, you both lose the corresponding spell slot, for example. Your duplicate ages at the same rate as you do and is immune to the dispel magic spell. You may only have one duplicate active at a time, and your duplicate is not able to cast the replicate spell.
The duplicate dies when it drops to 0 hit points, ending the spell. If you die while your duplicate is still alive, your soul is transferred to it, and it becomes your new form, ending the spell.
9th-level conjuration
You call into being the head, torso, and arms of an enormous humanoid being that appears to be made of the same substance as the ground from which it rose. It is bald and lacks all facial features save a mouth. You may use your action to direct its attack. It is capable of turning completely around but cannot leave the area from which it rose.
Gargantuan construct, unaligned
Armor Class 20 (natural armor) Hit Points 310 (20d20+100) Speed
STR DEX CON INT WIS CHA 28 (+9) 8 (-1) 20 (+5) 1 (-5) 5 (-3) 1 (-5) Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned, prone, stunned, unconscious Senses truesight 120 feet (blind beyond this radius) Languages — Challenge18 (20,000 XP)
Special Traits
Siege Monster. The colossus deals double damage to objects and structures. Actions
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 48 (6d12+9) bludgeoning.
9th-level transmutation (ritual)
You place a special seat in the center of a building of no more than 1 million square feet (a castle and environs; approximately 23 acres) and remain seated in it the entire time you cast this spell. Prior to casting this spell, you must also walk every inch of the building, over and over again, for an entire month.
This spell causes the building and its immediate surroundings to rise into the air.
When you sit in the chair, you may move the building upwards to a maximum height of 1,500 feet, or have it fly at a speed of 10 feet.
If this spell is successfully dispelled, the building will float gently downwards for 30 seconds and then plummet the rest of the way. If it falls more than 200 feet, the castle is destroyed and everything inside and underneath it is killed.
9th-level transmutation (illumination)
This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed.
All ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as flaming sphere. A creature under the influence of a freedom of movement spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.
9th-level conjuration (ritual) (mythos)
You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as an emanation of elder darkness, augmented by boons from the Void. Choose one of the following options for the type of avatar that appears. (Other options might be available if the GM allows.)
When the avatar appears, you must make a Charisma saving throw. On a success, the avatar is friendly to you and your allies. On a failed save, the avatar is friendly to no one and attacks the nearest creature, pursuing and fighting for as long as possible.
Roll initiative for the avatar, which takes its own turns.
If it is friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature.
Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d6 psychic damage.
If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.
The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating before 1 hour has elapsed, the avatar becomes uncontrolled and hostile until it disappears 1d6 rounds later or until it is killed.
9th-level transmutation (temporal) (clockwork)
You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.
9th-level transmutation
You touch a creature, who, if unwilling must make a Wisdom saving throw. If it fails, that creature is removed from time. You may declare while casting the spell how long you want this state to continue, up to 1 month.
A creature that has been removed from time is paralyzed, does not age, and does not need to eat, drink, breathe, or sleep. It is immune to all forms of damage and all conditions.
A creature under the effect of this spell can only be freed by casting a wish.
9th-level necromancy (shadow)
You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.
9th-level transmutation
You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a stone golem. It takes a turn immediately after your turn.
As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it.
Without orders from you, the statue does nothing.
Whenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed.
When the spell ends, the animated statue reverts to a normal, mundane statue.
9th-level enchantment (chaos)
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute
You designate a creature within range that has the Spellcasting or Innate Spellcasting special trait and imbue it with wild magic, causing it to lose control of its magical ability. If the target gets a failure on a Charisma saving throw, then on its next turn, it rolls randomly to select one of its available spells. The target then spontaneously casts that spell as an action. If the spell can be cast using a spell slot higher than its level, roll randomly to determine what slot is used to cast the spell. The target still determines factors such as the location of the spell’s area or which creatures it affects, as normal, but it is compelled to cast that particular spell at that particular time.
Each round while this spell remains in effect, the target makes another Charisma saving throw. On a successful save, it can act normally in that round, but the unshackled magic spell does not end.
9th-level necromancy
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
9th-level conjuration
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a Wall of Force.
9th-level divination
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
9th-level conjuration
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
9th-level abjuration
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
When you cast the spell, you choose one of the following forms of imprisonment.
9th-level abjuration
You are immune to all damage until the spell ends.
9th-level evocation
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
9th-level transmutation
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.
The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
9th-level evocation
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
9th-level evocation
A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
9th-level enchantment
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
9th-level abjuration
Casting Time: 1 action Range: 60 feet Components: V, S Duration: 10 minutes Spell Lists. Bard, Wizard
A shimmering, multicolored plane of light forms a vertical opaque wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An Antimagic Field has no effect on it.
Color | Effect |
---|---|
Red | The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. |
Orange | The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. |
Yellow | The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. |
Green | The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. |
Blue | The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. |
Indigo | On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a Daylight spell or a similar spell of equal or higher level. |
Violet | On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a Dispel Magic spell or similar spell of equal or higher level that can end spells and magical effects. |
9th-level enchantment
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
9th-level evocation (dunamancy:graviturgy)
You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.
A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.
9th-level transmutation
You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, 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 hitpoints, 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 new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
9th-level evocation
You and up to 8 others within range are instantly transported 24 hours into the future. Unwilling people may make a Charisma saving throw to resist. To outsiders, it appears that you simply disappear.
You appear in the exact spot you disappeared in. If there is something in that spot, you appear within 5 feet of it. There is no guarantee that this area will be any safer than the one you left.
9th-level conjuration
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces different effects on your turn.
Storm of Vengeance After Round 1
Round | Effect |
---|---|
2 | Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. |
3 | You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. |
4 | Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. |
5-10 | Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical. |
9th-level necromancy (dunamancy:chronurgy)
You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
9th-level transmutation
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
9th-level transmutation
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
This spell can't affect a target that has 0 hit points.
If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature 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, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
9th-level necromancy
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
9th-level evocation (Void)
Casting Time: 1 action Range: 300 feet Components: V, S, M (a black opal worth 500 gp, carved with a Void glyph) Duration: Concentration, up to 1 minute
You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it.
While concentrating on the spell, you take 2d6 necrotic damage at the end of each of your turns.
9th-level illusion
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
9th-level conjuration
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
9th-level transmutation
Components: V, S, M (an item belonging to the target, and raw materials worth 50,000 gold pieces, which are expended in the casting) Casting Time: 4 hours Duration: Permanent Range: Touch
You create a copy of an individual, and that copy becomes the original person’s assassin. The assassin has no soul, but it is a living, breathing creature that is identical in every way to the person it was created to kill. It has all of the skills, feats, powers, and abilities of the original creature, plus enough of its memories and personality to get a +10 modifier on Charisma (Deception) checks to impersonate the intended victim.
The assassin knows that it is a duplicate, and it will do anything to eliminate its target and assume the target’s life. You have a telepathic link to it, and it is unquestioningly loyal to you. Once it eliminates the original, the assassin follows your commands. Powerful wizards have been known to replace independent rulers with copies that were completely loyal to their creators.
Unlike normal living creatures, a quickened assassin has no soul to give it a strong will to survive. When reduced to 0 hit points, it dies immediately and crumbles to dust.
9th-level conjuration
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 400 ft. Area of Effect: Sphere, 100-ft. radius Saving Throw: Dexterity half damage; Constitution half damage
You create an eruption of burning rocks and magma in a 100-foot-radius sphere centered on a point you can see. At the beginning of each of your turns, you can use a bonus action to move the sphere 20 feet in the direction of your choice.
Each creature that begins its turn in the affected area or that enters the area must make both a Dexterity saving throw and a Constitution saving throw. If the creature fails the Dexterity save, it takes 6d6 bludgeoning damage from falling rocks. If the creature fails the Constitution save, it takes 6d6 fire damage from the heat. In both cases, a creature takes half damage with a successful save.
Flammable objects burn in the cloud, and stone and metal structures warp and deform. The soil becomes ashen and unable to bear life for the next 1d4 years unless special measures are used to restore it.
9th-level evocation
Components: V, S, M (a shard of glass) Casting Time: 1 action Duration: Instantaneous Range: 250 ft. Area of Effect: Sphere, 30-ft. radius Saving Throw: Constitution half damage
You fill a 60-foot sphere centered on a point you can see with bitter, freezing cold. Each creature in the affected area must make a Constitution saving throw. If the saving throw fails, the creature takes 8d6 + 20 damage and is restrained until it escapes or the spell ends, as it is encased in ice. On a successful save, the creature takes half damage and is restrained until the end of its next turn.
A restrained creature can escape by using an action and making a successful Strength check against your spell saving throw DC.
A creature reduced to 0 hit points by this spell dies instantly when its body shatters into frozen chunks.
9th-level evocation
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 50 ft. Area of Effect: Cube, 20 ft. square Saving Throw: Dex partial
You create a field of multicolored rays bouncing around inside a cubic area 20 feet on a side, formed around a point you can see. Each creature that starts its turn in the affected area or enters it must roll 1d8 to determine which color of ray strikes it, and apply the appropriate result from the following table. Every result on the table also calls for a Dexterity saving throw.
d8 Effect 1–Red The target takes 8d8 fire damage, or half damage with a successful Dexterity saving throw. 2–Orange The target takes 8d8 acid damage, or half damage with a successful Dexterity saving throw. 3–Yellow The target takes 8d8 lightning damage, or half damage with a successful Dexterity saving throw. 4–Green The target takes 8d8 poison damage, or half damage with a successful Dexterity saving throw. 5–Blue The target takes 8d8 cold damage, or half damage with a successful Dexterity saving throw. 6–Indigo The target is restrained if the Dexterity saving throw fails. A restrained creature makes a Constitution saving throw at the end of each of its turns. The restraint ends when it accumulates three successes, or it becomes petrified when it accumulates three failures, whichever happens first. Successes and failures don’t need to be consecutive. 7–Violet The target is blinded if the Dexterity saving throw fails. At the start of your next turn, it must make a Wisdom saving throw; a successful save ends the effect, but a failed saving throw transports the blind creature to a plane of the GM’s choosing. 8–Two rays The target is struck by two rays; roll twice more, re-rolling results of 8.
9th-level evocation
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 1 mile Area of Effect: Sphere, 100-ft. radius Saving Throw: Dexterity half damage; Constitution negates effect
You create a compressed globule of vitriol at a point you can see within range, which then bursts into a 200-foot-sphere of caustic acid, corroding and dissolving anything in the area. Each creature in the affected area takes 6d10 + 20 acid damage, or half damage with a successful Dexterity saving throw. Each creature must also make a Constitution saving throw; if it fails, they are incapacitated for 1d4 rounds by the burning fumes. Creatures who don’t breathe or that are immune to acid damage are unaffected by the second effect.
9th-level conjuration
Components: V, S, M (black pearl worth at least 500 gp, which is consumed in the casting) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 150 ft. Area of Effect: Circle, 5-ft. radius Saving Throw: Dexterity negates effect
You create a portal to an eldritch realm inside a 10-foot circle that opens in the floor centered on a point you can see. Creatures standing on the portal when it opens can make a Dexterity saving throw to jump to the nearest safe space and avoid being drawn through the portal inadvertently. Immediately after the portal appears, four 30-foot-long tendrils emerge from it. When you cast the spell and at the beginning of each of your turns, each tendril tries to grapple one creature; you select the targets. Make a melee spell attack for each tendril. If it hits, the target is grappled and dragged 10 feet toward the portal. Instead of attacking, a tendril that already has a creature grappled drags it another 10 feet closer to the portal.
Grappled creatures can escape by making appropriate ability checks against your spell saving throw DC.
Creatures that fall or are pulled into the portal no longer exist on the plane where tendrils of night was cast; they are inside the eldritch realm where the tendrils originate. They must make Constitution saving throws at the start of each of their turns. If the saving throw fails, the creature takes 4d6 necrotic damage and its maximum hit points are reduced by the same number. As an action, the creature can try to escape by making a Strength check against your spell saving throw DC; if it succeeds, it appears in the unoccupied space closest to the portal.
When the spell ends, creatures pulled through the portal reappear in the portal’s space, alive or dead.
9th-level necromancy
Components: V, S Casting Time: 3 rounds Duration: Instantaneous Range: 30 ft. Area of Effect: 1 creature Saving Throw: Constitution negates effect
Choose a limb (either arm or leg) of one creature you can see. The creature must make a Constitution saving throw. If the saving throw fails, the limb withers, drops from the creature’s body, and crumbles to dust. A creature with only one leg drops prone and its speed is reduced to 5 feet per round.
The limb can be regrown by use of the regenerate spell or comparable magic.
9th-level necromancy
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Touch Area of Effect: 1 creature Saving Throw: Intelligence negates effect
Your hand glows with crackling black and red energy as you touch one creature within reach. The creature must make an Intelligence saving throw. If the saving throw fails, the creature loses 2d6 points of Intelligence (to a minimum of 3) and must roll on the following table to see how it is cursed. On a successful save, the creature loses half that amount of Intelligence and suffers no additional effect.
d6 Curse Effect 1 The target is frightened of you. 2 The target develops a severe phobia to a common object. Anytime the target is within 15 feet of the object and is able to perceive it, he or she becomes frightened until the object is again more than 15 feet away. You choose the subject of the phobia. The object should be common, but not ubiquitous. For example, “wooden spoons” would be an appropriate subject, but “shoes” would not. 3 The target automatically fails Intelligence checks. 4 The target is confused (per the confusion spell). 5 The target suffers amnesia and is unable to recall details of its past or cast spells. 6 The target’s mind regresses to a childlike state. The curse effect can be ended by remove curse or comparable magic, and greater restoration or comparable magic can repair the ability loss. Otherwise, the effects of this spell are permanent.
9th-level conjuration
Casting Time: 1 minute
Range: touch
Components: V, S, M (a sextant)
Duration: Instantaneous
You draw the target vessel and all creatures aboard it through an interplanar portal, arriving at a new plane in a manner similar to plane shift. During the casting of the spell, the target vessel is surrounded by wisps of mist 20 feet thick that gradually become opaque (as if heavily obscured) at the conclusion of casting, after which the ship and all aboard vanish and reappear in the plane you designate. The ship appears on a body of water large enough to bear it if possible, or upright on land if the target plane has no such bodies of water. The ship and all creatures aboard it gain resistance to one damage type of the caster’s choice: acid, cold, fire, lightning, or thunder. This protection lasts for 24 hours, though creatures that leave the ship for more than 1 hour forfeit this protection.
Unwilling creatures can resist the spell with a successful Charisma saving throw, remaining behind. The ship and other passengers disappear at the end of the casting, however, so such creatures may find themselves stranded in the sea.
9th-level transmutation
Casting Time: 1 action
Range: 1000 feet
Components: V, S, M (a shipwreck)
Duration: see text
An invisible force pulls together the remains of a shipwreck. Bits of hull, tattered sails, broken masts, and smashed figureheads knit themselves back together. Rotten wood turns solid once more and sails re-weave themselves as the rigging snakes across the masts. It takes a variable amount of time for the ship to rebuild itself, depending on its size.
Size Duration
Rowboat 1 minute
Keelboat 10 minutes
Longship 1 hour
Sailing ship 2 hours
Warship 3 hours
Galley 4 hours
At the end of the duration, an air bubble forms around the repaired ship. If submerged, the ship shoots to the surface, erupting with a great splash before settling on the water.
Though the spell requires time to repair the ship, its effects are instantaneous. A salvaged ship cannot be dispelled to return it to a shipwreck.
However, before the spell’s duration ends and while the ship is still being repaired, salvage can be dispelled to interrupt the repair process. The ship remains in the condition it was in when the spell was interrupted until a new salvage spell is cast (but continues to age and suffers the effect of its environments). A new salvage spell’s duration is modified by any repairs already begun.
9th-level Conjuration
Classes: Cleric, Druid, Sorcerer, Wizard
Casting Time: 10 Minutes
Range: Self
Components: V, S, M (a summoning circle inscribed with rare herbs and the blood of fiends, 500 gp)
Duration: 1 month or until discharged
This spell whisks you and all you carry back to your stronghold whenever a triggering condition is met. You may set up to 6 different triggers for the spell’s activation. When any of them occur, you are immediately teleported back to your stronghold, appearing within the summoning circle you used as a component; this destroys the circle. This teleportation has no chance of error, even if you are on another plane, though you are still subject to effects that block teleportation. When your stronghold sanctuary activates, it brings you and what you are wearing or carrying, plus a single object of up to 10 pounds per level. If your familiar or animal companion is adjacent to you when the spell triggers, they also may accompany you, but otherwise no creatures can be brought along by the spell.
9th-level transmutation
Casting Time: 1 minute
Range: touch
Components: V, S, M (a vial of holy water and diamond dust worth 1,000 gp, which the spell consumes)
Duration: 24 hours (see text)
You infuse one gallon of liquid of any kind with incredible healing power.
The target liquid can be anything, be it clear spring water, sweet wine or juice, or even deadly acid, poison, or volatile oils, but for the duration of the spell the liquid’s normal properties (including magical properties, if any) are suppressed and the liquid becomes a sweet-smelling serum that is proof against nearly any malady. The spell creates eight doses of water of life, and each dose can be drunk or applied to duplicate any one of the following spells: greater restoration, heal (to treat conditions but not to recover hit points), lesser restoration, protection from poison, or remove curse.
Two doses can cause a lost body part to regenerate or restore a dead body to wholeness (this does not restore the creature to life, but allows it to be brought back from the dead more easily).
Four doses of water of life can bring a creature back from the dead as raise dead, and eight doses can duplicate resurrection. In addition, when returning a creature to life with water of life, you remove the penalty to attack rolls, saving throws, and ability checks typically imposed by the ordeal of resurrection.
The waters of life can be applied by anyone. The caster need not be present for the magic to work.
Any of the serum remaining when the spell expires returns to its previous state.
9th-level conjuration
Casting Time: 1 action
Range: 30 ft.
Components: V, S, M* (a tiny sack with aspects of the four elements: a feather, some soil, and some phosphorous inside, wet with water)
Duration: 10 minutes
Nature answers your call to arms against those who seek to harm it. You summon four creatures in four spaces within 30 feet of you: a fire elemental, an earth elemental, water elemental, and an air elemental.
The creatures are allies to you and your companions.
In combat, the creatures share your initiative count, but they take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they defend themselves from hostile creatures.
9th-level enchantment
Casting Time: 1 action
Range: 60 ft. (10 ft. radius)
Components: V, S, M* (a peacock feather)
Duration: Instantaneous
You can only cast this on any other round in initiative other than the first. Your turn ends, and all creatures in the area of this spell other than yourself take an extra turn immediately after yours in whatever order you choose. Once their turns have resolved, initiative resumes back to the creature after you in initiative order.
9th-level evocation
Casting Time: 1 action
Range: Self (60 ft. radius, 60 ft. tall cylinder)
Components: V, S
Duration: Instantaneous
You unleash the maximum magical energy in one burst in a 60 ft. radius sphere centered on yourself. Every creature other than yourself must make a Strength saving throw, taking 10d10 + 50 damage on a failure, or half on a save. All objects in this area take 150 damage.
9th-level necromancy
Casting Time: 1 reaction
Range: Self (15 ft. radius sphere)
Components: V
Duration: Concentration, up to 1 minute
You release a dark, miasmic, magical shroud of dark vapors that surround you in a 15 ft. radius sphere. For the duration, creatures you designate cannot see through this miasma, and anytime a creature that you haven’t designated enters this area or starts its turn within the radius, they must make a Constitution saving throw. On a failure, the creature takes 10d8 necrotic damage and gains 1 level of exhaustion.
Creatures with the exhausted condition subtract their number of levels of exhaustion from the saving throw.
9th-level abjuration
Casting Time: 1 action
Range: Self (60 ft.)
Components: V, S, M* (a holy symbol, amulet, emblem, or reliquary to a deity worth at least 1,000 gp)
Duration: Concentration, up to 1 minute
You call upon your deity to work a miracle through you as if you were their avatar within the mortal realm. You become imbued with the power of your deity and you as their emissary can perform a miracle on their behalf. For the duration, you can end the spell early and use of the following effects:
When you use one of this spell’s effects, you cannot use this spell again for 28 days.
9th-level conjuration
You attempt to force a creature into the void.
Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is forced into a dark hole that has appeared around this creature, which closes immediately after the creature is completely engulfed.
The creature is now lost in the void, an endless darkness beyond existence. While within oblivion, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age, as time doesn’t exist. Divination spells show nothing but the darkest of darkness.
You can cast this spell again to retrieve a creature from the void.
This creature can only be returned from oblivion by a gate or wish spell. Upon return, the creature remembers nothing from their time in the void.
9th-level transmutation
Casting Time: 8 hours
Range: 90 ft. (100-foot radius sphere)
Components: V, S, M* (enough currency or gems worth 10,000 gp, which the spell consumes)
Duration: Until dispelled or ended
You target a 20 ft. by 20 ft. square on the ground at a point you can see within range and begin chanting and weaving your hands. While chanting, a stone obelisk begins raising out of the ground covered in arcane symbols, and at the end of the casting time, this obelisk stands 100 feet tall. You then designate a password for this area to circumvent some of its wardings.
In a 100-foot radius sphere centered on the base of the obelisk, the area is now suffused with magic, emanating from the obelisk.
Within the area, creatures cannot magically teleport or travel in or out or use a portal to enter or leave the area, unless they speak the password beforehand, which you create. The area is warded against planar travel.
While you are within this area, you can use your action to cause the obelisk to unleash a bolt of lightning at a target creature also within the area. That creature must make a Dexterity saving throw. If they fail, they take 4d10 lightning damage, or half on a success.
In addition, you can use your action to make a target creature within the area make a Charisma saving throw. On a failure, the creature is teleported to outside of the area, ignoring the teleportation restrictions. That creature is then unable to enter the area of the spell for 7 days.
If a creature succeeds on this saving throw, they are immune to this effect for 24 hours.
You can only have one obelisk raised at one time. If you cast this spell again, the previous obelisk retreats back into the earth as the new one is raised.
9th-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 day
You attempt to destroy a creature’s will in order to serve your own purposes. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or an ally are fighting the creature, it gains advantage on the saving throw. If the creature is unaware of your presence, it gains disadvantage on the saving throw.
While the creature is charmed, you gain a telepathic link with it, regardless of its plane of existence. You can issue commands to the creature even while you are unconscious (no action required). If knocked unconscious, you must make a concentration check with disadvantage to maintain the spell. The spell ends immediately if you die. You can specify orders as simple or as complex as you desire, with the creature taking the best course of action it can to complete the action. If not given any orders it will resume its normal activities to the best of its ability, being unaware of the spell.
You can use an action to take direct control of the target or to place your mind in the target if you are unconscious.
Until the end of your next turn or until you leave the creature’s body, the creature only takes actions you choose, including using reactions or bonus actions.
9th-level enchantment (wizard)
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous
Choose one creature within range. It must succeed on an Intelligence saving throw or be immediately stuck in a millisecond long recursive memory loop.
Creatures with an Intelligence score greater than 24 or immunity to psychic damage are immune to this spell.
A target affected by this spell is incapacitated, can’t move or speak, and is unaware of its surroundings. It drops whatever it’s holding, and it automatically fails Strength and Dexterity saving throws. Attack rolls against the target have advantage, and any attack that hits it is a critical hit if the attacker is within 5 feet. In addition, the target cannot be charmed, frightened, or take psychic damage thanks to the mental stasis caused by this powerful curse.
Casting greater restoration on an affected target releases it from this spell’s effect for 24 hours, at which point the curse resumes (no additional saving throw).
You can use a bonus action to release the target, but otherwise without the intervention of a deity or similarly powerful entity this effect can only be ended through the use of a wish spell, dispel magic (with an ability check made with disadvantage if cast using a spell slot of 8th level or lower), or by the affected creature’s death.
9th-level conjuration
[Cleric, Druid, Warlock] Casting Time 1 minute Range 100 feet Components V, S, M (1,000 gp of incense and an appropriate offering) Duration 1 hour
You call to your patron or deity, and it appears in the form of a powerful avatar. Calling the avatar requires special incense and an offering Appropriate to the patron called (the nature of this offering is determined by the GM). The avatar speaks Common and will fulfill your requests to the best of its ability, but it acts entirely of its own free will. As this creature is a physical manifestation of your patron or deity itself, a summoner who does not show the avatar due respect, or who casts this spell without dire need, may be punished severely.
You do not have to be a follower of a patron or deity to call upon its avatar, but appeasing an unknown avatar may prove difficult (or even deadly) for non-followers.
The avatar can take on the form of any creature it desires, though a warlock’s patron will generally take the form of a similar creature (fey for the Archfey, demons or devils for the Fiend, and aberrations and monstrosities for the Great Old One). You may suggest a particular form during the casting, but the final decision is made by the GM.
But regardless of its form, each patron avatar has the following features:
CR 15 Huge creature 24 in all ability scores 150 hit points, 20 AC, and its natural attacks are treated as magical Resistance to all damage Advantage on all saving throws and may choose to automatically succeed on a failed save (3/day) Immune to charmed, poisoned, paralyzed, and petrified conditions The avatar retains any additional resistances or immunities from its base creature type
9th-level necromancy
Classes: Cleric 9, Druid 9, Warlock 9, Wizard 9
Casting Time: 1 action
Range: Touch
Components: V, S, M (poisoned apple)
Duration: Until dispelled
You touch a creature and place them in a lasting slumber. The target creature must make a Charisma saving throw or fall into magical sleep. While asleep, the creature does not need to eat, drink, or breathe, and it does not age. Furthermore, the creature cannot be damaged or killed in any way.
The target gains a new save at the end of each month that passes. Only a wish or similar magic can break this curse, although you can end the spell at any time.
9th-level transmutation
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (the ash from a disintegrated creature)
Duration: Instantaneous
A cone of terrible energy spreads out from your hand. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 20d6 + 40 force damage. If this reduces a creature to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying are reduced to fine ash. If a magical item is affected by the spell, it may make a Constitution saving throw of its own, being reduced to ash on a failed save.
Objects within the affected area are automatically disintegrated.
Large or larger objects that are not completely in the cone are only reduced to ash in the spell’s area of affect.
Living creatures and objects can only be restored by true resurrection and wish or similarly powerful magic. The cone cannot pass through a globe of invulnerability or an antimagic field, which block the cone from passing through them.
9th-level Transmutation
Casting Time: 1 minute Range: 500 feet Components: V, S Duration: Instantaneous Classes: Wizard, Artificer
Through use of this spell a wizard is able to transmute the very fabric of reality and shape it into anything they can imagine.
After casting this spell, an object no larger than a 100ft cube and cost no more than 1000gp in raw materials appears within 500 feet of the caster.
An object created this way is identical to an object created in a traditional method bar one exception, it can be dispelled and has an aura of transmutation magic.
The object can be made permanent by casting this spell on the same object every week for one year, after this the object becomes non-magical and can’t be dispelled.
9th-level Divination
You beseech the machine god for aid, calling down a powerful mechanical entity to assist you.
Choose a point within range, and a massive construct appears in an unoccupied space within 5 feet of that point.
The construct is a Gargantuan Automaton Colossus, a marvel of engineering that serves you loyally for the duration of the spell.
When you cast the spell, you may give the Colossus a single task, which it will strive to complete.
If you don't issue any commands, the colossus defends itself from hostile creatures but otherwise takes no actions.
The Automaton Colossus has the following statistics:
Gargantuan, Lawful Neutral
Armor Class 20 Hit Points 300 Speed 60ft STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 24 (+7) 30 (+10) 30 (+10) 1 (-5) Saving Throws Str +14, Con +13 Skills Tinkers Tools +30 Damage Resistances All, save Force Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Senses Blindsight 120 ft., Passive Perception 20 Languages Understands all languages but can't speak Challenge 20
Temporary. If the Colossus drops to 0 hit points or it finishes its task it collapses into an inert pile of metal and gears.
Calculating. Before a roll is made by the Colossus, the Colossus can use the average of the die being rolled (rounding up) instead of rolling.
Multiattack. The Colossus makes any combination of 5 Slam and Heat Ray attacks
Slam. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 8) bludgeoning damage.
Heat Ray. Ranged Weapon Attack: +13 to hit, range 100/200 ft., one target. Hit: 21 (3d8 + 7) fire damage.
Limited Wish. The Colossus can cast any spell from any class list with a casting time of one action of 5th level or lower.
9th-level transmutation
Upon casting this spell, the caster carefully removes their brain and places it within a specialized tank filled with a preserving solution. If the spell is interrupted during the casting, the caster dies.
While the brain is inside the tank, the caster can still cast spells as normal, including spells that would normally require hands or the ability to speak.
While inside the tank, the caster can cast magic jar at will, with the following modifications:
To end the spell, the caster must spend an hour in contact with their original body to carefully reinsert their brain.
If the caster's body is destroyed while their brain is in the tank, the brain remains alive, and the caster can attempt to find a suitable body using the modified magic jar spell.
However, if the tank containing the brain is destroyed, the caster dies instantly.
9th-level Transmutation
Upon casting Veil of Forgotten Deeds, you construct a new narrative for your personal history and reshape people's memories to comply with this new reality.
You must specify the key events and characteristics you wish to change about your past. The changes must pertain to your personal history and cannot alter global events or the personal history of others.
The spell subtly reshapes the fabric of memory, adjusting others' recollections and any written or pictorial records about you to reflect the new narrative.
The changes are not limited to people who know you directly; even those who have only heard of you will now recall the new version of your history.
The spell cannot make you appear to have always been a different creature type (for example, you cannot make everyone believe you were always a dragon if you're a human), and it cannot alter your class, level, or abilities.
The spell also cannot deceive divination magic; a spell like Legend Lore or a similar effect will reveal the original history alongside the new one.
Official records and physical evidence about your past are not changed by this spell. For example, if you were officially banished from a city, the banishment order would still exist.
However, people's memories about why and how the banishment took place would change to align with your new history.
This is a powerful and complex spell that should be used with caution, as it may have unintended consequences.
The changes made by Veil of Forgotten Deeds become more difficult to reverse the longer they exist. After a year and a day, not even a Wish spell can revert the changes made by Veil of Forgotten Deeds.
9th-level Transmutation
Casting Time: 1 hour Range: 60 feet Components: V, S, M (a piece of the building to be animated, such as a brick or shingle, encased in amber worth at least 1,000 gp) Duration: Concentration, up to 24 hours Classes: Wizard, Sorcerer With a powerful incantation, the very foundations of a structure shudder and quake, imbuing it with a semblance of life. When you cast Raw's Shuffling Abode, a stationary edifice, like a wizard's tower or a fortress, is given the power to move and act on its own.
For the duration of the spell, the animated building uses the statistics of a Stone Golem but with the following modifications:
Size: Gargantuan Speed: 20 ft. Hit Points: 20d10 + 100 Actions: It loses its “Slow” action. This colossus lumbers forward, allowing it to relocate or even engage in combat if necessary. It follows your verbal commands to the best of its ability. If no commands are given, it stands inert and defends itself from any attacks but does not take offensive actions on its own.
Due to the building's immense size, it has a base walking speed of 20 feet. However, obstacles that would normally impede a creature of smaller size, such as small trees and barricades don't impede the colossus.
When the spell duration ends, the colossus settles back to its original position or the nearest suitable location if it has moved.
If the spell is dispelled or the colossus's hit points are reduced to 0, it similarly reverts to its inanimate form. Any damage the colossus took while animated remains, potentially making the structure unsafe.
Caution is advised when animating a building, as its movement can harm or displace the contents and inhabitants within. Always ensure the safety of any occupants before using this spell.
9th-level conjuration
You call forth an apocalyptic amount of bees, causing 80 swarms' worth of bees to fly out of whatever cracks, crevices, and holes are present within a 300-foot radius of you (or from nowhere, if none exist). When you cast this spell, choose between having the bees flood the area or targeting the bees by swarm.
9th-level illusion
Classes: Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Weird You create horrifying illusions in the minds of creatures you can see. Select any number of creatures within 30 feet of a point you can see within range. Each target must make a Wisdom saving throw or become frightened for the duration. While frightened in this way, at the start of a creature's turn, it takes 6d10 psychic damage and must roll 1d10, suffering an effect from the table below. Unless noted, effects last until the start of the creature's next turn.
d10 Effect 1 The creature believes itself dead and falls unconscious until it takes damage or is awoken as an action. 2-3 The creature is paralyzed with fear. 4-5 The creature is stunned. 6-7 The creature's speed is reduced to 0. 8-10 The creature screams uncontrollably and can make no other sounds. A creature can reattempt the saving throw at the end of each of its turns, ending the spell for itself on a success.
9th-level Enchantment
Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self (60-foot cone) Components: S Duration: Instantaneous Replaces: Psychic Scream You send a blast of psionic energy outward in a 60-foot cone of psionic power, creating psychic storms in the brains of affected creatures. All creatures in the area of effect must make an Intelligence saving throw. On a failure, they take 10d8 psychic damage and are stunned. On a success, they suffer half as much damage and no other effects. If the spell reduces them to 0 hp, their brain explodes.
At the end of a stunned creature's turns, it rolls 1d6. Their Intelligence score is reduced by an amount equal to the roll. The creature then reattempts the saving throw using their original intelligence score, gaining a bonus to the roll equal to the total amount their Intelligence score has been reduced. On a success, they are no longer stunned. If a creature's Intelligence is reduced to 0, they die.
A creature recovers 1 point of Intelligence loss after completing a long rest. The heal, regenerate, and wish spells can instantly restore all lost Intelligence. Greater restoration can restore 1d6 points of lost Intelligence.
9th-level conjuration
Classes: Druid Casting Time: 1 action Range: 360 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Storm of Vengeance You create a swirling storm cloud, centered on a point you can see and covering a cylinder with a 60-foot radius and a height up to 5000 feet. Every creature starting its turn below the cloud must make a Constitution saving throw or suffer 4d8 thunder damage and be deafened until the start of their next turn.
As long as you maintain concentration on the spell, you can use your action to intensify the storm. You can add one of the following effects to the storm, which lasts for the duration. Adding an effect does not remove prior effects, though most effects can be added only once.
Lightning: Lightning strikes rain down. As a bonus action, you can designate two 10' radius areas beneath the cloud to be struck by lightning. All creatures within the areas must make a Dexterity saving throw, suffering 4d12 lightning damage on a failure or half as much on a success. Downpour: Torrential rain falls. The storm's entire area becomes difficult terrain, and heavily obscured to every creature except you. Hurricane: Gusting winds whip with brutal ferocity. Ranged weapon attacks in the area automatically fail. Every Huge or smaller creature starting its turn below the cloud must make a Strength saving throw or be thrown 30 feet in a random direction and knocked prone. Hailstorm: Icy stones rain down. Every creature starting its turn below the cloud takes 2d10 bludgeoning damage. Any attempt to make a saving throw to maintain concentration below the cloud is made at disadvantage. Expansion: You can move the storm 120 feet or increase its radius by 60 feet. You can add this effect any number of times.
9th-level abjuration
Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
This spell creates an arcane ward that surrounds and protects you, harmlessly absorbing the energy of spells that target you to fuel your own casting. For the duration, you can use the ward as a reaction to absorb a spell that is targeting only you and which does not have an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the ward.
Once the ward absorbs a spell, you may use the captured spell energy, which has the same level as the spell when it was cast. The ward can absorb a number of spell levels equal to half your level + your spellcasting ability modifier. Once the ward absorbs that number of levels of spell energy, it can't absorb more. If you are targeted by a spell that the ward can't store, the ward has no effect on that spell. You always know how much spell energy your ward has absorbed and how many spell levels are currently stored within it.
You can convert levels of spell energy stored in your ward to cast spells you have prepared or know, creating new spell slots from the stored energy rather than using slots of your own. You can create spell slots only of a level equal to or lower than your own highest-level spell slots, up to a maximum of 5th level. You use the stored levels of spell energy in place of your own spell slots, but otherwise cast the spell as normal. For example, you can use 3 levels of spells stored in the ward as a 3rd-level spell slot. Any spell levels remaining in the ward when the spell ends are lost.
9th-level enchantment
Casting Time: 1 action Range: Special Components: V, S, M (a special consecrated book or scroll inscribed with the target's name, detailing the crimes for which the target is being condemned which requires 10,000 gp worth of special metallic inks and rare mineral dusts to inscribe, and which is consumed in the casting of the spell) Duration: Instantaneous
You can permanently exclude a creature from the benefits of your faith. The chosen creature suffers the following effects: □ It can no longer cast any cleric, druid, paladin, or ranger spells gained from the worship of your deity. □ It can no longer use the Channel Divinity feature if it is derived from the worship of your deity.
□ It cannot benefit from any of your faith’s services, such as spellcasting provided by a temple of your faith, or naming, marrying, or burial services. □ If it dies, it’s soul is barred from entry into your deity’s plane, just as though it had never declared allegiance to your deity. If you target a higher-level spellcaster than yourself with this spell, the spell fails. A creature targeted with this spell is instantly aware of all of its effects, and that you are the caster. You can pronounce an anathema effect upon any creature, even if it is on a different plane. You cannot
pronounce an anathema against someone who is already dead. Some deities do not allow an anathema to be pronounced against the innocent or against their chosen, while others grant their most powerful servants free use of this most terrible of divine curses. The anathema spell marks the subject as accursed to others of your faith. If they are aware that a creature is anathema, members of your faith feel instinctively that they will displease their deity if they speak to that creature, look at it, or even acknowledge its existence. Clerics, paladins, druids, and rangers of your faith automatically detect an anathema effect simply by looking at the subject. The effect is permanent until lifted, either by you or another member of your faith of higher level who can cast this spell. This spell is unaffected by dispel magic or counterspell, and it can be neither copied nor undone by a wish spell. In some campaigns, less traditional faiths may be possible (such as the worship of whole pantheons or sub-groups of gods, gods with multiple aspects, a non-personal sacred philosophy, etc.). The DM determines how the effects of this spell will work relative to such beliefs and explains them to you when you acquire this spell.
Changing Deities It is possible for a cleric or paladin to abandon their chosen deity and take up the faith of another. In doing so, the divine spellcaster severs ties with the organized clergy of the abandoned deity, and must choose a new Domain or Oath appropriate to the new deity. (If the existing Domain or Oath is one the new deity provides, it may be retained, and the transition may be easier.) Once this conversion is made, the cleric or paladin receives the powers of their new Domain or Oath on a provisional basis. Before the next time they gain a level, they must find a cleric of the new deity (this may be a paladin of the new deity if the character is a paladin) and perform a similar act of devotion to the absolution a paladin who breaks a vow must seek. This may be an allnight prayer vigil, a fast, or even a quest for the new church (often recovering a lost relic valued by the deity). After rites of devotion confirming the character's devotion to their new deity, the character starts fresh. If the character does not receive this confirmation in their new faith before they accumulate enough experience to gain a new level, they have two choices: They may delay the process of leveling (continuing to accrue experience points but without the benefit of gaining a level) until they are confirmed in their new faith, or they may continue adventuring without the benefits of a Domain or Oath until they attain confirmation. They can still cast spells as normal for their class, but do not gain the spells from their Domain or Oath, nor any other Domain or Oath features. If this continues too long, a paladin in this position may be forced to accept the Oathbreaker paladin option described in the Dungeon Master's Guide, and a cleric may be forced to convert to the Defier Domain.
9th-level necromancy CastingTime:8hours Range: Touch Components: V, S, M (the brain of a humanoid that has been dead less than 24 hours, treated with 10,000 gp worth of alchemical reagents, with the brain being consumed by the spell) Duration: Instantaneous You summon writhing tendrils of life-giving electricity that cover the brain in your hand, before dispersing the light into a nearby construct and bestowing intelligence upon it. After spending 8 hours treating the brain, touch a large or smaller construct. The construct is awakened and gains Intelligence, Wisdom, and Charisma scores of 2d6 + 6 each. The awakened construct is charmed by you and friendly to you and your companions, but is not under your control unless you control it by other means. It remains charmed by you for 30 days or until you or your companions do anything harmfulto it. When the charmed condition ends, the awakened construct chooses whether it will remain friendly to you, based on how you treated it while it was charmed.
9th-level conjuration Casting Time: 1 action Components: V, S Range: 60 feet Duration: Concentration, up to 1 minute You create a black, blade-shaped planar void. As an action, make a melee spell attack against any target in range. If you hit, your target takes 10d6 + 40 force damage. Anyone reduced to 0 hit points by the blade is disintegrated (as if by the disintegrate spell). A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. If you drop the blade or let go of it for any reason, the spell ends if it is not back in your hand at the end of your next turn.
9th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, your eyes transform into dimly lit gray orbs that can petrify your foes. For the duration, at the end of each of your turns, you can force any creature within 30 feet of you who can see you to make a Constitution saving throw. If the creature fails its saving throw, it is restrained and must make another Constitution saving throw at the end of its next turn. If the second saving throw is successful, the effect on the creature ends. If the creature fails the second saving throw, it is petrified until a greater restoration spell or similar magic frees it. If a creature fails the initial saving throw by 5 or more, it is immediately petrified as described above.
9th-level abjuration
Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 10 minutes
You select a creature within range, and nine small silvery orbs spring into being, hovering around the creature and granting it strong magical protection. As an action on your turn, you can transfer the orbs (and their protection) to another recipient within range.
When a spell forces the protected creature to make a saving throw, or when the creature is targeted by a spell attack, it may choose to expend one of the orbs to nullify the spell's effect on it. The protected creature no longer needs to make a saving throw, or the spell attack is absorbed. Afterwards, the orb that blocked the attack fades away.
This spell only protects the creature you chose with the orbs hovering around it. Other targets caught in a spell's area are affected normally.
9th-level necromancy Casting Time: 1 action Components: V, S Range: 60 feet Duration: Instantaneous With a howl like the damned, several bolts of black lightning leap from your target to you. You drain away its life force and use it to power your own magic. The target must make a Constitution saving throw. The target takes 20d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, its hit point maximum is reduced by the amount of damage it takes. After a long rest, the target’s hit point maximum returns to normal. For every 20 points of necrotic damage you inflict, you regenerate a 1st-level spell slot. You can combine spell slots to regenerate higher level spells. For example, if you do 85 points of damage, you could regenerate one 4th-level spell slot, four 1stlevel spell slots, or any combination that does not exceed 4 spell levels.
9th-level transmutation Casting Time: 1 minute Components: V, S, M (the metal to be transformed) Range: Touch Duration: Instantaneous You transform up to 500 pounds of metal into the same amount of silver or gold (caster’s choice). A transmuter that sacrifices a transmuter’s stone to power the spell can transform up to 1,000 pounds of metal into silver or gold, or into 500 pounds of platinum. The value of each pound transformed is equal to 50 coins of the same precious metal.
9th-level evocation Casting Time: 1 action Components: V, S Range: 100 feet Duration: Instantaneous
Your targets stand perfectly still for a moment, then fold into themselves with a disgusting SPLURCH! Choose four targets. Each target must make a Constitution saving throw. On a failed save, a target’s Constitution score is reduced by 4d6. If a creature’s Constitution is reduced to 0 in this way, it twists into a bloody sack of torn muscle and cracked bone, and dies. A creature that fails its saving throw, but survives the reduction of its Constitution, is poisoned until it finishes a long rest. Such a creature regains its normal Constitution score when it completes a long rest.
If a target succeeds on the Constitution saving throw, it suffers no ill effects.
9th-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Special (permanent or 1 minute, see below) When you cast this spell, select a non-humanoid target within range. The target must make a Wisdom saving throw. If it fails, the target is charmed and under your mental control (as if under the effects of the dominate monster spell). If the target is a creature with a challenge rating equal to or less than your level, this effect is permanent. Otherwise, it lasts for 1 minute.
Unlike the dominate monster spell, this effect does not grant the monster a saving throw whenever it takes damage. However, if you give the creature an order that is suicidal, self-destructive, or against the creature's very nature (such as ordering a celestial to murder innocents), it can make another saving throw with disadvantage to resist the order. If the creature makes its saving throw, though it does not obey that particular order, it is still your thrall. However, all future saving throws made to resist are made with advantage.
9th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous, and concentration up to 1 minute
A 60-foot cone of moonfire emanates from your outstretched hand. Any living creature caught in the cone takes 10d8 radiant damage, or half as much on a successful Dexterity saving throw. However, any shapechangers or undead caught in the cone take 15d8 radiant damage, or half as much on a successful Dexterity saving throw.
In addition, any magical auras caught within the cone glow with a faint blue light for up to 1 minute. A disguised, shape-changed, or polymorphed creature or object caught in the cone must make a Wisdom saving throw or return to its original form. If the Wisdom saving throw succeeds, the affected creature is covered in a ghostly white outline for up to 1 minute.
The area affected by the cone emits bright light out to 30 feet and dim light for another 30 feet. In addition, lightning damage within the area is negated for the spell’s duration.
9th-level evocation
Casting Time: 1 action Range: Self (30-foot radius sphere) Components: V, S, M (a staff of wood capped with the fingerbone of an archmagi, which has been packed in diamond dust worth 5,000 gp for 1 week, and which you break over your knee or other solid object) Duration: Instantaneous
You unleash deadly explosive power, like the effects of the retributive strike created by breaking a staff of power or staff of the magi. The spell converts any unexpended spell slots you have into a blast of magical energy, releasing your arcane power in an explosion that expands to fill a sphere with a 30-foot radius centered on you.
When the staff explodes, you have a 50% chance to avoid the explosion by instantly transporting to a random plane of existence. However, if you are not transported, then you take force damage equal to 16 × the number of unexpended spell slots you had when you cast the spell.
In addition, each creature in the sphere’s radius when the blast occurs must make a Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far it is from the blast’s point of origin, as described below. On a successful saving throw, a creature takes half damage.
All creatures within 10 feet of you when the blast occurs take force damage equal to 8 × the number of unexpended spell slots you had when you cast this spell. Likewise, creatures between 11 and 20 feet away from you take force damage equal to 6 × the number of unexpended spell slots you had when you cast this spell. Finally, creatures between 21 and 30 feet away from you take force damage equal to 4 × the number of unexpended spell slots you had when you cast this spell.
9th-level conjuration Casting Time: 1 action Range: 300 feet Components: V, S Duration: Instantaneous
You summon an avalanche of snow out of a rift in mid-air, burying your foes in icy graves. Choose a point within range. The ground within a 60-foot sphere centered on that point is covered in snow and becomes difficult terrain for 1 hour. In addition, all creatures within a 40-foot radius sphere centered on the same point must make a Dexterity saving throw. The effects of the saving throw depend on a creature's distance from the center of the effect. A creature within a 20-foot radius sphere from the point you chose who fails its saving throw takes 10d12 cold damage and 10d12 bludgeoning damage, and it is buried in the snow (with effects as described below), or it takes half damage and isn't buried on a successful save. A creature outside of the 20-foot radius sphere, but within 40 feet of its center, who fails its saving throw takes 5d12 cold and 5d12 bludgeoning damage, is pushed 20 feet away from the center point, and falls prone. On a successful saving throw, the creature takes half as much damage and is pushed only 10 feet from the center point. Any creature that fails its saving throw by 5 or more is also buried in the snow. A creature buried in the snow is restrained, and it is surrounded by snow that provides full cover. On its turn, a buried creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Other creatures within 5-feet of a buried creature can attemt to dig it out, but freeing one buried creature requires one or more others to use a total of ten actions digging. This can be one creature using ten actions, five creatures using two actions each, or some other combination that equals a total of ten actions, over however many rounds this requires. Structures and inanimate objects in the area suffer the same effects as creatures, which often causes small trees to be uprooted and structures to collapse. Even after the snow melts, rubble and other detritus are left behind. All flames in the area are extinguished, whether they are magical or not.
9th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (an ebony skull etched in sliver worth at least 5,000 gp, which is consumed by the spell) Duration: Instantaneous When you cast this spell, the skeletons and bodies of dead creatures within range permanently rise as undead creatures that follow your commands. Allthe risen dead have maximum hit points for their hit dice. The bones become skeletons, and the bodies become zombies. You are able to animate a maximum of 24 Medium sized or smaller undead creatures with a single casting of this spell, or up to 12 Large, or six Huge creatures. After 24 hours, you must reassert control over the undead you create, or they wander off. You can affect double the number of creatures you could normally create when casting this spell to reassert control.
9th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a golden hoop no less than 1 inch across) Duration: 1 round With a crack of lightning and thunder, a 20-foot radius spherical rip in space and time appears at a point you choose within range. The spell has two different areas of effect. First, all loose materials weighing under 100 pounds within 20 feet of the maelstrom’s center are sucked into it and transported to a random plane of existence. Similarly, any creatures caught within 20 feet must make a Wisdom saving throw or be sucked into the maelstrom and transported. All objects and creatures sucked into the maelstrom are transported to the same plane of existence. The maelstrom has a secondary windstorm effect that extends 40 feet from its center. All unattended objects weighing 50 pounds or less in the extended area are pulled 20 feet closer toward the maelstrom’s center, and then sucked into the rift and transported. A creature within the secondary effect must make a Dexterity saving throw, or be sucked 20 feet closer into the maelstrom’s primary area of effect. Afterwards, the creature must make aWisdom saving throw or be sucked into the rift and transported to another plane. Consult the following table to determine the destination for any objects or creatures sucked into the maelstrom: d% Planar Destination 01-05 Heroic Domains of Ysgard 06-10 Ever-Changing Chaos of Limbo 11-15 Windswept Depths of Pandemonium 16-20 Infinite Layers of the Abyss 21-25 Tarterian Depths of Carceri 26-30 Gray Waste of Hades 31-35 Bleak Eternity of Gehanna 36-40 Nine Hells of Baator 41-45 Infernal Battlefield of Acheron 46-50 Clockwork Nirvana of Mechanus 51-55 Peaceable Kingdoms of Arcadia 56-60 Seven Mounting Heavens of Celestia 61-65 Twin Paradises of Bytopia 66-70 Blessed Fields of Elysium 71-75 Wilderness of the Beastlands 76-80 Olympian Glades of Arborea 81-89 Concordant Domain of the Outlands 90-91 Elemental Plane of Fire 92-93 Elemental Plane of Earth 94-95 Elemental Plane of Air 96-97 Elemental Plane of Water 98 Feywild 99 Shadowfell 100 Demiplane of the DM’s Choice
9th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a ranged weapon) Duration: Concentration, up to 1 minute As you strike, you call out an ancient prophecy that seems to have predicted your opponent's defeatlong ago. As part of the action of casting this spell, make a ranged weapon attack against a creature within range. You can use your spellcasting ability instead of Dexterity for the attack and damage roll for this attack. If the attack hits, it inflicts an additional 2d12 psychic damage, and all attack rolls against the target are made with advantage for the spell’s duration. At the end of each of the target’s turns before the spell ends, the target must make a Wisdom saving throw. On a failure, it takes 6d12 psychic damage and is frightened until the end of its next turn. On a successful save, the spell ends. This spell immediately ends if you cast it again before the end of its duration.
9th-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of dust from a disintegrated creature) Duration: Concentration, up to 1 minute
You conjure a 5-foot diameter featureless black sphere of nothingness that disintegrates almost anything it touches. The sphere appears in an unoccupied space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The target takes 12d6 + 60 force damage on a failed save, or half as much on a success. If this damage reduces the target to 0 hit points, it is disintegrated, as if by the disintegrate spell. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
As an action, you can move the sphere up to 30 feet. When you move the sphere, it flies, and you can move it any direction you wish. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage. If you ram the sphere into a Medium or smaller object that is not being held or carried, that object is disintegrated. If you ram this sphere into a Huge or larger object, it disintegrates the 5-foot cube area of that object it strikes. If you ram the sphere into a creation of magical force (such as the wall created by a wall of force spell), it has the same effect on that magical force that it would have on an object of the same size. Magic items are not affected by this spell.
Whenever you ram the sphere into a creature or object, it uses up 10 feet of movement for every 5 feet it moves through the space occupied by that creature or object. No object or creature can be affected by the sphere more than once in the same turn.
9th-level transmutation
You transform a natural area of stone within range of up to 10 cubic feet in volume into an equal volume of red hot lava.
Any creature caught in the area when the spell is cast must make a Dexterity saving throw. On a failed save, the creature takes 15d6 fire damage, or half as much on a successful one. A creature that starts its turn in the area must make a Dexterity saving throw and take fire damage until it is no longer in the affected area.
If the rock transformed by this spell supported a structure, that structure takes the fire damage (and ignites if it is flammable), and also takes extra bludgeoning damage equal to half the fire damage. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures, as described in the earthquake spell.
9th-level abjuration
When you cast this spell, a flash of magical energy spreads out from you in a 120-foot radius. This spell acts as a dispel magic spell cast using a 9th-level spell slot targeting all objects and structures within range. Creatures within range are also targeted, but spells affected those creatures are only dispelled if they are causing those creatures to be charmed, paralyzed, or stunned. The spell does not restore or affect creatures turned to stone, or release bonded creatures from service, such as familiars, invisible stalkers, and genies.
Also, the spell does not penetrate or affect an antimagic field in any way. This spell does not affect objects that are being worn or carried by a creature. Finally, any traps attached to any objects affected by this spell are triggered immediately the moment spells affecting those objects are destroyed.
9th-level abjuration
When you cast this spell, select up to seven friendly creatures within range (one of which may be you). Each subject is surrounded by a crystal blue ghostlike aura that grants it a +4 bonus to its Armor Class against undead creatures.
In addition, each creature gains the benefits of the death ward spell, and automatically succeeds on saving throws they are forced to make by undead creatures, except when such saving throws are caused by an undead creature casting a spell. Furthermore, each recipient can affect ethereal creatures with melee weapon attacks as if they were on the same plane for the duration of the spell.
9th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute
When casting this spell, you transform into the likeness of a celestial or fiend, depending on your faith. If you worship a good-aligned god, then you have the following qualities while transformed: □ You grow feathered wings that allow you to fly at twice your normal speed □ You gain a +1 bonus to your AC □ You gain darkvision to 60 feet □ You gain resistance to acid, cold, and lightning damage □ You gain immunity to disease □ You gain advantage on poison saving throws □ You gain resistance to bludgeoning, piercing and slashing damage from nonmagical weapons □ You gain resistance to damage from spells □ You gain advantage on all ability checks and all saving throws against spells. If you worship an evil-aligned god, then you have following qualities while transformed:
You gain bat-like wings that allow you to fly at your normal speed □ You gain a +1 bonus to your AC □ You gain a multiattack action with one bite and two claw attacks. If your size is Medium or larger, your bite deals 1d6 piercing damage, and your claws deal 1d4 slashing damage. If your size is small, then your bite deals 1d4 piercing damage, and your claws deal 1d3 slashing damage. These are considered melee weapon attacks with which you are proficient. □ You gain darkvision to 60 feet □ You gain immunity to poison □ You gain resistance to acid, cold, lightning, and fire damage □ You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons □ You gain resistance to damage from spells □ You gain advantage on all ability checks and all saving throws against spells. If you do not worship a god of good or evil alignment, you can choose either transformation.
9th-level transmutation
You draw molten lava up through the ground, which erupts to fill a sphere with a radius of 360 feet. The entire radius (even the sky above it and the underground beneath it) immediately becomes difficult terrain for the duration, and each creature within that radius must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and 2d6 fire damage, and its walking speed is reduced to 0 until the start of its next turn. On a success, a creature takes half as much damage and suffers no other effects. A creature with full cover is still affected, but automatically succeeds on its saving throw. You take no damage from this spell, and automatically succeed on saving throws against it.
Until the spell ends, if you can see some part of the area of the spell, you can use a bonus action on each of your turns to force each creature in the area to make another saving throw or suffer the above effects. You cannot cast this spell if you are more than 360 feet away from solid ground, but once it is cast, it lasts for the duration, even if you are out of range.
A creature wearing metal armor who fails its saving throw against this effect takes 2d6 additional fire damage, and has disadvantage on attack rolls and ability checks until the start of its next turn (as if it were affected by the heat metal spell).
Firenewts, earth-based elemental creatures (such as gargoyles), or fire-based elemental creatures (such as salamanders), do not take damage from this spell. Instead, such a creature is healed, regaining hit points equal to half the fire damage inflicted. Only firenewts or creatures of the elemental type can benefit from this effect.
The volcanic eruption damages objects in the area and ignites flammable objects that aren't being worn or carried. Structures in contact with the ground in the area that take fire damage from this effect take extra bludgeoning damage equal to half the fire damage. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures, as described in the earthquake spell.
This spell leaves its entire area a blackened ruin incapable of supporting plant life for a full year. After that time, however, the ground is more fertile than it was before the spell was cast.
9th-level necromancy Casting Time: 1 action Components: V, S, M (the flayed face of someone killed by a banshee) Range: 50 feet Duration: Instantaneous You howl with raw, soul-searing hate. Every creature that is not undead or a construct within 50 feet of you must make a successful Constitution saving throw or drop to 0 hit points. Any creature whose hit points are already at 0 must make an immediate death saving throw. If the saving throw is successful, it counts as one success. However, if the saving throw fails, the creature dies.
9th-level evocation
This is a more potent version of whirlwind. The whirlwind touches the ground at a point you choose within range. Its area is a 20-foot radius by 60-foot high cylinder centered on that point. Until the spell ends, you can use an action on each of your turns to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any large or smaller objects in its area that aren’t secured, worn, or carried by any creature.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind’s area, or when the whirlwind enters its space, including when the whirlwind first appears. A creature takes 15d6 bludgeoning damage on a failed saving throw, or half that on a successful one. In addition, a Huge or smaller creature that fails its save must succeed on a Strength saving throw or become restrained within the whirlwind. A restrained creature is pulled 5 feet higher at the start of each of its turns while inside the whirlwind unless it is already at the top. The creature moves with the whirlwind and falls when the spell ends, unless it has some means to stay aloft.
A creature restrained by the whirlwind can use an action to make a Strength or Dexterity check against the spellcaster’s save DC. On a success, the creature is no longer restrained, and it is hurled 3d6 x 10 feet in a random direction. A thrown creature takes 1d6 bludgeoning damage per 10 feet thrown if it strikes a solid object.
9th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a phoenix feather) Duration: Concentration, up to 1 hour This spell causes a large section (1000 feet in diameter) of forest to animate and fall under control of the caster. This functions much like animate plants, but on a much larger scale. Additionally, the caster can sense everything happening within the animated area, so hiding from the caster is just about impossible. This spell is not limited to a traditional forest, and can include grassland, swamp, mushroom groves, or any place with a sufficient number of living plants. The effects end after 1 hour or if the caster leaves the area of effect.
9th-level transmutation Casting Time: 1 week Range: 10 feet Components: V, S, M (a vial of blood from a silver dragon) Duration: Permanent By use of this spell the caster can create an entirely new creature. During the week of this ritual, the caster must concentrate 12 hours per day, pausing only to rest and eat. Any other action will cause this spell to fail. The caster must have the two living parent creatures under his control before beginning the lengthy ritual. The magic draws a portion of life essence from each of the two parent creatures, mingling them and producing a large cocoon wherein the new hybrid grows during the final 24 hours of the spell. The parent creatures are unharmed by this procedure. The new creature has characteristics of both parents, and although the caster has some control over the outcome, there will likely be a few surprises. This means that if there is a very specific result desired, many attempts may have to be made. The DM should use whatever method they prefer to create the new creature’s appearance, stats and abilities. Whatever the result, there is a 90% chance that the hybrid will be sterile, and a 15% chance that it will go berserk and attack the caster. Crossbreeds can be crossbred more than once.
9th-level necromancy (ritual) Casting Time: 12+ hours Range: Touch Components: V, S, M (a specific collection of incenses, oils and resins worth 1000 gold pieces) Duration: Permanent Using this vile spell, the caster can make any creature into a powerful undead servant. The victim must be incapacitated, but conscious for the entire ritual, and must succeed on a series of Wisdom saving throws to resist the transformation. As the ritual progresses, the victim must make a save at the beginning of each hour. Failure means that hour’s work is wasted, but not the ritual. Completion requires 12 failures on the part of the victim, but each success delays that completion. Given enough time, anyone can be turned. On the other hand, 12 successful saving throws on the part of the victim means that the ritual fails entirely, though it can be recast, assuming that the caster has the additional materials to do so. Once the victim succumbs to the negative energies, they become a new breed of undead called a Necromorph (see appendix for details) that must obey the caster’s commands. The truly cruel part is that the victim retains their soul remains trapped within their body, and so they are fully conscious of their situation and actions, even as they are forced to perform horrific acts. The only way to restore a Necromorph to their original form is a complex ritual that involves slaying their undead form, consecrating the remains and resurrecting them, all of which must be done within 1 hour. To date, no victim of this spell has yet been recovered.
9th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S, M (A blessed gem worth at least 100gp) Duration: Concentration, up to 1 minute
Choosing an unoccupied point anywhere within the spell’s range, the caster creates a pillar of brilliant light that is 4 feet wide and 10 feet tall. On each successive round, as a bonus action, the caster can have the pillar of retribution target up to 4 creatures with individual beams of radiance that inflict 8d8 hit points of radiant damage each. Each target can make a Dexterity saving throw for half damage. The range on the beams is 50 feet, and no more than two can be directed at any one target at a time.