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Intoxicating Coloraturas

9th Level Compositions

Conjuration

Deep Magic Volume 2 (p.190)

Horn of Heroes

9-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a gilded horn worth at least 100 gp
Duration: Concentration, 1 hour
You summon the spirits of ancient heroes that take the form of up to three Humanoids of challenge rating 5 or lower and appear in unoccupied spaces you can see within range. Each Humanoid disappears when it drops to 0 hit points or when the spell ends.    The Humanoids are friendly to you and your companions. Roll initiative for the summoned Humanoids as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as the commands don’t violate their alignment. If you don’t issue any commands to the Humanoids, they defend themselves from hostile creatures but otherwise take no actions.    The GM has the Humanoids’ statistics.
Available for: Bard, Cleric

Divination

SRD

Foresight

9-level Divination

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a hummingbird feather
Duration: 8 hours
Damage/Effect: Buff, Debuff, Foreknowledge
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.
Available for: Bard, Druid, Warlock, Wizard

Enchantment

SRD

Power Word Kill

9-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal
Duration: Instant
Damage/Effect: Damage, Control
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Available for: Bard, Sorcerer, Warlock, Wizard

XGtE

Psychic Scream

9-level Enchantment

Casting Time: 1 action
Range/Area: 90ft.
Components: Somatic
Duration: Instant
Attack/Save: INT Save
Damage/Effect: Psychic
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.
Available for: Bard, Sorcerer, Warlock, Wizard

Evocation

PHB

Power Word Heal

9-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Buff, Healing
A wave of healing energy washes over the 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.
Available for: Bard

Transmutation

XGtE

Mass Polymorph

9-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a caterpillar cocoon
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Control, Shapechanging
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.
Available for: Bard, Sorcerer, Wizard

SRD

True Polymorph

9-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a drop of mercury, a dollop of gum arabic, and a wisp of smoke
Duration: Concentration, 1 hour
Attack/Save: WIS Save
Damage/Effect: Buff, Control, Shapechanging
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 spell 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 spell lasts until it is dispelled.   This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.   Creature into Creature. 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.   Object into Creature. 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 GM 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.   Creature into Object. 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.
Available for: Bard, Warlock, Wizard

Specialized

Temporal Magic

Deep Magic Volume 1

Time in a Bottle

9-level Transmutation

Casting Time: 1 action
Range/Area: Sight
Components: Verbal
Duration: Concentration, 1 minute
Damage/Effect: Control
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.
Available for: Bard, Cleric, Sorcerer, Wizard with Temporal Specialization

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