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Level 9 Spells

Abjuration

SRD

Imprisonment

9-level Abjuration

Casting Time: 1 minute
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a vellum depiction or a carved statue in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target
Duration: Until Dispelled
Attack/Save: WIS Save
Damage/Effect: Control, Warding
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.   When you cast the spell, you choose one of the following forms of imprisonment.   Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.   The special component for this version of the spell is a small mithral orb.   Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.   The special component for this version of the spell is a fine chain of precious metal.   Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.   The special component for this version of the spell is a miniature representation of the prison made from jade.   Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.   The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.   Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.   Ending the Spell. 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 GM 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.
Available for: Warlock, Wizard

XGtE

Invulnerability

9-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small piece of adamantine worth at least 500 gp, which the spell consumes
Duration: Concentration, 10 minutes
Damage/Effect: Warding
You are immune to all damage until the spell ends.
Available for: Wizard

SRD

Prismatic Wall

9-level Abjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 10 minutes
Attack/Save: CON Save
Damage/Effect: Control, Damage
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. Antimagic field has no effect on the wall, and dispel magic can affect only the violet layer.   1. 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.   2. 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.   3. 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.   4. 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.   5. 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.   6. 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.   7. 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 GM'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 a similar spell of equal or higher level that can end spells and magical effects.
Available for: Wizard

Conjuration

Tasha's Cauldron of Everything

Blade of Disaster

9-level Conjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 1 mintue
Attack/Save: Melee
Damage/Effect: Force
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.
Available for: Sorcerer, Warlock, Wizard

SRD

Gate

9-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a diamond worth at least 5000 gp
Duration: Concentration, 1 minute
Damage/Effect: Control, Teleportation
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 GM deems appropriate. It might leave, attack you, or help you.
Available for: Cleric, Sorcerer, Wizard

Deep Magic Volume 1

Mammon's Due

9-level Conjuration

Casting Time: 1 hour
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: 11 gilded human skulls worth 150 gp each, which are consumed by the spell
Duration: Concentration, 1 minute
Attack/Save: STR or DEX Save
Damage/Effect: Fire
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.
Available for: Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.234)

Unstoppable Moon

9-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a stone carving of a moon and a pat of butter
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning, Radiant
You create a 15-foot-diameter sphere of moonrock that slams down in an unoccupied space you can see within range and lasts for the duration. Each creature within 10 feet of that space when you first create the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d10 bludgeoning damage and 5d10 radiant damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone  As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and 2d10 radiant damage and is knocked prone. On a successful save, the creature takes half the damage and isn’t knocked prone. The sphere stops moving only if you ram it into a Huge or larger creature, but a creature can be affected by the sphere only once on each of your turns, regardless of how many times you roll the sphere into it.    When you move the sphere, you can direct it to roll over barriers up to 10 feet tall and jump it across pits up to 20 feet wide.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Wish

9-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Buff, Creation, Healing
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 create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM 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     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.
Available for: Sorcerer, Wizard

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

SRD

Meteor Swarm

9-level Evocation

Casting Time: 1 action
Range/Area: 1 mile (sphere)
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire, Bludgeoning
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.
Available for: Sorcerer, Wizard

Deep Magic Volume 1

Pyroclasm

9-level Evocation

Casting Time: 1 action
Range/Area: 500ft.
Components: Verbal, Somatic, Material
Materials: a shard of obsidian
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
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.
Available for: Sorcerer, Warlock, Wizard

Illusion

SRD

Weird

9-level Illusion

Casting Time: 1 action
Range/Area: 120ft. (30 ft. sphere)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
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.
Available for: Wizard

Necromancy

SRD

Astral Projection

9-level Necromancy

Casting Time: 1 hour
Range/Area: 10 ft.
Components: Verbal, Somatic, Material
Materials: for each creature you affect with this spell, you must provide one jacinth worth at least 1000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes
Duration: Special
Damage/Effect: Teleportation
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.
Available for: Cleric, Warlock, Wizard

Deep Magic Volume 2 (p.158)

Create Graveyard Dragon

9-level Necromancy

Casting Time: 1 minute
Range/Area: 20ft.
Components: Verbal, Somatic, Material
Materials: a collection of coins and gems worth at least 1000 gp
Duration: Instant
Damage/Effect: Summon
Choose a corpse of a Huge or Large dragon within range. This corpse becomes a Graveyard Dragon, a skeletal dragon wrapped in energy of the dragon’s type, under your control.    As a bonus action on each of your turns, you can mentally command the dragon if the creature is within 120 feet of you. You decide what action the dragon will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the dragon only defends itself against hostile creatures. Once given an order, the dragon continues to follow it until its task is complete.    The dragon is under your control for 8 hours, after which it stops obeying any command you have given it. To maintain control of the dragon for another 8 hours, you must cast this spell on the dragon before the current 8-hour period ends, or you can use an action to make an ability check using your spellcasting ability contested by the dragon’s Charisma check, reasserting your control over the dragon for another 8 hours on a success. This use of the spell reasserts your control over the dragon rather than animating a new one. Once you have reasserted your control over the dragon with two successful checks, you can’t do so again until you reassert your control over the dragon at least once with a casting of this spell.    The GM has the statistics for the Graveyard Dragon with resistances and damage types appropriate to the type of dragon you targeted with this spell and with the following bonus action:    Reassemble Bones. As a bonus action, the dragon can rearrange its bone structure to fit into a space as narrow as 1 foot wide without squeezing. It can use a bonus action to reassemble itself into its normal form. While in this compressed form, it can’t make melee weapon attacks.
Available for: Cleric, Warlock, Wizard

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

Shapechange

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a jade circlet worth at least 1500 gp, which you must place on your head before you cast the spell
Duration: Concentration, 1 hour
Damage/Effect: Shapechanging
You assume the form of a different creature for the duration. The new form can be of 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 form, 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 hit points, 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 GM 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.
Available for: Druid, Wizard

SRD

Time Stop

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: Instant
Damage/Effect: Control
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.
Available for: 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

Deep Magic Volume 1

Unleash Effigy

9-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Summoning
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.
Available for: Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Blood to Acid

9-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Acid
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.
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Greater Seal of Sanctuary

9-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: incense and special inks worth 500 gp, which the spell consumes
Duration: 24 hours
Attack/Save: CHA Save
Damage/Effect: Control
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.
Available for: Cleric, Wizard with Angelic Specialization

Chaos Magic

Deep Magic Volume 1

Unshackled Magic

9-level Enchantment

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CHA Save
Damage/Effect: Debuff
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.
Available for: Sorcerer, Wizard with Chaos Specialization

Dark Magic

Deep Magic Volume 1

Black Hole

9-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Force
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.
Available for: Sorcerer, Wizard with Dark Specialization

Elven Ritual Magic

Deep Magic Volume 1

Afflict Line

9-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a statuette carved in the likeness of the victim worth 1250 gp
Duration: Permanent
Damage/Effect: Debuff
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.
Available for: Cleric, Wizard with Elven Ritual Specialization

Illumination Magic

Deep Magic Volume 1

Star's Heart

9-level Transmutation

Casting Time: 1 action
Range/Area: 50ft.
Components: Verbal, Somatic, Material
Materials: an ioun stone
Duration: 1 minute
Attack/Save: STR Save
Damage/Effect: Bludgeoning
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.
Available for: Sorcerer, Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Greater Maze

9-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Psychic
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.
Available for: Sorcerer, Wizard with Labyrinth Specialization

Mythos Magic

Deep Magic Volume 1

Summon Avatar

9-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a vial of the caster's blood, a dried opium poppy, and a silver dagger
Duration: Concentration, 1 hour
Damage/Effect: Buff
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.
Available for: Wizard with Mythos Specialization

Ring Magic

Deep Magic Volume 1

Circle of Destruction

9-level Evocation

Casting Time: 1 action
Range/Area: 1 mile
Components: Verbal, Somatic, Material
Materials: a metal ring
Duration: Concentration, 1 minute
Damage/Effect: Cold, Fire, Lightning, Necrotic, or Radiant
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.
Available for: Sorcerer, Warlock, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Umbral Storm

9-level Necromancy

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Necrotic
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.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

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

Void Magic

Deep Magic Volume 1

Void Rift

9-level Evocation

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a black opal worth 500 gp, carved with a Void glyph
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Necrotic
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.
Available for: Wizard with Void Specialization

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