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Righteous Chants

9th Order Oratorios

Conjuration

Deep Magic Volume 2 (p.151)

Chaotic Flowerfall

9-level Conjuration

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a posy of flowers
Duration: Instant
Damage/Effect: Healing, Damage
A shower of flowers falls across the ground at ten different points you can see within range. The flowers fall in 10-foot cubes centered on each point, and each cube must be contiguous with at least one other cube. Each friendly creature in a cube chooses one of the following when the flowers appear—it regains 10d6 hit points or it is cured of all diseases and all the following conditions: blinded, charmed, deafened, paralyzed, petrified, and poisoned. Each hostile creature in a cube must make a Dexterity saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one cube of falling flowers is affected only once.
Available for: Cleric, Druid

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 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

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.228)

Storm of Angels

9-level Conjuration

Casting Time: 1 minute
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: the feather of an angel and a diamond worth at least 5000 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You summon two Celestials of challenge rating 5 or lower, which appear in a flash of golden lightning in unoccupied spaces you can see within range. Each Celestial disappears when it drops to 0 hit points or when the spell ends.    The Celestials are friendly to you and your companions. Roll initiative for the Celestials 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 the Celestials’ alignment. If you don’t issue any commands to them, the Celestials defend themselves from hostile creatures but otherwise take no actions.    If your concentration is broken, the Celestials don’t disappear. Instead, you lose control of the Celestials, and they may become hostile to you or aid you on their own terms, depending on your alignment and observable actions while the Celestials were summoned. An uncontrolled Celestial can’t be dismissed by you, and it disappears 1 hour after you summoned it.
Available for: Cleric

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

Evocation

SRD

Mass Heal

9-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: Instant
Damage/Effect: Healing
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.
Available for: Cleric

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

SRD

True Resurrection

9-level Necromancy

Casting Time: 1 horu
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
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 and 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.
Available for: Cleric, Druid

Transmutation

Deep Magic Volume 1

Form of the Gods

9-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a holy symbol
Duration: Concentration, 1 hour
Damage/Effect: Buff
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).
  • Your size becomes Large, unless you were already at least that big.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.
  • You gain a Multiattack action option, allowing you to make two slam attacks and a bite.
  • Your ability scores change to reflect your new form, as shown in the Avatar Form stat block.
You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.
Available for: Cleric

Specialized

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

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

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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Divine Oratorios

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Conjuration
Evocation
Necromancy
Transmutation

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Angelic Magic
Elven Ritual Magic
Temporal Magic

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