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(9) Mythical Declarations of Allegiance

Abjuration

Deep Magic Volume 1

Forest Sanctuary

9-level Abjuration

Casting Time: 1 minute
Range/Area: 300ft.
Components: Verbal, Somatic, Material
Materials: a bowl of fresh rainwater and a tree branch
Duration: 24 hours
Damage/Effect: Utility
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.
Available for: Druid

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

Storm of Vengeance

9-level Conjuration

Casting Time: 1 action
Range/Area: Sight
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control, Damage, Debuff
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.   Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.   Round 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.   Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.   Round 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.
Available for: Druid

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

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

Necromancy

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

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

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