9th-Level Spells

9TH-LEVEL SPELLS

Artificial Intelligence

9th-level enchantment


  • Casting Time: 4 days
  • Range: Touch
  • Components: V, S, M (a cuboid of carved onyx braced in silver, with a large ruby gemstone in its center with 10,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Wizard
  • Origin: Theorums and Thaumturgy

This strange and powerful spell brings about the creation of a disembodied intelligence, which the caster can choose to imbue into a nonmagical object or a location. It is sometimes used by arcane user during the creation of powerful magic items or to create spies, assistants, companions, or sentient libraries. The spell requires the caster to concentrate continuously for 4 days, as tiny extracts of their consciousness are gathered and imbued into the target.

After the casting, the caster must rest for 1d4 days and cannot cast spells during this time.

The DM should roll 4d6d1 to determine the Intelligence, Wisdom, and Charisma scores of the magically created mind, then roll 1d20 and consult the table to determine additional characteristics of the mind. The mind's alignment is always adjacent to the caster's, but is otherwise determined randomly. The intelligence has senses, and can communicate in a fashion as shown by rolling on the Communication and Sense tables on page 214 of the Dungeon Master's Guide.

d20 Mind Characteristics
1-2 Insame (harmless)
3 Insane (subtly psychotic
4-5 Unfathomable and alien
6 Obsessed with a certain goal
7 Impressionable - picks up a personality trait from those whom it first encounters (likely the caster)
8 Capable of learning to cast spells
9 Claims to be a reincarnation of a deceased creature that the caster knows
10-11 Knows the caster just as well as they know themselves, possibly better
12-13 Is curious and childlike, has a cumulative 1% chance of maturing to relative adulthood for every year of its existence
14 Completely empty—can learn, but has no pre-formed knowledge or personality
15 Expert in a obscure field
16 Driven and manipulative
17 Hateful towards its creator
18 Replica of the caster's mind
19 Roll twice (re-roll further results of 19 or 20)
20 Roll thrice (re-roll further results of 19 or 20)

Ashes of the Phoenix

9th-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a phoenix feather locked in a gold filigreed box worth at least 1,000 gp)
  • Duration: 8 hours
  • Classes: Cleric, Druid,
  • Origin: Jack Weighill

You ward a creature with the magic of the phoenix. For the duration, the targets skin takes on an ashy hue and it gains advantage on Death saving throws.

Additionally, should the creature die, its body is reduced to a pile of soldering ashes, and it returns to life at full health 1d4 hours after it died with a new body.

Atomise

9th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist
  • Origin: Jack Weighill

You shoot a spark of fissile material toward a point you can see within range, where it glows softly in place for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the material reacts, blossoming into a 100-foot-radius explosion of deadly force. Each creature caught within the area must make a Constitution saving throw. On a failure, a creature takes 10d6 fire damage plus 10d6 radiant damage and is throw 50 feet in a straight line away from the point of origin. If a thrown target strikes a solid surface, it falls prone and takes 1d6 bludgeoning damage for every 10 feet it was thrown. On a success, a creature takes half as much damage and is thrown only half the distance. A creature reduced to 0 hit points by the explosion is disintegrated, alongside every nonmagical object it is wearing or carrying. Such a creature can be restored to life only by means of a true resurrection or a wish spell.

The affected area is then filled with heavy smoke for 1 hour, during which time the it's heavily obscured.

The explosion then sends out a shockwave that extends out 1 mile away from the original explosion. Each creature caught in the area must make a Strength saving throw, taking 5d6 radiant damage plus 5d6 thunder damage on a failed save, or half as much on a successful one.

This spell deals double damage to objects in the area that aren't being worn or carried.

Blade of Disaster

9th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Tasha's Cauldron of Everything

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.

Chained Thrall

9th level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Bard, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You chain a creature's will to you own. Choose a creature within range, it must succeed on a Wisdom saving throw or be charmed by you for the duration.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Should you attempt to command a creature to perform a suicidal command, it can repeat its saving throw against the spell's effect. On a success, the spell ends.

If you maintain your concentration on this spell for its full duration, its effects are permanent.

Chthonic Chasm

9th-level transmutation


  • Casting Time: 1 minute
  • Range: 500 feet
  • Components: V, S, M (a crown of pristine onyx worth at least 5,000 gp)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You focus your energy on a space of earth or unworked stone within range, tearing open the earth to form a giant, 100-foot deep chasm. Upon completion of the spell, the chasm begins to expand in a direction you choose from the chosen point, starting as a 5-foot wide, 10-foot long line, growing by 5 feet in width and 10 feet in length at the end of each of your turns until it reaches or exceeds 100 feet in length.

Worked stone or other structures are unmoved by the spell, but can still suffer from a sudden lack of support and fall into the chasm where the DM sees fit.

Conjure Dragon

9th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to an hour
  • Classes: Druid, Wizard
  • Origin: Jack Weighill

You summon a Dragon creature of challenge rating 17 or lower, which appears in an unoccupied space that you can see within range. The dragon disappears, returning from whence it came when it drops to 0 hit points or when the spell ends.

The dragon is your Companion for as long as your commands don't violate its alignment. If you don't issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. Additionally, the summoned dragon cannot take legendary actions or lair actions if it has them.

When you cast the spell, if the dragon has a lair with regional effects, those effects take place centred on the point in which you cast the spell, lasting in the area for 1d6 days.

If your concentration is broken, the dragon creature doesn't disappear. Instead, you lose control of the dragon creature, it stops being your Companiona dn becomes hostile toward you and your companions (at the DM’s discretion), and it might attack. An uncontrolled dragon creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

Alternatively, you may touch a willing dragon when you cast this spell. If you do, instead of summoning a dragon, the dragon links itself with you. If you cast this spell again in the next year, you may choose to summon the linked dragon if it’s willing. If you link with more than one dragon, the previous link ends.

Contagious Domination

9th level enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S,M (a crystal vial filled with the residue of a magical disease, worth at least 1,000 gp)
  • Duration: 24 hours
  • Classes: Bard, Warlock, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You choose up to five creatures within range, none of whom can be more than 30 feet away from each other. Each target must make a Wisdom saving. On a failure, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. A creature charmed by this spell regards you as a friendly acquaintance, and it feels the need to tell others you should be treated as a friend. It is also compelled to touch any other creatures it sees that are hostile to you.

When one of the initial targets becomes charmed by this spell, the next two creatures it touches before the spell ends must make the same Wisdom saving throw, becoming charmed on a failure and suffering the same effects.

A creature who is charmed after being touched by one or more of the initial targets only forces the next creature it touches to make the Wisdom saving throw, instead of the next two creatures.

Creatures who become charmed by this spell after being touched by a creature that was not one of the initial targets do not force any creatures they touch to make the saving throw. No more than 25 creatures can be charmed by a single casting of this spell.

Effulgent Epuration

9th level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Sorcerer, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

You select a creature within range, and five small silvery orbs spring into being, hovering around the creature, granting it a strong magical protection. When the creature protected by the orbs would suffer the effects of a spell, it may expend one of the orbs, causing the spell to have no effect on it. If the spell targets more than one creature, it affects all un-protected creatures normally. As an action on your turn, you can transfer each remaining orb to to another creature within range.

Epidemic

9th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours
  • Classes: Alchemist, Cleric, Druid, Warlock
  • Origin: Devout Handbook

You become an incubator for a magical disease. Choose a disease of your choice from any of the onesdescribed below. At the DM’s option, you may choose an alternative disease effect, but it should be no more powerful than those described below. Until the spell ends, each creature other than you that starts its turn within 30 feet of you unknowingly becomes an infected carrier for the disease. While a creature is an infected carrier, each creature other than you that starts its turn within 30 feet of it unknowingly becomes an infected carrier as well. Symptoms of the disease don’t begin to manifest until the spell ends.

When you cast this spell, you can designate any number of creatures within 30 feet of you. Those creatures are immune to the chosen disease, and can’t become infected by it, for 24 hours.

As an action, you can choose to end the spell early. Once the spell ends, each infected creature must make a Constitution saving throw. A creature makes this saving throw with disadvantage if it’s within 30 feet of you. On a failed save, the creature suffers the disease’s effects for 24 hours, and must repeat the saving throw at the end of each 24-hour period until it’s cured of the disease, extending the disease’s effects for another 24 hours and gaining a level of exhaustion each time it fails. If a creature succeeds on its saving throw, it is cured of the disease.

While it suffers the disease, a creature gains no benefits from taking long rests, other than preventing itself from suffering further levels of exhaustion due to lack of sleep.

Since this spell creates magical disease, the chosen disease is much more difficult to cure than normal. A heal or power word heal cast on an affected creature instantly cures them of the disease. A creature can also cast greater restoration on an affected creature to attempt to cure it; the caster must make a spellcasting ability check against your spell save DC when it casts the spell, curing the target of the disease on a success.

Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Event Horizon

9th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You conjure up the essence of deep space, creating an all-consuming gravitational force at your very fingertips. A 90-foot cone in front of you becomes filled with darkness, and all light sources in that area are extinguished. This darkness cannot be overcome by any spell until the spell ends. A creature that moves through the area expends 4 feet of movement for every 1-foot it moves.

Any creature or object that enters it for the area for the first time, or starts its turn in there must succeed on a Constitution saving throw. On a failure, a target suffers 8d10 force damage, and is pulled 20 feet towards you. On a success, a target takes half damage and is pulled only 10 feet. Any creature or object that would be pulled into your space takes 10d10 force damage, and is instead pushed 80 feet away from you. This spell ignores any creature’s immunity to being moved against its will.

Any creature reduced to 0 hit points by this spell, including you, is pulled into the event horizon, their body completely destroyed.

The spell ends if you move or fail to use your action on each subsequent turn to maintain the spell.

When you start your turn whilst maintaining concentration on this spell, you suffer 2d10 force damage, which cannot be reduced in any way. You do not make concentration checks to maintain concentration on this spell, and any attempt to end the spell early requires a successful DC 20 concentration check made at the end of your turn.

Extinction

9th-level necromancy


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a vial of pesticide)
  • Duration: Instantaneous
  • Classes: Alchemist, Druid, Odic, Sorcerer, Warlock, Wizard
  • Origin: Theorums and Thaumaturgy

This spell beings about the instantaneous death of living creatures within range. Random creatures within the area must make Consititution saving throws or instantly die, up to a maximum of 100 hit dice worth of creatures. A creature with 10 or more hit dice succeeds on its saving throw automatically.

Fount of Life

9th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, M (a diamond worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Odic
  • Origin: Jack Weighill

You send out a wave of pure life-energy in a 30-foot-radius around you. For each creature that you can see within range that has been dead for no longer than 10 minutes and that died for any reason except old age, if their soul is free and willing, you can restore them to life with 1 hit point.

This spell closes all wounds, neutralises 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.

Coming back from the dead is an ordeal. A creature resurrected by this spell takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time a target finishes a long rest, the penalty is reduced by 1 until it disappears.

Foresight

9th-level divination


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a hummingbird feather)
  • Duration: 8 hours
  • Classes: Alchemist, Astromancer, Bard, Druid, Odic, Warlock, Wizard
  • Origin: Player's Handbook

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.

Gaea's Planetcleaver

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an ornate platinum and glass vial that holds the blood of a titan, worth at least 1,000 gp)
  • Duration: Instantaneous
  • Classes: Astromancer, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure forth Gaea’s ultimate weapon, the Planetcleaver – an axe made from rock and steel the size of a castle – at a point that you can see within range. The planetcleaver remains motionless, suspended aloft until the start of your next turn, whereupon it comes crashing down in a direction you choose, striking all creatures in a 120-foot long, 20-foot wide arc. Each creature caught in the area must make a Dexterity saving throw. On a failure, a creature takes 20d12 bludgeoning damage and falls prone. On a success, a creature instead takes half damage and is moved to the nearest unoccupied space to the impact zone.

This spell deals double damage to objects and structures and any solid earth it strikes is crushed 15 feet downwards into the ground.

Gate

9th-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 5,000 gp)
  • Duration: Concentration, up to an hour
  • Classes: Astromancer, Cleric, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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.

Genesis

9th-level necromancy (mythic)


  • Casting Time: 6 days
  • Range: 10 feet
  • Components: V, S, M (one or two Small or Medium sculptures of the created creatures made from clay and dust with a diamond worth at least 100,000 gp embedded in each of their chests, a 120-foot tall obelisk of solid silver embedded with gold inlay worth at least 10,000,000 gp, 600 pounds of flesh from sapient creatures and 60 pints of blood from sapient creatures, all of which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid, Wizard
  • Origin: Jack Weighill

You channel the very essence of the weave into your fingertips, combining it with one or two sculptures used as material components for the spell, animating them as a wholly new sentient, sapient being or pair of beings. The created creatures appear exactly as they were sculpted, therefore any imperfections in the sculpture will carry across into their life.

The created creature is Small or Medium size, depending on the size of the sculpture, and if two creatures were created with this spell, they are the same species. The creatures you create can be adult or child versions of whatever species you wish to create and have cognitive functions to match their chosen mental growth. However, a creature created knows nothing and doesn’t know how to do anything that isn’t instinctual to its species.

You decide with your DM on how the creature functions, how it lives and what it is capable of. However, you must understand the functionalities of how these creatures will work, otherwise any created creature dies of unforeseen consequences within 1d10 x 1d10 minutes.

The created creature can reproduce with members of its own species, as well as those of a species with similar morphology (your DM has the final say on this).

No creature created with this spell can surpass race options presented in the Player’s Handbook in any significant way unless your DM allows it. Otherwise, your DM has the final say on the limits of this spell.

After the spell is complete, the next time you try to take a long rest, you must rest for 7 days to gain the benefits of such a rest.

Grimlore's Calamity

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Grimlore's Grimoire

You create a shadowy pool on a flat surface that you can see within range. The pool is 30 feet in diameter and contains a portal to a shadowy demiplane. A spectral hand rises from the center of the pool and remains for the duration of the spell.

A creature that enters the pool for the first time on a turn or starts their turn there must make a Constitution saving throw. On a failure, it takes 6d8 necrotic damage and becomes frightened of you. On a success, a creature takes half damage and isn't frightened.

Additionally, as a bonus action on each of your turns, you may command the spectral hand to grab a creature within 60 feet of it by making a ranged spell attack against the target. On hit, the creature takes 8d8 necrotic damage and is restrained. If a target is restrained by the hand at the start of your next turn, you can use your bonus action to command the spectral hand to drag the creature into the pool. A creature restrained by the hand can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

Any creatures that end their turn in the pool sink to the bottom and are immediately teleported to a demiplane of shadow. The demiplane a lightless room of dark stone and is a 30-foot wide, 120-foot high cylinder. The portal is situated on the ceiling of the demiplane and is two-way. A creature inside the demiplane that travels through the portal reappears inside of the pool.

A second casting of this spell opens the portal again, allowing previously captured creatures to try and escape.

Hayzenbyrg’s Unfathomable Intelligence

9th-level divination (mythic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (An adamantine lodestone inscribed with the symbols XLII, worth at least 2,500 gp)
  • Duration: 1 week
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You channel into yourself an intelligence so powerful that your very mind begins to shatter. Your Intelligence score increases to 100 (+35) for the duration. However, whilst in this state, you are unconscious as your mind attempts and largely fails to fathom the level of intellect you have risen to. This spell can even force unconsciousness into creatures that are normally incapable of magical, or even mundane unconsciousness, such as elves and warforged.

If a creature attempts to enter your mind through telepathy or mind-reading abilities, that creature dies, its body overwhelmed with unfathomable knowledge.

You may ask the universe one question. This question must have a yes or no answer. Otherwise, or, if the question pertains to something that might, or might not happen in the future, your mind breaks from trying to conceive all possible realities at once, and you die. Otherwise, you must succeed on a DC 50 Intelligence check. On a success, you learn the answer to this question.

Once you have answered the question, you remain unconscious for the remaining duration, and cannot be roused in any manner, after which, the immeasurable knowledge you possessed before becomes unfathomable gibberish to you, except for the answer to your question.

Hyperborean Star

9th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the heart of a frost giant)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Druid, Sorcerer, Wizard
  • Origin: Jack Weighill

You conjure the freezing cold from the darkest, most frozen of planes, releasing it in a 60-foot radius swirling whirlwind of icy death. Each creature caught in the area must make a Constitution saving throw. On a failed saving throw, a creature suffers 12d8 cold damage and is restrained by the swirling ice that has formed around it.

A creature restrained in this way suffers a level of exhaustion at the beginning of each turn it remains frozen in this way. A restrained creature can make a Strength saving throw at the end of each of its turns to escape the ice. A creature that succeeds the saving throw takes half damage and is not restrained.

Any liquids caught in the spell are instantly frozen.

A creature reduced to 0 hit points by this spell is instantly killed and frozen as an icy statue.

Any ice created by this spell does not melt naturally and can only be reduced to its liquid state by fire damage originating from a spell of 6th level or higher.

Imprisonment

9th-level abjuration


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S, M (a vellum depiction or a carved statuette 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
  • Classes: Warlock, Wizard
  • Origin: Player's Handbook

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.

Invulnerability

9th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes
  • Classes: Alchemist, Astromancer, Odic, Wizard
  • Origin: Xanathar's Guide to Everything

You are immune to all damage until the spell ends.

Mass Awaken

9th-level transmutation


  • Casting Time: 24 hours
  • Range: 1 mile
  • Components: V, S, M (any number of agate stones worth a total of at least 12,000 gp, which this spell consumes)
  • Duration: Instantaneous
  • Classes: Bard, Druid, Odic, Wizard
  • Origin: Devout Handbook

After spending the casting time meditating on consciousness, choose any number of beasts and plants within range. Chosen creatures must have either no Intelligence score or an Intelligence of 3 or less. Each creature gains an Intelligence of 12. The affected creatures also gain the ability to speak one language you know and proficiency in two skills of their choice. Any affected plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and gain senses similar to a human’s. Your DM chooses statistics appropriate for any plant awakened with this spell, such as the statistics for the awakened shrub or the awakened tree.

Each creature awakened by this spell is charmed by you for 30 days or until you or your companions do anything harmful to them. When the charmed condition ends, each awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Mass Heal

9th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric,
  • Origin: Player's Handbook

A flood of healing energy flows from you into injured creatures around you. You restore up to 300 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.

Mass Polymorph

9th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a caterpillar cocoon)
  • Duration: Concentration, up to an hour
  • Classes: Bard, Odic, Sorcerer, Wizard
  • Origin: Xanathar's Guide to Everything

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. The spell has no effect on a Shapechanger or a creature with 0 hit points.

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 alignment and personality.

Each target assumes the hit points of its new form. 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.

The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment.

Meteor Swarm

9th-level evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Sorcerer, Wizard
  • Origin: Player's Handbook

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.

Moonfire

9th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an opal worth at least 7,500 gp)
  • Duration: Instantaneous
  • Classes: Alchemist, Astromancer, Cleric, Druid, Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

A 120-foot cone of fiery white moonlight flies from your fingertips. Each creature caught in the area must make a Constitution saving throw, taking 7d12 radiant damage on a failure, and half on a success. Undead and shapechanger creatures have disadvantage on the saving throw.

A creature that fails the saving throw takes an additional 2d6 radiant damage at the start of each of its turns for the next minute.

Additionally, a creature that fails the saving throw cannot assume a different form for 1 minute, be it with a feature, trait, or spell. Creatures currently in another form are also reverted to their true forms.

Noor's Instant Refuge

9th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V,S,M (an elixir made with rare herbs worth at least 1,000 gp, which the spell consumes)
  • Duration: Until triggered
  • Classes: Cleric, Wizard
  • Origin: Blackstaff's Book of 1000 Spells

Select a location you have previously visited, which can be on any plane of existence. At the same time, you may also choose up to six conditions that trigger this spell's effect. These triggers can be as specific or as vague as you choose. When one of the chosen conditions occurs, you are instantaneously teleported to the chosen location, along with everything you are wearing and carrying.

Otiluke's Omegasphere

9th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a gemstone cut into an orb-like shape worth at least 5,000 gp, which the spell consumes)
  • Duration: Concentration, up to an hour
  • Classes: Wizard
  • Origin: Jack Weighill

You form a sphere of incredible protection around you. Whilst you concentrate on the spell, your speed is 0 and you can’t gain the benefit from any bonus to your speed. The sphere begins as an intangible field of bluish energy that expands out from the point at which you cast the spell at a rate of 2 feet per second (or by 12 feet at the end of each of your turns), passing through solid objects and creatures with no effect.

The spell ends if you ever leave the sphere.

As an action on your turn, you may end the spell early, causing the sphere to cease growing, invoking one of the following effects that you choose when you cast the spell.

Impassable Sphere. The sphere transforms into a permanent, solid barrier of magical force. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage except that dealt by the disintegrate spell, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Damage dealt to the sphere by the disintegrate spell is restored at a rate of 1-foot per hour, or is instantly fixed with a casting of the Otilluke’s resilient sphere or wall of force spells.

Illusory Sphere. The sphere permanently masks its content with grand illusion. To creatures outside of the sphere, the interior of the sphere looks, sounds, and smells in a way that you choose when you cast the spell. Thus, a city can vanish into a small woodland, or a great citadel can appear a barren hillside.

Obliteration Sphere. The sphere deals 5d6 force damage, plus 5d6 thunder damage to each creature and object inside of the sphere, except for you. A creature can make a Constitution saving throw against the effect, halving the damage on a success. For every minute you spend concentrating on the spell, the force damage dealt increase by 1d6.

P'an Ku's Falsity of Shadows

9th-level dunamancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (the barren egg of a gemstone dragon worth at least 50,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock

You touch a creature, forcing a tiny aspect of themselves from their body. The target must make a Charisma saving throw. On a failure, a near perfect copy of the target appears in an unoccupied space within 5 feet of it. The copy has the same statistics, memories, and experiences as the target, including any class levels, skill proficiencies, known spells, and current expended resources. It also has nonmagical copies of all of the target's items.

The copy is of an opposite alignment to the original target: chaotic alignments become lawful, and good alignments become evil. It also possesses minor physical differences to the target which are determined by the DM, these can include differing hair or eye colour, alternate skin colour or similar changes.

The copy is charmed by you for 30 days, or until you or your companions do anything harmful towards it. While charmed in this way, the copy obeys your verbal commands. When the condition ends, the copy can choose whether or not to stuff regard you as an ally depending on how it was treated whilst it was charmed.

Planeshape

9th level evocation (mythic)


  • Casting Time: 7 days
  • Range: Self
  • Components: V, S, M (a sphere of solid crystal depicting the created plane’s topography worth at least 250,000 gp, at least one terrarium of crystal glass containing a miniature biome worth at least 10,000 gp, and a 120-foot tall obelisk of solid silver embedded with gold inlay worth at least 10,000,000 gp, all of which are consumed)
  • Duration: Instantaneous
  • Classes: Astromancer, Wizard
  • Origin: Jack Weighill

This incredibly powerful spell allows you to painstakingly formulate the cosmos into a new plane of existence. This plane is a design of your choosing, and is sculpted to your liking.

The size, and number of biomes on your world are determined by the quantity and combined cost of the material components provided for the spell. The crystalline sphere used in the spell’s components dictates the overall size of your created world. Assuming the created world is a spheroid planet, the circumference of that planet is as follows:

Plane Size
Crystal Sphere’s Worth Plane Circumference
250,000 gp 2,500-miles
500,000 gp 5,000 miles
1,000,000 gp 10,000 miles
2,000,000 gp 20,000 miles
5,000,000 gp 45,000 miles

Additionally, the number of terrariums provided as a part of the material components for this spell dictate the number of unique biomes found across the plane. For example, if you provide three terrariums, one showing a series of rolling plains, one showing a lush forest, and another depicting an acidic bog, the plane would hold a series of those different environments, spaced out however you choose.

The plane holds whichever flora you place within your terrariums, all which only partly grown when the plane is created. However, the plane contains zero fauna of any kind. As such, animals must be introduced to the plane through planar magic. You have an in-depth understand of the created plane and its layout. You can never be lost on the plane.

You may choose to create a permanent portal to anywhere on your new plane that you choose. This portal is a 10-foot radius spherical disk that remains in the spot where you cast the spell. You may choose for this portal to be one way, and which way the portal faces if it is.

Additional planar effects, such as magical forces or effects on the plane, or alterations to magical effects or spells cast on the plane, can be applied to the plane at the DM’s discretion, but would invoke an additional gold cost of at least 10,000 gp.

Once the spell is complete, you drop to 0 hit points, but are stable. Whilst unconscious in this way, you cannot regain hit points for 7 days. After first time you successfully cast this spell, you cannot cast it again.

Power Word Heal

9th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Odic
  • Origin: Player's Handbook

A wave of healing energy washes over a creature within range. If the target is has died within the last minute, it returns to life. Regardless, the target regains all its hit points. Additionally, if the target 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.

Power Word Kill

9th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Alchemist, Bard, Odic, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

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 causes the creature to take 100 necrotic damage. A creature immune to necrotic damage is unaffected by this spell. A creature with resistance to necrotic damage must have 50 hit points or fewer to be instantly killed by this spell.

Prismatic Wall

9th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Alchemist, Astromancer, Bard, Wizard
  • Origin: Player's Handbook

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 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 a similar spell of equal or higher level that can end spells and magical effects.

Psychic Scream

9th-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Origin: Xanathar's Guide to Everything

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.

Ravenous Void

9th-level dunamancy


  • Casting Time: 1 action
  • Range: 960 feet
  • Components: V, S, M (a small, nine-pointed star made of iron)
  • Duration: Concentration, up to a minute
  • Classes: Astromancer, Warlock, Wizard
  • Origin: Explorer's Guide to Wildemount

You create a 20-foot-radius sphere of destructive gravitational force centred on a point you can see within range. For the duration, the sphere and any space within i feet of it are difficult 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 centre. Ending in an unoccupied space as to the centre 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 centre, ending in an unoccupied space as close to the centre 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 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 is annihilated, along with any nonmagical items it is wearing or carrying.

Shapechange

9th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Druid, Odic, Wizard
  • Origin: Player's Handbook

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.

Spell Trap

9th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within range cast a spell
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • Origin: Jack Weighill

You entrap the energy of a spell in the process of its casting. If the creature is casting a spell of 6th level or lower, its spell fails and has no effect. If it is casting a spell of 7th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

When you cause a spell to fail using spell trap, you instantly gain one spell slot of the level of the countered spell. The created spell slot vanishes at the end of a long rest.

Storm of Vengeance

9th-level conjuration


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Druid
  • Origin: Player's Handbook

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 additional 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.

Strength of the Cosmos

9th-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a pinch of stardust)
  • Duration: 1 round
  • Classes: Astromancer
  • Origin: Jack Weighill

You call forth the strength of the cosmos, pouring its might into your strikes. Each time you make a weapon attack before the end of your next turn, choose one of the following benefits:

  • Make three ranged spell attacks against the target. On each hit, the target takes 3d6 radiant damage.
  • You unleash a wave of searing sunlight and hostile creature within 30 feet of you immediately take 2d6 fire damage plus 2d6 radiant damage.
  • The target must make a Strength saving throw. On a failure, the target takes 3d10 force damage and is knocked prone. On a success, the target takes half as much damage and is not knocked prone.
  • You fly up to your speed without provoking opportunity attacks. You can choose to fly in this way immediately before or after you make the attack. If you end this flight still aloft and fall, if you fall 60 feet or less, you take no falling damage and can land on your feet. If you fall more than 60 feet, you can subtract 60 feet from the fall when calculating fall damage.

Supreme Sorcery

9th-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 minute
  • Classes: Sorcerer
  • Origin: Jack Weighill

You ascend to a higher level of spellcasting capabilities and tap into the true essence of your bloodline. For the duration, you may use your Metamagic options without expending sorcery points.

Symphony

9th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to a minute
  • Classes: Bard,
  • Origin: Jack Weighill

You conjure the ethereal visage of a grand symphonic orchestra at a point that you can see within range. The orchestral image fills a 20-foot cube and produces magnificent music that can be heard up to 360 feet away. Each creature in the area that you choose and that can hear the music must make a Wisdom saving throw. On a failed save, a creature becomes charmed until the start of your next turn.

A creature charmed in this way is incapacitated and has a speed of 0. The condition ends early if the charmed creature takes damage or if someone else uses an action to shake the creature out of its stupor.

Each round you maintain concentration on this spell, the music produces different effects on your turn.

Round 2-3. The music begins with a rousing sonata. Each creature in the area that you choose and that can hear the music gains an additional action on their next turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Round 4-5. The music slows into a lulling spell. Each creature in the area that you choose and that can hear the music must make a Wisdom saving throw. On a failure, a creature’s speed is halved and, on its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. These effects last until the start of your next turn.

Round 6-7. The music shifts into a mind-bendingly fast pace. Each creature in the area that you choose and that can hear the music must make a Wisdom saving throw. On a failure, a creature takes 4d10 psychic damage plus 4d10 thunder damage.

Round 8-9. The music begins building to a magnificent finale. Each creature in the area that you choose and that can hear the music must make a Wisdom saving throw. On a failed save, a creature becomes charmed until the start of your next turn.

A creature charmed in this way is stunned.

Round 10. The music reaches its glorious finish. Each creature in the area that you choose and that can hear the music is affected in one of the following ways you choose:

  • It regains 10d6 hit points.
  • It suffers 10d10 thunder damage.

Time Ravage

9th-level dunamancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Cleric, Warlock
  • Origin: Explorer's Guide to Wildemount

You target a creature you 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 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 speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Time Stop

9th-level dunamancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a necklace of seven diamond prayer beads worth at least 5,000 gp)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Sorcerer, Warlock, Wizard
  • Origin: Player's Handbook

You briefly stop the flow o f 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 o f 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.

Transcend

9th-level divination (mythic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a necklace of seven diamond prayer beads worth at least 5,000 gp)
  • Duration: Concentration, up to an hour
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You ascend your mind to a higher plane of thought, advancing beyond that which mortals can achieve. You gain the following effects, which last for the duration:

  • You gain a fly (hover) speed equal to your walking speed.
  • You gain advantage on saving throws against spells and other magical effects.
  • You gain telepathy and truesight out to a range of 120 feet.
  • When you fail a saving throw, you can instead choose to succeed. You may do this once per casting of this spell.

Additionally, whilst in this form, you can use your action on your turn to invoke one of the following effects:

Majesty/Terror. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or become either charmed or frightened (your choice) until the start of your next turn. A creature charmed in this way can take no hostile action against you, whilst a creature frightened in this way must use its full movement on its turn to move as far away from you as it can without putting itself in immediate danger.

Omnipresence. You and up to three other creatures you choose within 10 feet of you teleport to unoccupied positions you choose within 120 feet of you. All creatures appear in unoccupied spaces within 10 feet of you. An unwilling creature must succeed on an Intelligence saving throw to avoid the effects.

Overload. You point to a creature within 30 feet of you. The target must succeed on an Intelligence saving throw or have its brain overloaded with the esoteric knowledge you have gained. On a failure, the target takes 8d10 psychic damage and is stunned until the start of your next turn. On a success, the target takes half damage and suffers no additional effects. A creature killed with this feature has their brain liquefied if they have one.

Wrath of God. You unleash a wave of force in a 20-foot radius around you. Each creature caught in the area must succeed on a Constitution saving throw or suffer 10d6 force damage and fall prone. On a successful saving throw, the creature takes half damage and is not knocked prone. A creature reduced to 0 hit points by this feature is turned to ash.

Whilst in this form, your alignment is taken to the absolute extreme in a way that both you and your DM decide together.

When the spell ends, you drop to 0 hit points, but remain stable. You cannot regain hit points through any means short of a wish spell for a number of days equal to 3 times the number of minutes you concentrated on the spell (minimum of 3 days), thus, remaining unconscious for that time.

This spell cannot be dispelled by dispel magic, countered by counterspell, or reversed by dunamis.

True Polymorph

9th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
  • Duration: Concentration, up to an hour
  • Classes: Alchemist, Bard, Odic, Warlock, Wizard
  • Origin: Player's Handbook

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an 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 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 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.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. 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.

True Resurrection

9th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Alchemist, Cleric, Druid, Odic
  • Origin: Player's Handbook

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.

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.

Weapon of God

9th-level evocation


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (a holy symbol)
  • Duration: Instantaneous
  • Classes: Cleric
  • Origin: Devout Handbook

A titanic celestial force, such as a colossal fist or weapon, appears at a point you can see in the air and slams down onto the ground in a 60-foot radius cylinder with a height as high as you can see. Each creature, object, and structure within the cylinder takes 100 damage. The damage type depends on the alignment of the deity you worship: radiant for good, force for neutral or a pantheon spanning multiple alignments, or necrotic for evil. If your deity is associated with a particular damage type (as Hephaestus is with fire damage or Thor with lightning), your DM can choose for this spell to deal that damage type instead. Damage from this spell can’t be reduced or prevented in any way.

The force can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

The spell fails if you can’t see a point in the air at least 100 feet above the ground that could accommodate the celestial force (for example, if you are in a room with a ceiling lower than 100 feet).

Weird

9th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Bard, Warlock, Wizard
  • Origin: Player's Handbook

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature you choose in a 30-foot-radius sphere centered on a point within range becomes frightened for the duration. This spell ignores immunity to the frightened condition. 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 8d10 psychic damage. On a successful save, it takes half as much damage and the spell ends for it.

Wildfire

9th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A firefly)
  • Duration: Instantaneous
  • Classes: Alchemist, Sorcerer, Wizard
  • Origin: None

You point at a creature within range, and it bursts into flame, spiting fiery motes that spread their flame to others. A creature that is burning takes 5d8 fire damage at the start of each of their turns. A burning creature can also use its action to make a Constitution saving throw. On a success, the burning ends.

When a burning target takes damage from this spell, choose a creature or object that is not being worn or carried that you can see within 30 feet of the burning target. The new target must make a Constitution saving throw or begin burning as well.

Wish

9th-level dunamancy (mythic)


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard
  • Origin: Player's Handbook

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 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 until 1 year has passed.

Worldrend

9th-level dunamancy


  • Casting Time: 1 action
  • Range: 240 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Astromancer, Cleric, Sorcerer, Warlock, Wizard
  • Origin: Swordmeow

You carve a line in the fabric of reality, tearing apart everything in its path. A 1-foot-wide line appears between two points that you can see within range. Each creature caught in the line must make a Dexterity saving throw. On a failure, the creature takes 12d12 force damage, taking half as much damage on a successful one. The spell damages objects caught between the points.

Wrath of Bizzare

9th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a golden flask filled with giant’s blood, and adorned with snakeskin leather worth at least 500 gp)
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard
  • Origin: Jack Weighill

You call upon the rage of ancient titans, bringing their wrath upon your enemies. Great spectral fists of the ancient titans fall from the sky, striking at any creature you choose within range. Each target must make a Dexterity saving throw. On a failure, a creature suffers 15d10 force damage. On a success, the creature suffers half as much damage. Regardless, each creature is knocked prone, whilst a 10-foot radius sphere of dust around the target’s space created difficult terrain and a lightly obscured area for 1 minute.