The Fivin Folios 9th-Level Spells Volume I - [index] Doom of the Seas 9th-level conjuration Classes: Druid, Warlock

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: Concentration, up to 1 hour It is said that in the deepest recesses of blackwater caverns dwell creatures of immense power, horrific entities touched by malevolent extraplanar forces. Though this might certainly be true, it is likely that most experiences with such creatures are a result of this spell. You summon a kraken from the depths. The doom of the seas appears in an unoccupied space that you can see within range, and obeys your telepathic commands for the duration. It disappears when it drops to 0 hit points or when the spell ends. Epidemic 9th-level necromancy Classes: Cleric, Druid, Warlock

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous You touch a creature who must succeed on a Constitution saving throw, or immediately (with no incubation period) contract a disease you choose from this list: blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. The target becomes a powerful vector for spreading the disease. For as long as they are afflicted by it, any living creature coming within 30 feet of them, must also make a Constitution saving throw or immediately contract the disease, regardless of its usual incubation period or method of transmission. Anyone infected in this manner also becomes a vector for the disease and can spread it in the same manner. A creature that makes a successful save against this particular epidemic becomes immune to it for 24 hours, but coming into contact with an infected creature after that time forces another save with the same consequences. The save DC drops by 1 each day after the spell is cast, regardless of when any particular creature contracted it. When the DC is reduced to 1, the spell ends. You are immune to diseases you create with the spell. Invulnerability to Elements 9th-level abjuration Classes: Druid, Sorcerer

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 10 minutes A creature you touch becomes immune to acid, cold, lightning, fire, and thunder damage, for the duration of the spell. Lookingglass 9th-level transmutation (ritual) Classes: Druid, Sorcerer, Warlock

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (A reflective surface at least as big as a Medium-size creature)

Duration: 1 week You create one end of a magical path between two natural mirrored surfaces, such as pools of water or clear lakes. If you cast a second lookingglass spell on another surface before the first spell ends, you can look through it and see the first location, as if you had cast the Clairvoyance spell. When you cast the second spell, you designate up to eight willing creatures, within the next 10 minutes they can step through the lookingglass and teleport to the first location, ending both spells. If the duration of the first lookingglass spell elapses before you complete the path with a second casting, the first spell is wasted. Phantom Bear 9th-level conjuration Classes: Druid

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Concentration, up to 1 minute The ghostly spirit-form of a Huge bear appears in a space you can see within range. It rises up on its hind legs and releases a tremendous roar. Any of your enemies that can see the phantom bear must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the phantom bear, it can repeat the saving throw, ending the effect on itself on a success. The phantom bear rolls for initiative with a +10 modifier and advantage. It has a movement speed of 60 feet and can make up to three attacks each turn, one bite (+12 to hit, 15 ft. range, 8d8 piercing damage) and two with its claws (+12 to hit, 10 ft. range, 4d8 slashing damage). The phantom bear obeys your mental commands until the spell ends, after which it disperses into glowing mist. Rain of Tulips 9th-level evocation Classes: Cleric, Druid

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (a black tulip flower)

Duration: Concentration, up to 1 minute Tulips as black as midnight fall from the sky, filling an 80-foot-radius, 80-foot high cylinder centred on a point you can see within range. The tulips explode with divine energy when they come into contact with a type of creature you specify─ aberrations, celestials, elementals, fey, fiends, or undead. Creatures of that type entering the area or starting a turn there, take 5d6 points of radiant damage and must make a Constitution saving throw. On failure they are Poisoned until they leave the spell's area. On success they become immune to the nauseating effect of this spell, but not the damage.

Shadow Landscape 9th-level illusion (ritual) Classes: Bard, Druid, Sorcerer, Warlock

Casting Time: 1 action

Range: 1 mile

Components: V, S

Duration: Until dispelled You infuse the landscape with power stolen from the Shadowfell, making the terrain in range a more savage, dangerous place. The effects vary depending on where it is cast: Desert: Desert is transformed into a place where no one goes willingly. The average temperature increases by 30 degrees, or decreases by 30 degrees if the desert is actually a tundra. Sandstorms (or snowstorms) blow through a shadow landscape desert on an hourly basis.

Forest: Forests become a frightening place where a canopy of rotting leaves blocks the sun and all the trees are strangely twisted. Spaces with light undergrowth have heavy undergrowth instead, and spaces covered with heavy undergrowth grasp at passersby as if an Entangle spell had been cast on them.

Hill: Light undergrowth becomes heavy undergrowth, and slopes seem steeper than their elevation would indicate. It takes two squares to move uphill on a gradual slope, and four squares to move uphill on a steep slope. Cliffs have frequent overhangs and are made of crumbling rock, requiring a Strength (Athletics) check to ascend or descend.

Marsh: Marshes seem swampier and more forbidding. Half the terrain in the marsh becomes quicksand.

Mountain: Mountains become places of jagged peaks, slippery slopes, and howling winds. Cliffs and chasms require a Strength (Athletics) check to scale. Creatures who fail climbing checks or make loud noises have a 10% chance of starting an avalanche. Altitude effects are one category worse.

Plain: Natural grasslands become wide-open spaces with stands of thick bushes where thunderstorms and tornados are frequent. Half the spaces with undergrowth (light or heavy) grasp at passersby as if an Entangle spell had been cast on them.

Underground: Constructed dungeons aren't affected by shadow landscape, but naturally occurring caves are. Natural cavern floors take 4 squares of movement per space to enter. Stalagmites cover 10% of the available floor space. (Saves and ability checks use the DC of the shadow landscape.) The spell also worsens the weather within the area. When rolling random weather, roll twice and take the worse result. In open plains, roll three times and take the worst result. When you cast the spell, you can designate yourself and a number of creatures equal to your spellcasting ability modifier, as designated travellers. They don't suffer the terrain-specific effects of the spell, but are still subject to the weather. You can also designate animals, plants, or magical beasts native to the area as shadow guardians. You can designate a CR equal to your caster level, split up however you like. For example, a 20th-level druid could designate two treants (CR 9 each) and a cave bear (CR 2) as shadow guardians. While the shadow guardians are within the area, they have a friendly attitude toward designated travellers, and also gain resistance to cold, darkvision 60 ft. and the Evasion ability. Shambler 9th-level conjuration Classes: Druid, Warlock

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a large heap of organic matter)

Duration: Instantaneous You create a Shambling Mound. It obeys your verbal commands, and will aid you in combat or perform tasks for you, to the best of its ability. The shambler remains loyal until you dismiss it, or until you die, after which it becomes like any other shambling mound. You can control a number of shamblers equal to your spellcasting ability modifier. Summon Elemental Monolith 9th-level conjuration Classes: Cleric, Druid, Sorcerer, Warlock

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a gem worth 100 gp; aquamarine for air, tourmaline for earth, garnet for fire, or pearl for water.)

Duration: Concentration, up to 10 minutes A tremendously powerful creature known as an elemental monolith, appears at a point you can see within range. Roll initiative for the elemental monolith, which has its own turns. It is friendly to you and neutral towards your companions for the duration. If you speak it's language and are close enough to communicate, the elemental monolith obeys your verbal commands. If you don't issue any commands, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental monolith doesn't disappear, instead, you lose control. It becomes hostile toward you and your companions, and might attack. It is free to act as the DM sees fit, but it will disappear 1 hour after being summoned, or when it drops to 0 hit points. The elemental monolith can't be summoned into an environment hostile to it, for example; you couldn't summon a fire monolith underwater or an earth monolith high up in the air. Towering Thunderhead 9th-level conjuration Classes: Druid, Sorcerer, Wizard, Warlock

Casting Time: 1 action

Range: 500 feet

Components: V, S

Duration: Concentration, up to 1 minute Roiling clouds appear centred on a point you can see within range, shot through with punishing winds and sheets of lightning. The mass of dark clouds fills a cylinder 60 ft. high, with a 40-ft. radius, that has the effects of a Fog Cloud spell, while the powerful and contrary air currents also provides the effects of a Wind Wall spell inside the area. All movement within the area is halved. You can see and move normally within the area, though your ranged attacks are hindered by the wind like anyone else's. Any thunder or lightning spell of 7th level or lower cast by a creature within the area is automatically empowered (any damage dice can be re-rolled, once), however spells already empowered by sorcerous metamagic don't gain this benefit.

Rock to Lava 9th-level transmutation Classes: Druid, Sorcerer, Wizard, Warlock

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Instantaneous You transform up to a 10-foot cube of rock you can see within range, into red-hot molten lava. Each creature standing on the area must succeed on a Dexterity saving throw. On success they take 2d6 points of fire damage and move to the nearest empty space. On failure they fall into the lava. A creature immersed in lava takes 10d6 points of fire damage when it enters the area, and each time it ends a turn there. Its speed is reduced to 5 feet and it can’t benefit from any bonus to its speed. Attack rolls against it have advantage, its attack rolls have disadvantage, and it has disadvantage on Dexterity saving throws. After leaving the area, creatures continue to take half damage (either 1d6 or 5d6 fire damage) at the start of each turn for an additional 1d3 rounds. If the spell is cast on a stone ceiling, the resulting rain of lava deals 2d6 points of fire damage and 1d6 points of bludgeoning damage to anything directly beneath the area, or half as much damage on a successful Dexterity saving throw. The resulting pool of lava has a 15-foot-radius and a depth of ~1.5 feet. Creatures who enter the pool of lava, or start a turn there, take 2d6 points of fire damage, then 1d6 points of fire damage for 1d3 rounds after escaping. Casting this spell below or adjacent to a structure, deals 10d6 fire damage to any part of it in contact with the lava, and wooden structures instantly burst into flame. Magical or enchanted stone is not affected by the spell. Lava cools naturally from its surface toward its centre and no longer deals fire damage after 2d6 hours. A 15-foot-radius pool can take as long as two days to completely cool, while the core of a 10-foot cube of lava might remain molten for a month. Undermaster 9th-level transmutation Classes: Druid, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: Self

Components: V

Duration: Concentration, up to 1 minute You take up the mantle of the earth, gaining power over it as long as you stand upon or beneath its surface. While energized with this power, you can use an action on your turn to produce the effects of one of the following spells: Earthquake, flesh to stone, investiture of stone, magic stone, meld into stone, move earth, reverse gravity, stone shape, stoneskin, transmute rock, and wall of stone. If the duration of the spell is not Instantaneous, the effects end at the start of your next turn. True Reincarnate 9th-level transmutation Classes: Druid

Casting Time: 10 minutes

Range: Touch

Components: V, S

Duration: Instantaneous You speak the name of a dead Humanoid and provided that the creature has been dead no longer than 200 years, the spell forms a new adult body for it, and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails. Roll twice on the following table and pick one of the results to determine what form the creature takes when restored to life. d100 Race d100 Race 01-04 Dragonborn 47-52 Gnome, rock 05-13 Dwarf, hill 53-56 Half-elf 14-21 Dwarf, mountain 57-60 Half-orc 22-25 Elf, dark 61-68 Halfling, lightfoot 26-34 Elf, high 69-76 Halfling, stout 35-42 Elf, wood 77-96 Human 43-46 Gnome, forest 97-00 Tiefling The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. Planar Perinarch 9th-level transmutation (ritual) Classes: Bard, Cleric, Druid, Sorcerer, Warlock

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes You speak the words and feel the fabric of the plane buckle within your mind, then relax as you impress order upon the realm. For the duration, you can use an action on your turn to control the terrain within range, of a highly morphic or divinely morphic plane. If you alter an area that contains other creatures, they can each make a Dexterity saving throw to move to the nearest empty space of their choice. You are unable to achieve any works of complexity within an area you control, but you can mix two or three elements in a crude fashion; a few examples are provided below. Thick Barrier: You thicken the air with dust and rock, creating an area that counts as difficult terrain and blocks ranged attacks.

Fiery Barrier: You create a field of flame that deals 3d10 fire damage to any creature attempting to pass through it, or starting a turn inside it.

Complete Barrier: You create a barrier of solid stone up to 1 foot thick. Most of the Outer Planes are divinely morphic, however, mortals who intend to alter a god's domain should think twice about the DM's interpretation of a given god's territorial nature.

Were-doom 9th-level evocation Classes: Cleric, Druid, Warlock

Casting Time: 1 action

Range: 500 ft.

Components: V, S, M (a bit of a lycanthrope's fur or skin)

Duration: Instantaneous This spell must be cast at night. Lycanthropy infects 1d4 humanoid creatures within 50 feet of a point within range you can see, designated randomly. These creatures immediately change into their animal or hybrid forms (their choice) and begin savagely attacking all around them. To determine the type of lycanthropy that afflicts a subject, what stat block to use, and the additional features to add, roll on the Lycanthropy Table below. Lycanthropy Table d8 Type Beast Stats Additional Features 1 Werebat Giant Bat Blindsight 120 ft., Flyby, Improved Initiative 2 Werebear Brown Bear Blindsight 60 ft., Power Attack 3 Wereboar Boar Blindsight 60 ft., Improved Initiative 4 Were crocodile Giant Crocodile Blindsight 60 ft., Improved Initiative 5 Wererat Giant Rat Blindsight 60 ft., Multiattack (2 attacks), Weapon Finesse 6 Wereshark Giant Shark Blindsight 30 ft., Power Attack 7 Weretiger Tiger Blindsight 30 ft., Multiattack (2 attacks), Power Attack 8 Werewolf Wolf Blindsight 30 ft., Improved Initiative, Weapon Finesse Additional Features Blindsight. The creature can perceive its surroundings without relying on sight, within a specific radius.

The creature can perceive its surroundings without relying on sight, within a specific radius. Flyby. The creature doesn't provoke an opportunity attack when it flies out of an enemy's reach.

The creature doesn't provoke an opportunity attack when it flies out of an enemy's reach. Improved Initiative. The creature has advantage on initiative rolls.

The creature has advantage on initiative rolls. Power Attack. Each turn, before the creature makes any attacks, it can subtract up to its full attack bonus from all its attacks. It adds the same number to any damage rolls if it hits with those attacks.

Each turn, before the creature makes any attacks, it can subtract up to its full attack bonus from all its attacks. It adds the same number to any damage rolls if it hits with those attacks. Weapon Finesse. The creature may use its Dexterity modifier instead of its Strength modifier for melee attack rolls. Awaken Construct 9th-level transmutation Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 8 hours

Range: Touch

Components: V, S

Duration: Instantaneous You awaken a mechanically functional humanoid construct to sentience. The spell does not work on temporary constructs, such as objects affected by an Animate Object spell. The awakened creature is independent of both you and the being who originally made it, though it is initially friendly toward both you and its maker. Unyielding Roots 9th-level transmutation Classes: Druid, Warlock

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute A creature you touch, who must be standing on the ground, grows thick tree roots that anchor them to the earth and provide life-sustaining healing. For the duration of the spell, the creature can't move, nor can they be moved without moving the earth itself, such attempts simply fail. If an Overrun attempt is made against the creature, it automatically wins the opposed Strength check, and whoever failed to overrun them, must succeed on a Strength or Dexterity saving throw of fall Prone. The roots draw life energy from the ground. At the start of each turn the creature regains 30 Hit Points, and is cured of any poisons or effects that are reducing their maximum HP or attributes. As long as the roots remain, the creature has advantage on Constitution and Wisdom saving throws, but also suffers disadvantage on Dexterity saving throws. Abyssal Army 9th-level conjuration Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: 10 minutes

Range: 150 feet

Components: V, S

Duration: 1 hour You summon a pack of demons from the Infinite Layers of the Abyss to serve you. When the spell is complete, 2d4 dretches appear.

appear. Ten minutes later, 1d4 babau appear.

appear. Ten minutes after that, 1 vrock appears. Each creature has maximum Hit Points. Once these creatures appear, they serve you for the duration of the spell. They obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time. Call Marut 9th-level conjuration Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 10 minutes

Range: 30 feet

Components: V, S

Duration: Instantaneous You request the aid of a marut, an upholder of the fundamental rules of the multiverse, from the Clockwork Nirvana of Mechanus. If you know an individual marut's name, you may request them during the casting of the spell, but you might still get a different creature, anyway. You may ask the marut to perform one duty for you, which must be in harmony with its lawful objective, and take no more than nine days to complete. The marut does not ask for any payment. After nine days, or if asked to do something nonlawful, frivolous, or not focused on its lawful objective, the marut will leave.

Despoil 9th-level transmutation (ritual) Classes: Cleric, Warlock

Casting Time: 1 minute

Range: 1 mile

Components: V, S, M (the bloody corpse of a freshly dead or well-preserved humanoid)

Duration: Instantaneous You blight and corrupt the land within range. Plants with CR 1 or less shrivel and die, and the ground cannot support such plant life ever again. Plants with more than CR 1 must succeed on a Constitution saving throw or die. Those who succeed take 5d6 points of necrotic damage. All living creatures in the area other than you, must succeed on a Constitution saving throw or be Poisoned for 1d4 hours. Unattended objects, including structural features such as walls and doors, grow weak and brittle, then take 1d6 points of damage. Only the effects of multiple Wish spells or Divine Intervention can undo the lasting effects of this spell. Heavenly Host 9th-level conjuration Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 10 minutes

Range: 150 feet

Components: V, S

Duration: 1 hour You summon a host of archons from the Seven Mounting Heavens of Celestia. When the spell is complete, 2d4 lantern archons appear. Ten minutes later, 1d4 hound archons appear. Each creature has maximum Hit Points. Once these creatures appear, they serve you for the duration of the spell. They obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time. Hellish Horde 9th-level conjuration Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: 10 minutes

Range: 150 feet

Components: V, S

Duration: 1 hour You summon a horde of devils from the Nine Hells of Baator to serve you. When the spell is complete, 2d4 bearded devils appear. Ten minutes later, 1d4 chain devils appear. Ten minutes after that, 1 bone devil appears. Each creature has maximum Hit Points. Once these creatures appear, they serve you for the duration of the spell. They obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time. Hunters of Hades 9th-level conjuration Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 minute

Range: 150 feet

Components: V, S, M (a pinch of ash or a bloodstone worth 500 gp)

Duration: 1 hour You summon either a pair of pack fiends, or a single retriever from the Gray Waste of Hades to serve you. The trained hunting beasts are expert trackers that magically understand your spoken commands, regardless of your language. Each creature has maximum Hit Points. Once these creatures appear, they serve you for the duration of the spell. They obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the creatures. You can dismiss them singly or in groups at any time. Implosion 9th-level evocation Classes: Bard, Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute You create a destructive resonance within the body of a creature within range, who must make a Constitution saving throw. On failure, the creature takes 10d6 force damage and is Restrained for the duration. On a success it takes half as much damage and is not Restrained. A creature killed by this damage violently collapses in on itself. A creature Restrained by the spell can repeat the Strength saving throw at the end of each of it's turns, ending the effect on itself if successful. On each of your turns until the spell ends, you can use your action to implode a creature in this way, targeting the same creature or a different one. The spell has no effect on gaseous or incorporeal creatures.

Investiture of the Hellfire Engine 9th-level transmutation Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a fist-sized chunk of brimstone)

Duration: Concentration, up to 10 minutes You transform a creature's flesh into living iron with a dull metallic hue. Its eyes erupt with unholy flame, and when it opens its mouth, the fires of Hell roil within. For the duration, the target gains the following features: Damage Immunities: Lightning and poison

Lightning and poison Damage Resistance: Acid and fire; bludgeoning, piercing and slashing damage from nonmagical weapons

Acid and fire; bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities: Blind, deaf, diseased, poisoned, stunned

Blind, deaf, diseased, poisoned, stunned Ability Score Adjustment: Strength +6, Dexterity -6 (min 1)

Strength +6, Dexterity -6 (min 1) Unarmed attacks: 1d6 damage (1d4 if small-sized). Considered to be magical, for the purpose of overcoming damage resistance.

1d6 damage (1d4 if small-sized). Considered to be magical, for the purpose of overcoming damage resistance. Other Features: Immune to ability score reduction effects, and critical hits. Do not need to breathe, but also cannot drink (use potions) or play wind instruments. Weight increases by a factor of ten, and movement speed is reduced by half. In addition, the hellfire engine can breathe a 30-foot cone of hellfire that deals 8d10 damage. This is not fire damage, and ignores immunity or resistance to fire, but creatures in the area can make a Dexterity saving throw for half damage. The hellfire engine must roll 1d6 at the start of each following turn, until it gets a 5 or 6 and recharges the breath weapon. When the spell ends, the hellfire engine immediately reverts back to its original form, gains 1 point of exhaustion, and is Stunned for 1 minute. Laeral's Crowning Touch 9th-level necromancy Classes: Cleric, Sorcerer, Wizard

Casting Time: 1 action

Range: Touch

Components: V, S, M (a prism worth at least 1,000 gp)

Duration: 1 year and 1 day You touch an arcane spellcaster who must make a spellcasting ability saving throw. If they fail, you place a curse upon them. Mystra's symbol; a star, appears as a glowing brand, drawn in silver on each palm (or on the chest and forehead of beings lacking palms), that sheds blue-white light equal to a candle. For the duration, the target suffers disadvantage on any spell attack rolls and creatures have advantage on saving throws against the target's spells. Whenever the target casts an arcane spell, a streak of silver appears in their hair (or equivalent), and their spellcasting ability score is reduced by 2 points. The ability score reduction is cumulative and the target dies if an ability score is reduced to 0. The next time the target takes a short or long rest, they must succeed on a Constitution saving throw. If they succeed, the spell ends. If they fail, the reduction lasts for the duration. The curse bestowed by this spell can only be removed with a Wish spell. After the curse is lifted, all the effects go away. This spell was developed for use against beings who misuse arcane magic. The Lady of Mysteries does not look kindly on mages who hurl deadly magic at anyone who insults them. Mystra has been known to shorten the effects of the spell on the truly repentant or undeserving, if they seek atonement and pray to her for forgiveness. Righteous Exile 9th-level abjuration Classes: Cleric, Warlock

Casting Time: 1 action

Range: 20 feet

Components: V

Duration: Instantaneous You speak a word and your body gives off an explosion of divine energy, scorching the flesh creatures despised by good beings. Evil creatures in range take 20d6 points of radiant damage, and any who are not native to the plane you are on, must succeed on a Wisdom saving throw or be instantly banished to their home plane. DC = (your spell DC) - (target CR or level) + (your caster level) Investiture of the Pit Fiend 9th-level transmutation Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a fist-sized chunk of brimstone)

Duration: Concentration, up to 10 minutes You infuse a creature you can see within range, with the terrifying power of a pit fiend. The air shatters with a shriek of sorrow, and a burst of flame briefly outlines the target. Their mouth expands to accommodate new fangs, and a pair of red leathery wings burst free from their back. For the duration of the spell, the target has flying speed of 60 feet and is considered a fiend. After the spell ends, they revert back to their original appearance, gain 1 point of exhaustion, and are Stunned for 1 minute. At the beginning of each of their turns, the target chooses which aspect of the spell will be active until the start of their next turn: Aspect of Tyranny The target's hands lengthen into horrific claws, and it gains an attack bonus equal to its character level or CR, plus the following actions. Multiattack. Make two claw attacks and one wing attack. Claw. Melee Weapon Attack: reach 5 ft., one target. Hit: 2d6 slashing damage Wing. Melee Weapon Attack: reach 10 ft., one target. Hit: 2d6 bludgeoning damage

Aspect of Pestilence The target can use an action to release a cloud of disease-ridden air. Creatures within 10 feet must succeed on a Constitution saving throw or their Strength score is reduced by 2 points until they finish a short or long rest. Creatures die if this reduces their Strength to 0.

Aspect of Terror The target gains immunity to poison and resistance to fire. As an action, it can release a wave of fear. Creatures within 10 feet must succeed on a Wisdom saving throw or become Frightened of the target for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the target, it can repeat the saving throw, ending the effect on itself on a success.

Soul Bind 9th-level necromancy Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a black sapphire worth at least 10,000 gp)

Duration: Instantaneous You draw the soul of a sentient humanoid from a body within range, that has been dead for no more than 10 minutes, and imprison it inside the black sapphire gem used as a material component. The gem can only trap one soul at a time, but that one cannot be freed through any kind of reincarnation or resurrection, or even a Wish spell. You can release the soul as an action, but otherwise, only destroying the gem or Dispelling it at 9th-level will free the trapped soul to go on to wherever it is destined. You can consume a fragment of the trapped soul up to six times, after which it is completely and permanently destroyed. Each time you feed upon its essence, you can use one of the following abilities: Steal Life. You can use a bonus action to drain vigour from the soul and regain 2d8 hit points. Query Soul. You ask the soul a question (as a free action) and receive a brief telepathic answer, which you understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is wasted. Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor, beholds a translucent image of the tormented creature whose soul you have bound. Spread of Savagery 9th-level enchantment Classes: Cleric, Druid, Warlock

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (three drops of brain fluid from a beast)

Duration: 1 day Living creatures within 200 feet of a point you can see within range, must make a Charisma saving throw or become hostile to anyone not affected by the spell, whether in or out of the area, regardless of alignment or former association. Targets continue with their normal activities until presented with someone not affected by the spell, who they can identify by sight through an instinctive, supernatural sense granted by the spell. Targets are likely to attack the unaffected, although they retain their intellect and thus retreat from or avoid creatures who are obviously too powerful for them to overcome. Targets can repeat the saving throw each time they deal damage to another creature, or take damage themselves. Sublime Revelry 9th-level abjuration Classes: Bard, Cleric, Warlock

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes You induce a pleasurable fugue-like state on willing creatures of your choice you can see within range, which suppresses but doesn't cure, the effects of pain. For the duration, targets have resistance to damage from melee and ranged weapon attacks, and are immune to mind-affecting spells and spell-like abilities, and the effects of pain, including any penalties imposed by pain spells or magical effects. Summon Golem 9th-level conjuration Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a small lump of preserved flesh, dried clay, unworked stone, or iron ore)

Duration: Concentration, up to 10 minutes You wave your hand over an appropriate material component while chanting a lengthy incantation. Moments later, a flesh, clay, stone, or iron golem appears in a flash of light to serve you. The golem acts on your turn, following your verbal commands, and disappears when it is reduced to 0 Hit Points or the spell ends. Undeath's Eternal Foe 9th-level abjuration Classes: Cleric

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 10 minutes You grant special abilities to a number of creatures equal to your Wisdom (minimum 1). For the duration they gain the following boons to aid them in more effectively destroying the undead: Undead have disadvantage on attack rolls against the target.

The target can’t be charmed, frightened, or possessed by undead. If already charmed, frightened, or possessed by such a creature, the target has advantage on any further saves against the effect.

The target is immune to effects ability drain, disease or poison by undead.

The target can make melee and ranged attacks against ethereal or incorporeal undead as if they were solid.

Visage of the Benefactor 9th-level transmutation Classes: Cleric, Warlock

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes You feel the touch of your deity or patron and your visage shifts to reflect their appearance. For the duration, your creature type and alignment change to reflect that of your patron, and you gain some of the following boons, depending on your patron's alignment: All Alignments Advantage on saves against spells and spell-like effects. +1 to AC (natural armour)

Good-aligned Wings that allow you to fly at twice your normal speed. Ability modifiers: +2 Str, +2 Con, +1 Int, +2 Wis, +1 Cha. 60 ft. darkvision. Immunity to disease. Resistance to acid, cold and lightning damage. Advantage on saving throws against poison. Attacks and spells deal an additional 1d6 radiant damage.

Neutral-aligned A flying speed equal to your normal speed, plus 10 ft. Ability modifiers: +2 Str, +1 Dex, +2 Con, +2 Int, +2 Wis. 120 ft. darkvision. Immunity to being frightened. Resistance to acid, cold, fire, poison and lightning damage. Advantage on saving throws against poison. Attacks and spells deal an additional 1d6 force damage.

Evil-aligned Wings that allow you to fly at your normal speed. Ability modifiers: +2 Str, +2 Dex, +1 Con, +2 Int, +1 Cha. 60 ft. devil's sight Claw (1d6 slashing) and Bite (1d8 piercing) attacks. Resistance to acid, fire and lightning damage. Immunity to poison damage and being poisoned. Attacks and spells deal an additional 1d6 necrotic damage.

Vile Death 9th-level conjuration Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 hour

Range: Touch

Components: V, S, M (a bit of brimstone and a bloodstone worth at least 500 gp, which is consumed by the spell)

Duration: Until dispelled You summon the spirit of a fiend from the depths of the Nine Hells or the Abyss, and bind it into the body of a corporeal undead creature— either a bodak, devourer, ghast, ghoul, mohrg, mummy, nightshade, skeleton, vampire, vampire spawn, wight, or zombie. The resulting creature is independent of you, and can act on its own. Its initial attitude toward you is indifferent. Word of Genesis 9th-level conjuration Classes: Cleric, Druid, Sorcerer

Casting Time: Six days (8 hours/day)

Range: Self

Components: V, S, M (a crystalline sphere worth 5,000 gp which the spell consumes)

Duration: Instantaneous Floating in the silvery haze of the Astral Sea, you weave tendrils of mist around you and speak the words of power, constructing reality anew and creating a finite plane with limited access: a demiplane. The environment within the demiplane can be almost anything you can visualize. You determine the atmosphere, amount of water, temperature, and general shape of the terrain, but you can't create esoteric material such as gold or gems; you are limited to stone and dirt. The spell cannot create living things, nor can it create objects or buildings, roads, dungeons, ect. You must add these details in some other fashion if you desire them. At first, the fledgling plane has a 100-foot radius, but it grows naturally by 1 foot each week. You can also cast this spell again inside the demiplane, increasing the radius by 100 feet each time. Once the demiplane is created, you can travel to it using Plane Shift or similar magic. Time passes there at the same rate as on the Material Plane. This spell only works if you are on the Astral Plane. Abyssal Rift 9th-level conjuration Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (a miniature adamantine and gem-studded pickaxe worth at least 1,000 gp)

Duration: Concentration, up to 1 minute You gesture at a point on the ground within range and it opens up into a yawning rift, 10 ft. wide, 100 ft. long, and 60 ft. deep, filled with black fire. You cannot open the rift open beneath a fixed structure such as a tower, castle wall, etc. However, you can make it open underneath a wagon, tent, or similar mobile object or lightweight structure. Untended objects wholly or partly in squares occupied by the rift, fall into it. Creatures in the area must make a Dexterity saving throw; on failure they fall into the rift as well, on success they fall Prone in the nearest empty space outside it. Anything that falls into the rift takes 6d6 bludgeoning damage from the impact, before then being seared by the black flames, which deal 6d6 fire damage and 6d6 radiant damage. Anything that ends its turn inside the rift takes the same damage again. In addition, the rift sprouts tentacles of black fire that reach out to all creatures within 60 feet of the rift's edge. Creatures in the area must make a Dexterity saving throw at the start of each turn or take 3d6 fire damage and 3d6 radiant damage from the fiery tendrils. When the spell ends, the rift closes. Anything still trapped inside is plane-shifted to a random layer of the Abyss. All that remains of the rift is a permanent scar on the ground where it formed.

Binding Chain of Fate 9th-level evocation Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a tiny silver chain)

Duration: Concentration, up to 1 minute You create a chain of whirling force that loops around a creature you can see within range, they must make a Wisdom saving throw. If the target succeeds, the spell ends and the chain dissipates harmlessly. If they fail, the chain creates an oscillating ring surrounding the target at a distance of 5 feet, filling all of the squares adjacent to them. While the chain surrounds a creature, it is Restrained and also unable to change its form. The chain also acts as a dimensional anchor upon the target, preventing any planar travel or teleportation, and creates an antimagic field within its area. The target takes 2d6 force damage at the start of each turn, but can then repeat the Wisdom saving throw to end the spell on itself. The chain cannot be dispelled, but it is instantly destroyed by a Disintegrate spell, or a rod of cancellation. Creatures other than the target can enter or leave the area if they succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) ability check to get past the chain. Black Blade of Disaster 9th-level conjuration Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute You choose a point within range and above it forms a black, blade-shaped tear in the fabric of the universe, about 3 feet long. On each of your turns for the duration, you can mentally command the blade to move anywhere within range and make one melee attack, using your spellcasting attack bonus. Anything hit by the blade must make a Constitution saving throw. On a failed save, the target takes 10d6+40 force damage. On a success it takes half the damage. If this damage reduces the target to 0 Hit Points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except Magic Items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a wish spell. The blade automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, the blade disintegrates a 10-foot-cube portion of it. Magic items are unaffected by the blade. The blade can pass through any magical barrier cast at 8th-level or lower, but cannot penetrate dead magic areas or an Antimagic Field. The blade can harm ethereal and incorporeal creatures as if they were solid. If the blade exceeds its range or you lose sight of it, the spell ends. A Gate spell can be used to counter the blade, and a Dimensional Anchor dispels it automatically. The blade cannot be harmed by physical attacks, but Dispel Magic, a Sphere of Annihilation, or a Rod of Cancellation will all destroy the blade, ending the spell. Blinding Glory 9th-level conjuration (ritual) Classes: Bard, Druid, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: Self

Components: V, S, M (a polished rod of pure silver)

Duration: 1 day A brilliant radiance bursts from you, illuminating a 60-foot-radius sphere that moves with you. The area is bright sunlight and sheds dim sunlight for an additional 60 feet. Creatures of your choice within the bright light are Blinded. If the bright light overlaps with an area of magical darkness, the spell that created the darkness is dispelled, or at least temporarily negated in that area. Burst of Glacial Wrath 9th-level evocation Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous A flare of icy blue energy springs from your hand, forming a bubble of frost that washes out over the landscape, flash-freezing everything in its path. Each creature in range must make a Constitution saving throw. A creature takes 12d8 cold damage on a failed save, or half as much damage on success. A creature killed by this spell is turned to solid ice and its soul is trapped inside what remains of its body. The soul remains aware of its surroundings, but trapped and unable to anything. It can only be brought back to life with a True Reincarnation, True Resurrection, or Wish spell, or by Divine Intervention. The frozen remains have immunity to cold and lightning damage, and are vulnerable to fire damage. Any frozen creature that takes more than 10 points of damage is destroyed and the soul is released to wherever it is destined to go. Crushing Fist of Spite 9th-level evocation Classes: Bard, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a severed hand from a good-aligned humanoid cleric)

Duration: Concentration, up to 1 minute A fist of darkness appears 30 feet above a point you can see within range, and smashes down with incredible power. Everything within a 5-ft.-radius, 30-ft high cylinder, takes 20d6 bludgeoning damage. Creatures in the area can make a Dexterity saving throw for half damage. Once on each of your turns for the duration, you can direct the fist to another point within range, where it smashes downward again. It continues to attack the same area if not otherwise directed. The fist does not need to strike the ground, and it can hit airborne targets, but flying creatures that succeed on the Dexterity saving throw take no damage and are moved to the nearest empty space.

Heatstroke 9th-level evocation Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 500 feet

Components: V, S

Duration: Instantaneous Beams of desiccating heat lance out at up to 12 creatures of your choice within range, scorching them for 20d6 points of fire damage and forcing a Constitution saving throw. On success a target takes half damage. On failure a target also suffers 1 point of exhaustion. Undead and plant creatures are vulnerable to damage from this spell. If you cast this spell in any locale where the temperature exceeds 90 degrees Fahrenheit, the spell instead deals 20d8 fire damage, and targets suffer 1 point of exhaustion even if they succeed on the saving throw. Detonate 9th-level evocation Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a match and a piece of string)

Duration: Instantaneous A creature you can see within range is wracked by a series of internal explosions and must make a Constitution saving throw. On failure the target takes 20d6 fire damage, on success it takes half that. If this damage kills the target, it explodes in a massive ball of flames that extend out in a 20-foot-radius. Everything in the area takes 10d6 points of fire damage, or half as much on a successful Dexterity saving throw. The exploded creature's remains are scattered and vaporized, leaving nothing but dry ash. This spell has no effect on creatures that are immune to fire. Dimension Jumper 9th-level conjuration Classes: Bard, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: Self

Components: V

Duration: Concentration, up to 1 minute You whisk yourself from place to place with a word. For the duration of the spell, you can teleport yourself up to 60 feet, once on each turn, as part of your movement. You can bring along held or carried objects, as long as their weight doesn't exceed your maximum load. You can't transport other creatures except for a familiar. You must be able to see your destination; if you attempt to teleport into a solid object, the use is wasted but the spell remains in effect. If you don't teleport onto a solid surface, you fall immediately. Elminster's Effulgent Epuration 9th-level abjuration Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes You create nine silvery spheres, each 6 inches in diameter, that appear in a spiral pattern above your head or around your body. The spheres intercept incoming hostile magic, negating spells or spell-like abilities that would affect you or that have an effect that extends into your space. One sphere is expended for each spell slot level of the effect negated. In the case of area effect spells, it negates the whole spell. If there are too few remaining spheres to negate an incoming effect, they remain and the effect works as normal. You may move one or more spheres up to 60 feet as an action, otherwise the spheres follow you. If you exceed their range, they remain behind and function normally at that location. The spheres have no physical substance, and do not provide cover or concealment. They cannot pass through solid objects or force effects. They cannot be harmed by physical or magical attacks except those that dispel or negate magic entirely (such as dispel magic, antimagic field, and so on). Ensul's Soultheft 9th-level necromancy Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: Touch

Components: V, S, M (a drop of blood taken from a vampire)

Duration: Concentration, up to 1 minute Crackling black radiance surrounds your left hand. On each of your turns for the duration, you can use your action to make a spell touch attack. If the attack hits, you drain 1d4 points of Intelligence from the target. For every point of Intelligence drained, you heal for 5 hit points. Healing in excess of your hit point maximum is converted into temporary hit points. In addition, you make an immediate Constitution saving throw against any diseases or poisons currently ravaging your body, as long as they allowed one in the first place. The DC is the same as the original effect, and there is no penalty if you fail. If a creature is reduced to 0 Intelligence as a result of this spell, they die and can only be brought back by Raise Dead, Resurrection, or similar magic being used in conjunction with a Wish spell. When you slay a creature in this manner, you do not age for a number of days equal to the number of Intelligence points you drained. If the victim was a spellcaster, that number of days is increased by the sum of the any unexpended spell slots they had remaining. If the victim was a monk, the number of days increases by their unexpended Ki Point reserve.

Genius Loci 9th-level Conjuration (ritual) Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: Self

Components: V, S, M (a paste made up of silver, mithral, and holy water, worth a total of 3,000 gp, which the spell consumes)

Duration: Until dispelled You confer a permanent guardian spirit to one building or area, up to a 100-foot cube. You must task the spirit with a specific purpose, and that purpose must in some manner involve protecting the building or area to which it is attached. The task can be very general ("Slay any creature who attempts to enter!") or far more specific ("Kill any goblin who tries to take the red sword down off the wall"), but it can't be so specific as to mention the names of individual creatures, or to require unseen knowledge such as alignments or allegiances, and it must be simple enough to clearly convey in one or two sentences. If the triggering event occurs, the genius loci manifests exactly where you cast the spell, taking the form of an elemental (choose air, earth, fire, or water when you cast the spell). It immediately attempts to carry out the designated task. The spirit behaves in all ways as a normal elemental of its kind, within the parameters of the task assigned. You have no further control over the spirit's actions, and if you trigger the manifestation, it treats you just as it would anyone else. If the spirit is slain, it is not destroyed and the spell is not broken. However, it can't manifest for 24 hours. The only way to permanently break a genius loci spell is with Mordenkainen's Disjunction or Wish spell, or else to permanently defeat the guardian spirit's purpose. When not actively involved in following its task, the spirit shows no sign of its existence. Anyone viewing the building or area with detect magic sees an overwhelming aura of conjuration; true seeing reveals the spirit as a vague, hazy silhouette. Hide Life 9th-level necromancy (ritual) Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 day

Range: Self

Components: V, S, M (a small sickle made of the purest silver)

Duration: Instantaneous You isolate your soul in one single part of your body─for example; the little finger on your left hand. You can then remove that part and store it in some safe place. To any magical or medical examination, your body seems dead. You can no longer be killed by ordinary means. If you are reduced to 0 hit points, you are not killed, instead, you are Stunned until you have more than 0 hit points again. Any additional damage you take while at 0 hit points, is counted as negative hit points, if you reach a total number of negative hit points that equals or exceeds your hit point maximum, your body is physically destroyed. Healing while at negative hit points does not automatically return you to 0, but simply adjusts your current total upward until it stops being negative. If your hidden body part is ever destroyed, the spell is broken and your life force returns to your body. If you are at 0 or fewer hit points when this happens, you are killed. Frostfell (aka Frostburn) 9th-level transmutation Classes: Druid, Sorcerer, Wizard

Casting Time: 1 action

Range: 200 ft.

Components: V, S, M (a pinch of dust and a few drops of water)

Duration: Concentration, up to 1 hour An area you choose within range becomes a frigid and icy environment, immediately dropping to an extreme low temperature. The area consists of up to ten 20-foot cubes, which you can arrange as you wish, but each cube must have at least one face adjacent to the face of another cube. Everything within the area takes 16d6 cold damage, or half as much on a successful Constitution saving throw. Any creature killed by cold damage in the area before the spell ends, becomes a frozen statue until it thaws. Water in the area is turned to ice and all earth, wood and stone becomes frozen to a depth of 10 feet. Until 1 hour after the spell ends, creatures attempting to move through the area must succeed on a DC 15 Dexterity (Acrobatics) check or immediately fall Prone. Objects in the area, including those held by creatures, are covered in a thin layer of frost. Using a frosted item (weapon, wand, lockpicks, potion, etc.) requires a DC 10 Dexterity check or the item is dropped before it can be used and the action is wasted. The atmosphere inside the area also freezes for the duration, resulting in a snowstorm that makes the area heavily obscured. Cold spells cast in the frozen atmosphere are considered to be one slot level higher. Hindsight 9th-level divination Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (an hourglass-shaped diamond worth at least 1,000 gp)

Duration: Instantaneous You can see and hear into the past, getting a look at events that happened previously at your current location. The level of detail depends on the span of time you wish to observe; concentrating on a span of days renders a more detailed perspective than a span of centuries. You can view only one span of time per casting, chosen from the following options. Days: You sense the events of the past, stretching back up to ten days. You gain detailed knowledge of the people, conversations, and events that transpired.

Weeks: You gain a summary of the events of the past, stretching back ten weeks. Exact wording and details are lost, but you know all the participants and the highlights of the conversations and events that took place.

Years: You gain a general idea of the events of the past, stretching back ten years. You notice only noteworthy events such as deaths, battles, scenes of great emotion, important discoveries, and significant happenings.

Centuries: You gain a general idea of the events of the past, stretching back five centuries. You notice only the most remarkable of events: coronations, deaths of important personages, major battles, and other truly historic happenings.

Ice Assassin 9th-level illusion Classes: Bard, Sorcerer, Wizard

Casting Time: 8 hours

Range: Touch

Components: V, S, M (a part of the creature to be duplicated, (hair, nail, blood, etc.) and powdered diamond worth 20,000 gp, which are both consumed by the spell)

Duration: Instantaneous You create a living, breathing, near-perfect duplicate of a creature. Make a Charisma (Deception) check to determine the DC of the Wisdom (Perception) check that must be made to tell that it is not the original, and actually formed entirely out of ice. The ice assassin looks almost exactly like the original to everyone, except the original, who always sees it as an animated ice statue of themself. It possesses all the skills, abilities, and memories of the original, but its personality is warped and twisted by an all-consuming need to kill the original. The ice assassin can cast the Locate Creature spell as an action without any components or spell slots, but only targeting the original. If that fails, it must rely on its own cleverness to track down the original. Creatures familiar with the original gain advantage on ability checks to spot that the ice assassin is a duplicate. The ice assassin is under your absolute command and you possess a telepathic link to it. While the ice assassin is within one mile, you can concentrate and receive a clear image of the area surrounding it, as if you were Scrying. If the ice assassin travels beyond this range, it continues to function and seek out its nemesis, but you have no direct control over it. The ice assassin lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended Spell Slots. Damage caused to it can be repaired only by a complex process that takes a full day in a well equipped magical laboratory, and consumes 100 gp of powdered diamond for each hit point of damage repaired. If the ice assassin is reduced to 0 hit points by anything except fire damage, it explodes in a burst of icy shrapnel with a 20-foot radius that deals 5d6 piercing and 5d6 cold damage, with a Dexterity saving for half. If slain by fire damage, it simply melts into a pool of water. At any one time, you can control a number of ice assassins in existence equal to your spellcasting ability modifier. If you try to create more, you take 1d6 cold damage and the spell slot is wasted. If your spellcasting ability modifier is reduced, any you can no longer control are instantly destroyed. Invoke Magic 9th-level evocation Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: Self

Components: V, S, M (a diamond worth at least 1,000 gp, which is consumed by the spell)

Duration: Instantaneous You cause a flicker of magical energy to momentarily exist in a place where it cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane. You then immediately use your reaction to cast a single spell of 4th level or lower, which uses the energy you just created, rather than expending another spell slot. Khelben's Dweomerdoom 9th-level abjuration Classes: Sorcerer, Wizard

Casting Time: 1 reaction, which you take when you see a creature within range casting a spell

Range: 30 feet

Components: V, S, M (a crystal lens worth at least 1,000 gp)

Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell, by making a spellcasting ability check which is contested by the target's spellcasting ability. If you succeed, the target takes 10d6 force damage and their spell fails with no effect. Additionally, you also drain a portion of the target's magical energy reserve. If the target has spell slots, it expends the highest level spell slot remaining. If the target has spell-like abilities, it loses one use of its most powerful spell-like ability. Lash of Force 9th-level evocation Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: 10 feet

Components: V, S, M (a crystal lens worth at least 1,000 gp)

Duration: Concentration, up to 1 minute The air around you begins to thrash and churn with invisible, whiplike tendril of force. As a bonus action on your turn, you can command the lash to strike a creature you can see within range and automatically deal 6d6 force damage. The lash can even strike incorporeal or ethereal creatures. Alternatively, you can use your action to unleash a single 5x30-foot line of force that instantly ends the spell. Creatures in the area must make a Dexterity saving throw. On success they take 6d6 force damage. On failure they take 12d6 damage and are knocked Prone. Maw of Chaos 9th-level abjuration Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a jawbone with teeth)

Duration: Concentration, up to 1 minute You create a yawning area of roiling purple-red energy resembling a great mouth with a 15-foot-radius, centred on a point you can see within range. Creatures that enter the field of energy or start a turn there, take an amount of force damage equal to your caster level. The chaotic energy makes it very difficult to concentrate. Any activity that requires concentration (such as casting a spell or using a spell-like ability) requires a Concentration check with a DC of 20 + the spell level, or that spell fails and the slot is wasted.

Mordenkainen's Disjunction 9th-level abjuration Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: 30 feet

Components: V

Duration: Instantaneous All magical effects and magic items within range, except for those that you carry or touch, are disjoined. Spells and spell-like effects are separated into their individual components, ending their effects. Each magic item in range must make a successful Wisdom saving throw or become a mundane, nonmagical item. Items in a creature's possession use either the creature's Wisdom save modifier or its own, whichever is higher: Magic Item Rarity Wisdom Save Modifier Common +1 Uncommon +2 Rare +5 Very Rare +10 Legendary +15 Artifact / Antimagic Field +20 An antimagic field or artifact can only be destroyed if it rolls a natural 1 on its Wisdom save. If an antimagic field survives disjunction, no items within it are disjoined. If you destroy an artifact, you must immediately succeed on a DC 25 Wisdom saving throw or permanently lose all your spellcasting abilities. Those abilities cannot be restored by any mortal magic. Destroying artifacts is not just a dangerous business, it is also likely to attract the attention of powerful beings who have a connection with that object. Mycontil's Last Resort 9th-level evocation Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: Self

Components: V, S, M (the finger bone of an archmage, packed in diamond dust worth 5,000 gp)

Duration: Instantaneous You convert the unexpended spell slots in your mind into a deadly blast of explosive magical energy. All creatures within 10 feet of you take 8 points of force damage for each unexpended spell slot level, creatures between 11 and 20 feet take 6 points per level, and creatures between 21 and 30 feet take 4 points per level. Affected creatures can make a Dexterity save for half damage. You take maximum damage and are allowed no saving throw. It is widely thought that Mycontil and his assistants used this spell in a circle magic ceremony to defeat the Arkaiun barbarian chieftain, Reinhar I of Dambrath, during Dambrath's invasion of Halruaa. Mycontil and his assistants vanished after the blast and were presumed destroyed. There are no other recorded uses of the spell. Mystra's Miasma 9th-level abjuration Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a small piece of quilted cloth)

Duration: Concentration, up to 1 minute You conjure forth a "sinkhole" in the weave, and a thick, billowing cloud of mist fills a 60-foot-sphere centred on a point you can see within range. For the duration the area becomes heavily obscured, and drains the magical energy of spells cast inside it. Creatures entering the area, or starting a turn there, must make a spellcastring ability saving throw. If successful, they can ignore the draining effects of the miasma until the start of their next turn. On failure, creatures have their magical abilities limited until the start of their next turn: They have disadvantage on spell attack rolls and spellcasting ability checks. Additionally, targets of the creature's spells, have advantage on saving throws against them and resistance against their damage. Spellcasters who access the Shadow Weave to cast their magic are immune to the effects of this spell, however, there is a functionally identical spell called Shar's Miasma that only affects the Shadow Weave, and Weave users are immune to its effects. Obedient Iceberg 9th-level evocation Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous An iceberg with a 30-foot radius drops from the sky onto a point you can see within range. Within 15 feet of the point: Creatures directly beneath the massive block of ice automatically take 20d6 bludgeoning and 4d6 cold damage, or half as much on a successful Dexterity saving throw, and are buried under 20-feet of ice and snow.

Between 15 and 30 feet of the point: Elephant-sized blocks of ice scatter in all directions, creatures in this area must make a Dexterity saving throw. Any who fail take half damage and are buried under 10-feet of ice and snow.

Between 30 and 60 feet of the point: Increasingly smaller chunks of ice spray outward. Creatures in this area must make a Dexterity saving throw. Any who fail take one quarter damage and are knocked Prone. The ground is covered in ice and snow. Small trees and vegetation in the area are crushed, structures hit directly by the iceberg take double damage from it being considered a siege weapon. Nonmagical flames in the area are extinguished. Buried creatures are Restrained, and cannot cast spells with somatic components or material components that are not already in hand. A buried creature can free itself by making a DC 20 Strength check as an action, or it can be dug free by others (a single creature working alone requires 1 minute per 10 feet). The ice and snow are considered difficult terrain until they melt normally.

Plague of Undead 9th-level necromancy Classes: Cleric, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a black sapphire worth 100 gp, which is consumed by the spell)

Duration: Instantaneous You target piles of bones or the corpses of a Medium or Small Humanoids within range, and with a cold rush of necromantic energy, imbue them with a foul mimicry of life. The targets become Skeletons if you chose bones or Zombies if you chose a corpse (the DM has the creature's statistics). They have the maximum possible Hit Points, and remain animated until destroyed (a destroyed skeleton or zombie can't be animated again). On each of your turns, you can use a Bonus Action to mentally command any creature you made with this spell, within 60 feet of you. You can command multiple creatures at the same time, issuing the same command to each one. You decide what action it 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 creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. You can only ever control a total CR of undead equal to double your caster level, this limit includes other spells like Animate Dead. If you exceed the limit by creating new undead, the new creatures fall under your control but any excess undead from previous spells become uncontrolled. You can choose which undead are released until the total CR of undead you control is equal to double your caster level. Planar Transposition 9th-level conjuration Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: Touch

Components: V, S, M (a sextant worth at least 2,000 gp)

Duration: Concentration, up to 1 minute You begin casting the spell and a thick fog forms around the vehicle or small structure you are touching, obscuring it from visibility. If you maintain concentration until the spell ends, you have moved it, along with yourself and everything inside, to another plane of existence. Creatures who are unwilling to move to the new plane are entitled to a Wisdom saving throw, on success they remain behind when the ship vanishes around them. You can state a destination in general terms, such as "the Elemental Plane of Air" or more specifically, like "the palace of Dispater on the second level of the Nine Hells", and the target appears in or near that destination, at the DM’s discretion. By default, the target tends to arrive an area that is functionally, visually and/or thematically similar to the point of departure. Precipitate Complete Breach 9th-level conjuration Classes: Bard, Sorcerer, Warlock, Wizard

Casting Time: Concentration, 10 minutes

Range: Self

Components: V, M (jade dust worth 1,000 gp, which is consumed by the spell)

Duration: 1d6 days plus 1d12 hours You tear apart the boundaries between planes, creating a planar breach. You have no control over it. When you finish casting the spell, a complete planar breach begins to form in the space you occupy. At the end of each of your turns, it suddenly expands, taking 1d4 turns to reach its maximum radius of 10d10 feet. Roll on the Random Planar Breach Table, to determine what leaks through. Halaster's Scrying Cage 9th-level abjuration (ritual) Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (diamond dust worth 1,000 gp, which the spell consumes)

Duration: Permanent A location you choose within range becomes enclosed in an invisible, magical cage that inhibits all divination and scrying spells or spell-like abilities into, out of, and within its area. It also prevents the use of spells or spell-like abilities to peer through solid barriers, such as walls, doors, floors, or ceilings. The area of the spell consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. If the spell is cast in an area adjoining or overlapping another scrying cage, the effects of both spells merge to become a single scrying cage. Undermountain, the greatest dungeon of Faerûn, is believed to have been enclosed within the largest scrying cage in existence by means of this combinatorial effect. When divination or scrying spells are cast within, into, or out of a scrying cage, they simply fail to work and the spell is wasted. Prismatic Deluge 9th-level evocation Classes: Bard, Sorcerer, Warlock Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous In a blinding shower of light, you call an enormous, painfully bright rainbow from the heavens. The resulting column of colours has a 40-ft. radius and is 80-ft. high, and resembles the end of a rainbow. Every creature in the area is affected as though by the Prismatic Spray spell, roll 1d8 and consult . Additionally they must also succeed on a Constitution saving throw or be Blinded for 2d4 rounds, regardless of which colour they were hit by.

Programmed Amnesia 9th-level enchantment Classes: Bard, Sorcerer, Warlock, Wizard

Casting Time: Concentration, up to 10 minutes

Range: 30 feet

Components: V, S, M (a set of small crystal lenses set in gold loops worth 500 gp)

Duration: Permanent A creature you can see within range must make a Charisma saving throw. On success the spell ends. On failure, the target enters a fugue-like state, in which you can selectively destroy, alter, or implant memories in them, as you see fit. While you maintain Concentration on casting the spell, the target is Incapacitated and Stunned. You have access to all of their thoughts and memories, allowing you to implement as many of the following specific effects as you like. Memory Erasure: Any or all memories can be erased, including knowledge of specific events, people, or places.

Memory Implant: You can create false memories in the target's mind as you see fit; being friends with a hated enemy, events that never happened, or betrayals by close friends, etc.

Persona Rebuilding: By erasing the target's personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and traits. (Some abilities may be affected by alignment changes.)

Programmed Trigger: You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Conversely, you could specify some or all of your transmutations are removed by a specific trigger. When the spell ends, the target regains its wits, it is no longer Incapacitated or Stunned, and it acts according to whatever it remembers. However, if the target is given cause to suspect that its memories are false, it might take steps to cure itself. The effects of the spell are normally permanent if you do not specify a trigger to end them, or they are negated by a Greater Restoration or Wish spell. Reaving Dispel 9th-level abjuration Classes: Bard, Sorcerer, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous Choose a creature, object, or magical effect within range. It must succeed on a Wisdom saving throw or all spells on the target end. You can choose to reave each spell you dispel, stealing its power and effect for yourself or an ally you can see within range. Make a spellcasting ability check (DC 20 + spell level) to identify each spell, on failure you can still reave it, you just don't know what it does. You either end each spell, or redirect it's effects to a new target, where it continue with no interruption or extension of duration. Once you reave a spell, you identify it, if you haven't done so already. If the spell requires concentration, the new target must concentrate to maintain the effect. Reality Maelstrom 9th-level evocation Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a golden hoop no less than 1 inch across)

Duration: Instantaneous With a flash of light and a tearing sound as loud as thunder, you open a hole in space, centred on a point you can see within range. Air rushes into the void, and everything nearby is drawn inexorably toward the rip in reality. Within 20 feet of the centre, unattended objects weighing 100 pounds or less are automatically sucked into the maelstrom, as are all creatures who fail a Strength or Dexterity saving throw. Between 20 and 40 feet from the centre, unattended objects weighing 50 pounds or less are automatically sucked into the maelstrom, and all creatures who fail a Strength or Dexterity saving throw are dragged 20 feet closer to the centre, and must now repeat the saving throw, or be drawn into the maelstrom itself. Everything that gets sucked into the reality maelstrom is deposited on the same plane, which is chosen or rolled randomly by the DM. d% Random Planar Destination 01–05 Heroic Domains of Ysgard 06–10 Ever-Changing Chaos of Limbo 11–15 Windswept Depths of Pandemonium 16–20 Infinite layers of the Abyss 21–25 Tarterian Depths of Carceri 26–30 Gray Waste of Hades 31–35 Bleak Eternity of Gehenna 36–40 Nine Hells of Baator 41–45 Infernal Battlefield of Acheron 46–50 Clockwork Nirvana of Mechanus 51–55 Peaceable Kingdoms of Arcadia 56–60 Seven Mounting Heavens of Celestia 61–65 Twin Paradises of Bytopia 66–70 Blessed Fields of Elysium 71–75 Wilderness of the Beastlands 76–80 Olympian Glades of Arborea 81–89 Concordant Domain of the Outlands 90–91 Elemental Plane of Fire 92–93 Elemental Plane of Earth 94–95 Elemental Plane of Air 96–97 Elemental Plane of Water 98 Positive Energy Plane 99 Negative Energy Plane 100 Demiplane of the DM's choice

Refuge 9th-level conjuration Classes: Bard, Cleric, Sorcerer, Wizard

Casting Time: 1 action

Range: Touch

Components: V, S, M (a specially prepared object worth 1,500 gp, which the spell consumes)

Duration: Until used Standing in a chosen location, you imbue a specially prepared object with powerful conjuration magic, and specify the command word to activate it. If a creature breaks the object and speaks the command word, that creature is instantly transported along with all objects it is wearing and carrying, to the point where you cast the spell, so long as it is on the same plane. Alternatively, you can cast this spell in such a way that it instead transports you to within 10 feet of the creature who broke the object and spoke the command word. Srinshee's Spell Shift 9th-level abjuration Classes: Bard, Sorcerer, Wizard

Casting Time: 1 reaction, which you take when you see a creature within range casting a spell

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute Your senses open to the Weave, allowing you to perceive its very fabric and observe the effects that spellcasting has upon it. For the duration, you can cast Counterspell at 5th-level, without expending a spell slot. Additionally, due to your heightened understanding of the Weave, whenever you successfully counter a spell, you can also choose one of the following effects: Aid: You boost the acane effectiveness of an ally in range, applying one sorcerer metamagic option to the next spell they cast before the start of your next turn, from the following list: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell. Manipulate: You change the spell's range, area, or targets, as you choose, within the limitations of the spell. Backlash: You counter the spell as normal, but your opponent must succeed on a Constitution saving throw or be Stunned for 1d6 turns. They can repeat the saving throw at the end of each of their turns, to end the effect on themselves. Utterdark 9th-level conjuration (ritual) Classes: Bard, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: Self

Components: V, S, M (a black stick, smeared with humanoid blood)

Duration: 1 day Liquid darkness spills from you, filling a 60-foot-radius sphere that moves with you. The area is filled with magical darkness and sheds dim light for an additional 60 feet. Creatures with darkvision are unable to see through this darkness, but creatures of your choice are able to see within the area, as if it was dim light. If the sphere of darkness overlaps with an area of magical light, the spell that created the light is ended, or at least temporarily negated in that area. Zajimarn's Avalanche 9th-level conjuration Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: Sight

Components: V, S

Duration: Concentration, up to 6 rounds You conjure a sweeping wave of ice, snow, and slush into existence at a point you choose within range. The avalanche can be up to 150 feet long, 50 feet wide, and 50 feet tall. The avalanche lasts for the duration then disappears, leaving behind only crushed, icy carnage. When the avalanche appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning and 6d10 cold damage, or half as much damage on a successful save. At the start of each of your turns after the avalanche appears, the avalanche, along with any creatures in it, moves 40 feet away from you. Any Huge or smaller creature inside the avalanche or whose space the avalanche enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage and 5d10 cold damage. A creature can take this damage only once per round. At the end of each turn, the avalanche’s height is reduced by 10 feet, and the bludgeoning and cold damage creatures take from the spell on subsequent rounds are both reduced by 1d10. When the avalanche reaches 0 feet in height, the spell ends. A creature caught in the avalanche can move, but must first succeed on a Strength (Athletics) check against your spell save DC. A creature that moves out of the area falls to the ground. Absorption 9th-level abjuration Classes: Sorcerer, Wizard

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 hour For the duration, any spells or spell-like effects that target you and require an attack roll are absorbed into your body, to power your own spells. Spells that require a saving throw or target an area, are not absorbed. You can absorb a total of 1d4+6 spell levels (rolled secretly by the DM). If a spell exceeds the number of remaining levels, you absorb as many levels as you can, then suffer a proportional amount of the remaining effects, as interpreted by the DM. (Absorb half the spell levels - Take half the damage, etc.) When you cast spells, you can expend the stored spell levels in place of your own spell slots. When the spell ends, all the absorbed magical energy dissipates back into the Weave.