The Fivin Folios 9th-Level Spells Volume II - [index] Prismatic Missile 9th-level evocation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

You create seven shimmering, multicolored spikes of magical light. Each spike hits a creature of your choice that you can see within range. The spikes all strike simultaneously and you can direct them to hit one creature or several. For each spike, roll a d8 to determine which color hits the target. d8 Color Effect 1 Red 4d6 fire damage (Dexterity save for half) 2 Orange 4d6 acid damage (Dexterity save for half) 3 Yellow 4d6 lightning damage (Dexterity save for half) 4 Green 4d6 poison damage (Constitution save for half) 5 Blue 4d6 cold damage (Constitution save for half) 6 Indigo Target must make a Constitution saving throw at the end of each of its turns. If it succeeds three times, the spell ends. If it fails three times, it permanently turns to stone and Petrified. The successes and failures don’t need to be consecutive; keep track until it collects three of a kind. 7 Violet Target must succeed on a Wisdom saving throw at the start of your next turn, or be transported to another plane of the DM’s choosing. (Typically, a creature that isn’t on its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) Creatures struck by one or more missiles must also succeed on a Constitution saving throw or become Blinded for 1 minute. They can repeat the saving throw at the end of each turn, ending the condition on themselves if successful. Inception 9th-level enchantment Class: Bard, Sorcerer, Warlock, Wizard

Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V

V Duration: Instantaneous

You attempt to implant an idea into the subconscious of a creature you can see within range. The target must succeed on a Charisma saving throw or the idea subtly takes root, deep in their mind. This spell does not cause the target to instantly change their ways, but over time they will unconsciously become more and more determined to work towards whatever idea you implanted. The inception can only be removed by divine intervention, a Wish, or a Remove Curse spell cast at 9th level. Prismatic Shield 9th-level evocation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes

Brightly hued flames in all the colours of the rainbow wreathe your body for the duration, shedding bright light in a 60-foot radius and dim light for an additional 60 feet. You and creatures you designate at the time you cast the spell can remain near the shield without harm. If another creature that can see the shield moves to within 10 feet of it or starts its turn there, it must succeed on a Constitution saving throw or become Blinded for 1 minute. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with coloured flame damaging the attacker, but destroying that layer of the shield, one colour at a time, in order from red to violet, and that colour is no longer seen among the flames. Alternatively, you may use a reaction to extinguish one colour from the flames and negate a successful attack, but you must do so before the damage is rolled. Each colour can be used once in this way and can only stop an attack of the type described. The shield can be destroyed, also one colour at a time, in order from red to violet, by means specific to each colour. Once a colour is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic shield, but an antimagic field has no effect on it. Color Effect Red 6d6 fire damage (Dexterity save for half). Negates a nonmagical ranged attack, or fire damage. Destroyed by dealing at least 25 cold damage. Orange 6d6 acid damage (Dexterity save for half). Negates a magical ranged attack, or acid damage. Destroyed by a strong wind. Yellow 6d6 lightning damage (Dexterity save for half). Negates a nonmagical melee attack, or lightning damage. Destroyed by dealing at least 25 force damage. Green 6d6 poison damage (Constitution save for half). Negates a magical melee attack, or poison damage. Destroyed by Passwall or another spell of equal or greater level that can open a portal on a solid surface. Blue 6d6 cold damage (Constitution save for half). Negates cold damage. Destroyed by dealing it at least 25 fire damage. Indigo Target must make a Constitution saving throw at the end of each of its turns. If it succeeds three times, the spell ends. If it fails three times, it permanently turns to stone and is Petrified. The successes and failures don’t need to be consecutive; keep track until it collects three of a kind. Negates force damage. Destroyed by bright light from Daylight or a similar spell of equal or higher level. Violet Target must succeed on a Wisdom saving throw at the start of your next turn, or be transported to another plane of the DM’s choosing. (Typically, a creature that isn’t on its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) Negates psychic damage. Destroyed by Dispel Magic or a similar spell of equal or higher level.

Prismatic Sword 9th-level evocation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes

A sword-shaped blade of shimmering, multicoloured light appears in your hand. For the duration you can make attacks with the sword as an action, using your spell attack modifier, and your spellcasting ability modifier for the damage bonus. The sword consists of seven layers, each a different color. When you hit a creature with the sword, you destroy one layer at a time, in order from red to violet, to produce the effect below. Color Effect Red 8d6 fire damage (Dexterity save for half). Destroyed by dealing it at least 25 cold damage. Orange 8d6 acid damage (Dexterity save for half). Destroyed by a strong wind. Yellow 8d6 lightning damage (Dexterity save for half). Destroyed by dealing it at least 25 force damage. Green 8d6 poison damage (Constitution save for half). Destroyed by Passwall, or another spell of equal or greater level that can open a portal on a solid surface. Blue 8d6 cold damage (Constitution save for half). Destroyed by dealing it at least 25 fire damage. Indigo Target must make a Constitution saving throw at the end of each of its turns. If it succeeds three times, the spell ends. If it fails three times, it permanently turns to stone and Petrified. The successes and failures don’t need to be consecutive; keep track until it collects three of a kind. Destroyed by Daylight or bright light from a similar spell of equal or higher level. Violet Target must succeed on a Wisdom saving throw at the start of your next turn, or be transported to another plane of the DM’s choosing. (Typically, a creature that isn’t on its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) Destroyed by Dispel Magic or a similar spell of equal or higher level. Creatures struck by the sword must also succeed on a Constitution saving throw or become Blinded for 1 minute. They can repeat the saving throw at the end of each turn, to end the condition on themselves. The sword cannot be passed to another creature; attempting to do so causes them to be affected as if hit by the sword. While holding the sword you cannot cast other spells, or perform actions that require both hands. A prismatic sword can be destroyed, one colour at a time, but unlike a prismatic wall, the spells need not be cast in any particular order. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic sword, but an antimagic field has no effect on it. Striking a Prismatic Wall, Prismatic Mantle, Prismatic Shield, etc. with a Prismatic Sword, instantly ends both spells. Prismatic Mantle 9th-level abjuration Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 10 minutes

You create an invisible mantle of layered, multicoloured light one inch thick, that covers you like a second skin then fades from sight. The mantle can still be seen in full colour with See Invisibility, True Seeing or similar magic. The mantle consists of seven layers, each with a different color. When a creature attempts to reach into or hit you through the mantle, it does so one layer at a time through all the mantle’s layers. As it passes or reaches through each layer, the creature is affected by that layer’s properties as described below. The mantle 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. A rod of cancellation destroys a prismatic mantle, but an antimagic field has no effect on it. Colour Effect Red 10d6 fire damage, Dexterity save for half. Nonmagical ranged attacks can’t pass through this layer. Can be destroyed by dealing it at least 25 cold damage. Orange 10d6 acid damage, Dexterity save for half. Magical ranged attacks can’t pass through this layer. Destroyed by a strong wind. Yellow 10d6 lightning damage, Dexterity save for half.Destroyed by dealing it at least 60 force damage. Green 10d6 poison damage, Constitution save for half. Destroyed by Passwall, or another spell of equal or greater level that can open a portal on a solid surface. Blue 10d6 cold damage, Constitution save for half. Destroyed by dealing it at least 25 fire damage. Indigo Target is Restrained and must make a Constitution saving throw at the end of each of its turns. If it succeeds three times, the spell ends. If it fails three times, it permanently turns to stone and Petrified. The successes and failures don’t need to be consecutive; keep track until it collects three of a kind. Spells can’t be cast through this layer. Destroyed by Daylight or bright light shed by a similar spell of equal or higher level. Violet Target must succeed on a Wisdom saving throw at the start of your next turn, or be transported to another plane of the DM’s choosing. (Typically, a creature that isn’t on its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) The mantle flares up into visibility when a layer wards something and then returns to quiescence.

The Use of Man 9th-level necromancy Class: Cleric, Sorcerer, Warlock, Wizard

Cleric, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S, M (the powdered skull of a man who was killed by a water elemental)

V, S, M (the powdered skull of a man who was killed by a water elemental) Duration: Concentration, up to 10 minutes

You draw forth the precious bodily fluids of creatures within 30 feet of a point you can see within range. Each one takes 15d8 necrotic damage, or half as much on a successful Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. The water coagulates into a floating sphere, leaving behind the dry and dessicated remains of any creatures who were killed. If you maintain concentration until the start of your next turn, the sphere of bloody fluid becomes a water elemental with Hit Points equal to the damage dealt by the spell. If you maintain concentration until the start of your next turn after that, the corpses of all the creatures killed by the spell are raised as skeletons under your control, even if this is a greater number of undead than you can normally control. On each of your turns while you maintain concentration, you can use a Bonus Action to mentally command any creature you made with this spell, if it is within range. You can command any or all of them at the same time, issuing the same command to each one. You decide what action the creature 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, or the spell ends. When creatures created by the spell are reduced to 0 Hit Points, or when the spell ends, they revert back into inert matter and can't ever be raised as undead again. Aberrant Aggregate 9th-level transmutation Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 hour per creature

1 hour per creature Range: 30 feet

30 feet Components: V, S, M (a scrap of flesh from a creature of chaos, and a fragment of material from the plane of limbo, both of which are consumed by the spell)

V, S, M (a scrap of flesh from a creature of chaos, and a fragment of material from the plane of limbo, both of which are consumed by the spell) Duration: Instantaneous

A number of beasts, humanoids, monstrosities or plants within range, equal to your spellcasting ability modifier, with a total CR of up to one quarter of your caster level, must each succeed on a Constitution saving throw or you fuse them together to create a hybrid creature. The new creature can have any combination of the source creatures' abilities and features, but its CR cannot exceed half your caster level. Consult pages 274-277 of the Dungeon Master's Guide and work with the DM, who always has the final say on the creature's statistics. There is an instinctive awe of you instilled in the creature, and a susceptibility to your magic; the new creature has disadvantage on any saving throws made to oppose you. Creatures created by this spell are always sterile. Body Outside Time 9th-level transmutation Class: Cleric, Druid, Sorcerer, Wizard

Cleric, Druid, Sorcerer, Wizard Casting Time: 1 action

1 action Range: Youch

Youch Components: V, S, M (9 cu. inches of liquid quintessence)

V, S, M (9 cu. inches of liquid quintessence) Duration: 24 Hours

You touch a creature who temporarily ceases to physically age. For the duration, the target's age cannot be changed by anything short of divine intervention. Tamas’ Control of the Battlefield 9th-level divination Class: Bard, Cleric, Sorcerer, Wizard

Bard, Cleric, Sorcerer, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (the ear of a Great Wyrm red or gold dragon)

V, S, M (the ear of a Great Wyrm red or gold dragon) Duration: Concentration, up to 1 hour

You expand your senses to permeate the terrain and structures for 1 mile around you. There is no overt visible effect, but a faint aura of divination blankets the area, which can be seen with Detect Magic and reveals the direction of the spells origin. For the duration you can use an action on your turn to make a spellcasting ability check, and produce one of the following effects: DC Effect 15 Share the senses of a number of allies in range, equal to your spellcasting ability modifier. 20 Communicate with a number of allies in range, equal to your spellcasting ability modifier. 25 Produce an illusory map of the battlefield terrain, which persists until the start of your next turn, and displays in real-time, the position and activity of every creature in range, including any hidden creatures whose Dexterity (Stealth) roll you beat. Caster CR or Level + Ability Modifier + Spell Level Intercept magical communications made into, or out of the area before the start of your next turn. You make a separate ability check to intercept each communication spell. Create Magical Liquid 9th-level transmutation Class: Druid, Sorcerer, Warlock, Wizard

Druid, Sorcerer, Warlock, Wizard Casting Time: 1 reaction, which you take as part of casting another spell

1 reaction, which you take as part of casting another spell Range: 30 feet

30 feet Components: V, S, M (an empty vial; and gold and gems equal to the cost of enscribing both spells, which are consumed)

V, S, M (an empty vial; and gold and gems equal to the cost of enscribing both spells, which are consumed) Duration: Instantaneous

You cast a spell that you have prepared, at its lowest level, which must have a target of "Self" or "Touch", and then as a reaction, you cast this spell and make a spellcasting ability check with a DC of 20 + the spell level. If successful, you distill down the essence of the first spell into a stable magical liquid. Any creature who consumes the liquid, is affected by the spell as if they had cast it on themselves. If you fail, both spells are wasted and the material components are consumed.

Jaric’s Crystal Surveillance 9th-level divination Class: Bard, Sorcerer, Wizard

Bard, Sorcerer, Wizard Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)

V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water) Duration: 24 hours You enchant a focus so that you can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If the target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) −5 Connection Save Modifier Likeness or picture −2 Possession or garment −4 Body part, lock of hair, bit of nail, or the like −10 On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move. The spell automatically records everything it sees and hears, so that you can review it later. The spell can store up to 24 hours of surveillance which can be reviewed at normal, ten-times or one-tenth speed, and is visible to anyone who can see the focus. The recording remains stored inside the focus until you erase it, or you use the focus to cast this spell, which automatically erases any previous recording. When you cast this spell, you can also state a simple condition that causes the focus to send you a silent mental alert, whenever it is met. You must be on the same plane of existance as the focus to recieve the alerts. Earth Chasm 9th-level transmutation Class: Cleric, Druid, Sorcerer, Warlock, Wizard

Cleric, Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S

V, S Duration: Concentration, up to 1 minute A 20-foot-deep rift in the ground opens in a location you choose within range. The area of the rift 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. Each creature in the area must make Dexterity saving throw or fall in. You can end the spell as a reaction at any time. When the spell ends, the rift instantly snap shut, dealing 15d8 bludgeoning damage to any creatures inside. Any survivors who do not have their head above ground, begin to suffocate. Deadly Performance 9th-level illusion Class: Bard, Sorcerer, Wizard

Bard, Sorcerer, Wizard Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 hour

A target you touch must succeed in a Wisdom saving throw, or for the duration, any spells cast by the target that would deal damage, are instead transmuted to being completely harmless. This spell makes it seem like they are dealing full damage, and targets lose Hit Points, suffer pain, are dsubject to the spell effects, and even seem to die. However as soon as the spell ends, all effects modified by the spell are reversed, leaving no trace they were ever cast, except for any spell components that were used, which were really consumed,. There is however, always a 1% chance that a spell will in fact not be transmuted into harmless illusion, and work as intended. Instant Army 9th-level conjuration Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (dragon teeth)

V, S, M (dragon teeth) Duration: Concentration, up to 1 hour

You scatter the dragon teeth on the ground where they burst into flames, each one conjuring a warrior who serves at your command for the duration, then disappears. For every 10 soldiers (CR 1/2 scouts) there is 1 sergeant (CR 3 veteran). For every 4 sergeants there is 1 officer (CR 9 champion). Leading the army is a captain (CR 12 warlord). The officers and captains each have a warhorse and lance. Aeëtes Instant Army 9th-level necromancy Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (dragon teeth)

V, S, M (dragon teeth) Duration: Concentration, up to 1 hour

You scatter the dragon teeth on the ground where they burst into flames, each one conjuring a skeletal warrior who serves at your command for the duration, then disappears. For every 6 soldiers (CR 1/4 skeletons) there is 1 sergeant (CR 2 minotaur skeleton). For every 3 sergeants there is 1 officer (CR 8 sword wraith commander). Leading the army is a captain (CR 15 skull lord). The officers and captains each have a warhorse skeleton and lance. Suffocating A creature can hold its breath for a number of minutes equal to its Constitution modifier plus 1 (minimum 30 seconds). When it runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of the creatures next turn, it drops to 0 Hit Points, is dying, and can't regain Hit Points or be stabilized until it can breathe again.

Mirror, Mirror 9th-level transmutation Class: Bard, Sorcerer, Warlock, Wizard

Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (two mirrors)

V, S, M (two mirrors) Duration: Concentration, up to 1 hour

You form a magical connection between a mirror near you, and another mirror near a creature you have met, or have a physical connection to. The spell has a 5% chance of failure if the two mirrors are not on the same plane of existance. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. You can choose if the target knows you're casting this spell, and it can fail the saving throw voluntarily if it wants to be observed. Knowledge Save Modifier Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) −5 Connection Save Modifier Likeness or picture −2 Possession or garment −4 Body part, lock of hair, bit of nail, or the like −10 On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell links the two mirrors, and for the duration you can use an action on your turn to do one of the following things: Cause the other mirror to flash brightly enough to alert creatures any within 60 feet of it.

Look and listen through the other mirror.

Cause your image to appear in the other mirror, allowing you to hold a conversation with someone near the other mirror.

Cast a spell through the mirrors, with no space between them for the purpose of range. However, you must succeed on a concentration check with a DC of 15 + the level of spell being cast, or the spell fails and is wasted. Either way, this spell also ends.

Pass an object through the mirrors, which ends the spell.

Walk through the mirrors, which ends the spell. You can bring along Objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to Teleport you. Any non-magical mirrors used for this spell automatically shatter when the spell ends. Chain Contingency 9th-level evocation Class: Bard, Sorcerer, Wizard

Bard, Sorcerer, Wizard Casting Time: 1 hour

1 hour Range: Self

Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp; and 500 gp worth of quicksilver which is consumed by the spell)

V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp; and 500 gp worth of quicksilver which is consumed by the spell) Duration: 10 days

Choose either two or three spells of 8th-level or lower that you can cast, that have a casting time of 1 action. You cast those spells, called the contingent spells, as part of casting chain contingency, expending spell slots for them, but the contingent spells don't come into effect. Instead, they take effect when a certain circumstance occurs. You describe that circumstances when you cast the spells, and the exact order, target, range, and manner in which the spells are to be cast. If you cast two spells then both the contingent spells take effect immediately after the circumstance is met for the first time, whether or not you want them to, and then chain contingency ends. If you cast three spells, the contingent spells take effect consecutively, one at the start of each of your next three turns, whether or not you want them to, and then chain contingency ends. You can use only one chain contingency spell at a time. If you cast this spell again, the effect of another chain contingency spell on you ends. Also, chain contingency ends on you if its material component is ever not on your person. It is impossible to chain contingency a contingency spell, but you can have both spells in effect at the same time, provided that there is no overlap in the conditions specified for triggering them. Unlike the contingency spell, chain contingency can affect creatures other than the caster. Energy Drain 9th-level necromancy Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S, M (a pinch of vampire dust)

V, S, M (a pinch of vampire dust) Duration: Concentration, up to 1 minute

You become a conduit to the negative energy plane. For the duration you can use an action on each of your turns, to make a melee spell attack and touch a creature, completing the connection and draining the life out of them. Creatures you hit take 10d6 necrotic damage, and must succeed on a Constitution saving throw or their hit point maximum is reduced by an equal amount. This reduction lasts until the creature finishes a long rest. A humanoid creature killed by this spell become a spectre under your control for the duration, after which its soul is released.

Elemental Aura 9th-level abjuration Class: Druid, Sorcerer, Warlock, Wizard

Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V

V Duration: 24 hours

You suffuse yourself with pure elemental energy from one of the four fundamental planes, each of which provides unique benefits for the duration: Hazy White Aura of Air Fly speed 90 ft.

Darkvision 60 ft.

Move through spaces as narrow as 1 inch wide without squeezing.

Resistance to lightning, thunder, bludgeoning, piercing, and slashing damage from nonmagical weapons.

Immunity to poison damage and the poisoned condition.

Immunity to nonmagical bludgeoning, piercing and slashing damage by creatures from the elemental plane of air.

Cast Wall of Wind. This ability recharges after a short rest. Dull Grey Aura of Earth Burrow speed 30 ft.

Tremorsense 60 ft.

Burrow through nonmagical, unworked earth and stone, without disturbing it or suffocating.

Vulnerability to thunder damage.

Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Immunity to poison damage and the poisoned condition.

Immunity to nonmagical bludgeoning, piercing and slashing damage by creatures from the elemental plane of earth.

Cast Wall of Stone. This ability recharges after a short rest. Flickering Red Aura of Fire Move speed 50 ft.

Darkvision 60 ft.

Move through spaces as narrow as 1 inch wide without squeezing. Creatures that touche you or hit you with melee attacks while within 5 ft. of you take 5 (1d10) fire damage.

For every 5 ft. you move in water, or for every gallon of water splashed on you, you take 1 cold damage.

Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Immunity to fire and poison damage, and the poisoned condition.

Immunity to nonmagical bludgeoning, piercing and slashing damage by creatures from the elemental plane of fire.

Cast Wall of Fire. This ability recharges after a short rest. Shimmering Blue Aura of Water Swim speed 90 ft.

Darkvision 60 ft.

Move through spaces as narrow as 1 inch wide without squeezing, and breathe underwater.

Resistance to acid, bludgeoning, piercing, and slashing damage from nonmagical weapons.

Immunity to poison damage and the poisoned condition.

Immunity to nonmagical bludgeoning, piercing and slashing damage by creatures from the elemental plane of water.

Cast Wall of Water. This ability recharges after a short rest. Combine 9th-level evocation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: Special

Special Components: V, S, M (a small pair of golden rings)

V, S, M (a small pair of golden rings) Duration: Special

As part of casting combine, you also cast two other spells you have prepared, that have a casting time of 1 action, and a combined spell slot level of 7th or lower. The combined spell take effect immediately, using the lesser of the two ranges, number of targets, areas of effect, etc. (For example; the first spell has a range of 90 feet and can target several creatures, however the second spell has a range of 30 feet and only targets a single creature, therefore the first spell is limited to a range of 30 feet and one target.) Crystalbrittle 9th-level transmutation Class: Bard, Druid, Sorcerer, Warlock, Wizard

Bard, Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Permanent

A nonmagical metal object you touch, is permanently transformed into a brittle and fragile crystalline substance, that you can choose to shatter and destroy as part of casting this spell. The item must fit entirely within a 20-foot cube, and can include composite objects like a metal chain, suit of plate armor, metal gate, etc. If the object is wielded by an unwilling creature, you must succeed on a melee spell attack to touch it. The object can be reverted to its original material by casting this spell again, or with a Wish spell. Wildzone 9th-level conjuration Class: Sorcerer, Warlock

Sorcerer, Warlock Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: V, S, M (a pot of paint and a sheet of hammered silver worth at least 2,000 gp, which are consumed by the spell)

V, S, M (a pot of paint and a sheet of hammered silver worth at least 2,000 gp, which are consumed by the spell) Duration: Concentration, up to 1 minute

You create a disruption in the fabric of the weave, throughout an area with a radius of 150 feet, centered on a point you can see within range. For the duration, faint multi-colored lights flicker in and out of existence, and wild magic reigns within the area. Any spellcaster starting a turn there takes 2d6 force damage and must succeed on a spellcasting ability saving throw against your spell DC, or they trigger a wild magic surge, with themselves as the target. Any spell cast inside the area automatically triggers a wild magic surge, as does the use of magic items that expend charges. Other magic items leave sparkling trails of multicoloured light, but function normally. Spells cast into the wildzone from outside the area, have a 50% chance of failing. [Wild Magic Surge Table]

Estate Transference 9th-level transmutation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 hour

1 hour Range: Touch

Touch Components: V, S, M (a bowl of commanding water elementals, a brazier of commanding fire elementals, a censer of controlling air elementals, or a stone of controlling earth elementals; and a dozen specially constructed stakes which are consumed)

V, S, M (a bowl of commanding water elementals, a brazier of commanding fire elementals, a censer of controlling air elementals, or a stone of controlling earth elementals; and a dozen specially constructed stakes which are consumed) Duration: Instantaneous

You encircle up to 1 square mile of land with specially prepared stakes, then upon completion of the spell, translocate that area from the prime material plane into an elemental plane of your choice, leaving behind a hemispherical crater. All buildings, people, and wildlife within the area are also transported, but unwilling creatures can make a Wisdom saving throw to remain behind. The land becomes a spherical bubble within that elemental plane. The surface of the sphere allows creatures to enter or exit the bubble, but prevents the elements from entering. The area is filled with an atmosphere and environment matching that of the Prime Material plane at the moment the land was transported, and any water sources still magically continue to flow in and out of the pocket. The stakes used to define the area must be contructred of material native to the destination plane. The elemental plane of fire, for example, would require stakes made from hardened magma or magically-crystallized fire. Land that is moved in this manner can never again be moved with this spell. The focal item must be permanently placed at the heart of the area and cannot be used for any other purpose. If the device is disturbed in any way, the spell immediately fails, allowing the raw energies of the elemental plane to flood into the area. Golden Barrage 9th-level conjuration Class: Cleric, Sorcerer, Warlock, Wizard

Cleric, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Special

Special Components: V, S

V, S Duration: Instantaneous

An orb of golden light appears in your outstretched hands, and then bursts into a crushing storm of high velocity gold coins. The coins deal 20d10 bludgeoning damage to targets in the area, or half as much on a successful Dexterity saving throw. How exactly the spell delivers its damage, is determined by chance: d% Result 01 The coins explode in a spectacular 200-ft-radius sphere. You automatically fail the Dexterity saving throw. 02-49 The coins spray out in a 60-foot cone. 50-74 The coins are held in the orb for a split second, giving you time to throw it at a point you can see within 60 feet, where it explodes in a 20-foot-radius sphere. 75-99 The coins erupt in a line 100 feet long and 5 feet wide. Targets take damage in order; if the nearest is reduced to 0 hit points, any remaining damage is carried over to each successive target in line, until all damage is dealt. 00 You pick one of the options listed above. The bent, battered and bloodied coins remain after the spell is cast, each one bears a symbol of chaos on the front, and the head of a bearded man on the obverse. Power Word Banish 9th-level abjuration Class: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Instantaneous

One creature that you can see within range must succeed on a Charisma saving throw or be banished from this plane of existence. If the target is native to a different plane of existence than the one you’re on, the target is banished to its home plane. Otherwise, you banish it to an outer plane matching its alignment. Glasshields 9th-level transmutation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Instantaneous

With a touch you crystallize even the most powerful of magical fields, like water flash-freezing into ice. Any constant field of magic created by an abjuration or evocation spell becomes brittle, nonmagical glass. You suffer all the effects of contact with the magical field before it is transmuted, but this spell still takes effect even if you are killed by contact with the field. If the target field is wielded by an unwilling creature, like mage armor, you must succeed on a melee spell attack to touch it, but if you miss the spell is not wasted. A magical field generated by an item such as bracers of defence, can be turned to glass, but the item's magic is only temporarily suppressed for 1d3 rounds. The creature is surrounded by a thin layer of glass that imposes disadvantage on Dexterity ability checks and saving throws, but does provide a +2 AC bonus until the next time they are hit by an attack, which shatters the glass dealing 1d6 slashing damage. While this spell usually only affects a single magical field effect, it has been specifically designed to affect spells which combine multiple field effects, such as prismatic wall. Glasshields can affect all seven layers of this particular spell, and any similar spells that link one field within another. Created by the elven archmage Mythanthor, who raised the great mythal that covers Myth Drannor, glasshields was designed to have no effect on mythals. A well-hidden secret among the ranks of the elven court mages and senior armathors, the spell is often used as a final surprise to capture rebellious spellcasters who think themselves safe behind their magical defences. This surviving version of the spell is a scaled-down version of Mythanthor's original glasshields, which was a 10th level spell that could be used from a distance, though that version it was only ever recorded in his personal folio.

Soul Transfer 9th-level necromancy Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a tiny object worth at least 70,000 gp)

V, S, M (a tiny object worth at least 70,000 gp) Duration: Instantaneous

Two creatures you touch must each succeed on a Wisdom saving throw or their souls switch bodies. Each target retains their skills, class abilities, hit points, Intelligence, Wisdom and Charisma, but their physical abilities (Strength, Dexterity, Constitution, age, height, weight, etc.) come with the new body. Hit points may have to be adjusted according to the new Constitution. Short of divine intervention, the only way to put back souls that have been swapped by this spell, is to cast it again using the unique material component used to swap the souls in the first place. The material component can be anything of sufficient value, that takes at least 1 workweek for a proficient craftsman to produce. Tempestcone 9th-level evocation Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

You create a shadowy cone of force surrounding yourself that absorbs all magic coming into contact with it, including spells cast by you, and transforms them into darts of magical force that become part of the energy vortex swirling around you. Two darts are created for each spell slot level that is absorbed. As an action on each of your turns for the duration, you can direct any number of the darts, to hit one or more creatures of your choice that you can see within 140 feet. The darts all strike simultaneously and each deals 1d4 + 1 force damage to its target. If an effect being absorbed does not have a specific spell slot level, the DM assigns one as appropriate. Spell Ward Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 10 minutes

10 minutes Range: Touch

Touch Components: V, S, M (a pinch of flour dyed to represent the school of magic to ward against: Abjuration - Green, Conjuration - Blue, Divination - Silver, Enchantment - Gold, Evocation - Red, Illusion - White, Necromancy - Black, Transmutation – Purple; and 1 pp, which is consumed by the spell)

V, S, M (a pinch of flour dyed to represent the school of magic to ward against: Abjuration - Green, Conjuration - Blue, Divination - Silver, Enchantment - Gold, Evocation - Red, Illusion - White, Necromancy - Black, Transmutation – Purple; and 1 pp, which is consumed by the spell) Duration: Until triggered

You ward yourself against magic from one specific school. The next time you are targetted by a spell of that school, there is a shower of sparks matching the colour of the flour you used, and the spell automatically fails to no effect. You may have a number of Spell Wards equal to your intelligence modifier, but your maximum hit points are reduced by 10 for each ward you have active. Stabilize 9th-level abjuration Class: Cleric, Druid, Sorcerer, Wizard

Cleric, Druid, Sorcerer, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute

You generate an aura of magical calm with a 30-foot radius around you, negating the effects of wild magic nearby. For the duration, creatures within the area can cast spells and use magical items without causing any wild magic surges. Additionally, the effects of wild surges are unable to extend into the protected area. Sphere of Ultimate Destruction 9th-level conjuration Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a dark crystal orb that has been on the Ethereal Plane)

V, S, M (a dark crystal orb that has been on the Ethereal Plane) Duration: Concentration, up to 1 minute

You bring into existence a short-lived Sphere of Annihilation, a 2-foot-diameter black hole in the multiverse, hovering in space, stabilized by a magical field surrounding it. The Sphere obliterates all matter it passes through and all matter that passes through it. Artifacts pass through the Sphere unscathed, unless they is susceptible to damage from a Sphere of Annihilation. Anything else that touches the Sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The Sphere is stationary until you control it. If you are within range of the Sphere, you can use an action to levitate the Sphere in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the Sphere moves 10 feet toward you. A creature whose space the Sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. Unlike the magical item, another creature may not contest your control of the Sphere unless they possess a Talisman of the Sphere. There is also a 5% chance that targets engulfed by this temporary Sphere are not destroyed, but instead transported to a random plane of existence. You have no way of knowing whether a target was destroyed or not. If the Sphere comes into contact with a planar portal, such as that created by the Gate spell, or an extradimensional space, such as that within a Portable Hole or Bag of Holding, the DM determines what happens by rolling on the following table. d% Result 01-50 The Sphere is destroyed. 51-85 The Sphere moves through the portal or into the extradimensional space. 86-00 A spatial rift sends each creature and object within 180 feet of the Sphere, including the Sphere, to a random plane of existence.

True Breath of the Dragon 9th-level transmutation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Components: V, S, M (a faerie dragon scale)

V, S, M (a faerie dragon scale) Duration: Concentration, up to 1 minute

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Until the spell ends, the creature can use an action on its turn to exhale the breath weapon of an adult dragon from the following list: Dragon Damage Type Area Save Black 12d8 Acid 60 ft. line Dexterity Blue 12d10 Lightning 60 ft. line Dexterity Brass 13d6 Fire 60 ft. line Dexterity Bronze 12d10 Lightning 60 ft. line Dexterity Copper 12d8 Acid 60 ft. line Dexterity Gold 12d10 Fire 60 ft. cone Dexterity Green 16d6 Poison 60 ft. cone Constitution Red 18d6 Fire 60 ft. cone Constitution Silver 13d8 Cold 60 ft. cone Constitution White 12d8 Cold 60 ft. cone Constitution After exhaling the True Breath of the Dragon, the creature must roll a d6 at the start of each turn. On a 5 or 6 the ability recharges. Wail of the Banshee 9th-level necromancy Class: Bard, Druid, Sorcerer, Warlock, Wizard

Bard, Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a lock of hair from an evil elf)

V, S, M (a lock of hair from an evil elf) Duration: Instantaneous

You scream like a banshee. The mournful wail has no effect on constructs and undead, but all other creatures within 30 feet that can hear you, must make a Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 6d6 psychic damage. Temporal Stasis 9th-level transmutation Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust, with at least 100 gp of each crushed stone, which is consumed by the spell)

V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust, with at least 100 gp of each crushed stone, which is consumed by the spell) Duration: Until dispelled

A creature you touch is placed into a state of suspended animation. Unwilling targets can make a Dexterity saving throw to avoid being touched, or a Wisdom saving throw to resist the effect. The creature does not age and is totally unaware of the passage of time. It's body functions cease, and it does not need to eat or breathe. This state persists until the magic is dispelled, or the creature takes any damage, which ends the spell. Vampiric Youthfulness 9th-level necromancy Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 10 minutes

10 minutes Range: Touch

Touch Components: V, S

V, S Duration: Permanent

You touch another humanoid creature while casting the spell. The target must succeed on a Constitution saving throw or you leech life energy out of them, making yourself younger. You must be touching the target for the entire casting of the spell; if there is any interruption, the spell fails. Undead and constructs are unaffected by this spell. Upon completion of the spell, you become 1 year younger while the target loses 1d10 points of Constitution and instantly ages 10d10 years. If this reduces the target's Constitution to 0 or pushes them beyond their normal lifespan the target dies; otherwise, they fall Unconscious for 24 hours and awake with a total of four levels of exhaustion. The ability loss can be healed by a Greater Restoration spell, or a victim can regain 1d4 points of lost Constitution for each week of downtime they spend doing nothing but resting. Wildfire 9th-level evocation Class: Sorcerer, Warlock

Sorcerer, Warlock Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Special

You channel raw magical energy through yourself, shaping it as you desire. 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, the magical energy can be shaped and hardened to form a solid objects. You can use the wildfire to create one object that fits inside a 10-foot cube; its complexity and quality limited only by your imagination and artistic proficiency. Wildfire objects are made from glowing, crystallised green flames and radiate intense magic. Such objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, electricity, and all forms of magic except for Dispel Magic and Wish. You can use wildfire to create any magic item you have used before, which is considered to be attuned to you while it exists, but doing so requires a spellcasting ability check: Item Rarity DC Common 10 Uncommon 15 Rare 20 Very Rare 25 Legendary 30 Objects made of wildfire are neither stable nor permanent; the material gradually deteriorates until the magical bonds become too weak to maintain the chosen form and the energy disperses. This decay normally takes 1d4+4 hours, but each time a magic item made from wildfire is used, there is a 10% chance it disperses immediately afterward.

Mythaleash 9th-level abjuration Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 minute

1 minute Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 24 hours

For the duration you can move outside of a mythal while pulling an isolated piece of the magical field along with you. The normally static mythal is stretched to create a sphere around you with a 30-foot radius, which also extends as a cylinder with the same radius, along a direct path from the mythal to you. Inside this area, all the effects of the mythal are active. Whle concentrating on this spell, you are unable to cast any other spells or use any innate magical abilities, but you are free to use magic items, and of course items powered by the mythal. Other creatures in the area can cast spells normally. The maximum distance you can extend the mythaleash is a number of miles equal to your spellcaster level, measured from the outer edge of the mythal. If you exceed this distance by even one foot, the spell ends. If you become ethereal or intangible in any way, or are subect to any kind of teleportation, the spell ends. When the spell ends, the extended area of the magical field is instantly reabsorbed by the mythal. If this spell is used to leash a damaged or corrupt mythal, there is a 5% cumulative chance per mile that the mythaleash will also be corrupted, ending the spell and degenerating into a permanent dead-magic zone all along its area of effect. Even the most powerful of mythals can only support a maximum of three leashes at any given time; any further attempts to leash a mythal just result in a wasted spell slot. Spellbinding (Ritual) 9th-level abjuration Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a spellbook)

V, S, M (a spellbook) Duration: Concentration, up to 1 minute

For the duration you can use your reaction to attempt to deconstruct any spell that targets you or includes you in its area. Make a spellcasting ability check against the spell DC of the creature who cast the spell. If you fail, the spell takes effect normally. If you succeed, the magical energy of the spell becomes a small glowing quill that rushes to your spellbook and writes down the magical formula of that spell, in the unique system of notation that you use. You can deconstruct and bind a total of nine spell slot levels, after which the spell ends. If a spell would exceed the number of slot levels remaining, it is unaffected. As soon as this spell ends, the fresh writing in your spellbook begins to fade away, lasting for 1 hour per spell slot level before the magic is lost. If you wish to save any of the spells for later, you must apply rare inks, powdered metals and gem dust with a value of 100 gp per spell slot level. Once you have completed this process, you can prepare the spells as you would normally. Spell Siphon 9th-level abjuration Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Instantaneous

A spellcaster you can see within range must succeed on a spell-casting ability saving throw, or you leech up to 1d10 unexpended spell slots from it's mind, starting with the highest unexpended spell slot, then the next highest (rounded down). The siphoned magical energy is immediately converted into a random spell: d8 Spell Target 1 Blur You 2 Detect Magic You 3 Dispel Magic The target 4 Feeblemind The target 5 Lightning Bolt The target 6 Slow The target 7 Insect Plague The target 8 Vampiric Touch The target The target gets a saving throw where the spell allows it, and all of the effects last 1d6 rounds, if they are not instantaneous. This spell has no effect on creatures with no spell slots. Solidify Air 9th-level transmutation Class: Cleric, Druid, Sorcerer, Wizard

Cleric, Druid, Sorcerer, Wizard Casting Time: 1 action

1 action Range: 300 feet

300 feet Components: V, S

V, S Duration: Concentration, up to 10 minutes

You cause a 10-foot cube of air you can see within range to become as solid and unyielding as stone. Creatures that are composed of air (eg; invisible stalkers and air elementals) merely treat the area as difficult terrain, corporeal creatures in the area must make a Dexterity saving throw. On success, a creature moves to a space chosen by the DM. On failure, a Large-sized or smaller creature is Grappled and Incapacitated for the duration. Medium-sized or smaller creatures who fail must also make a Wisdom saving throw. On success, the creature manages to free enough of its body to still breathe and talk. On failure the creature is completely encased, unable to breathe, and begins to suffocate. When used against a creature of Huge or greater size, this spell will only trap a single appendage at best, and is unable to Incapacitate or suffocate the creature. The area of effect is stationary though, and the solid air is not affected by gravity, so even a flying creature would be unable to move. Targets completely trapped within the solid air are temporarily immune to all types of damage except radiant and psychic. Partially-trapped targets take half damage from all types except radiant and psychic. When the spell ends, the solid air reverts to its previous state and any trapped targets fall to the ground.

Quintessence Dweomer (Ritual) 9th-level transmutation Class: Wizard

Wizard Casting Time: 10 minutes

10 minutes Range: Self

Self Components: V, S, M (a mithril funnel; and diamonds worth at least 1,000 gp per spell level, which are consumed by the spell)

V, S, M (a mithril funnel; and diamonds worth at least 1,000 gp per spell level, which are consumed by the spell) Duration: Instantaneous

As part of casting this spell, you also cast one other spell you know, which is transmuted into a tangible form known as Quintessence. During this process, the magical energy can be purified into a faintly glowing blue-white gas, liquid or solid. Each has different properties: Gas: 1 cu. ft. of gas is collected for each spell level transmuted. It can be used to transfer spells that would normally only effect you, to another creature. You must touch the gas and cast the spell, and then expose the person who is to gain the benefits of the spell. 1 cu. ft. of gas is required for each level of the spell. Alternatively, the gas can be used to make a creature more succeptable to magic. For every cu. ft of gas, a creature is exposed to, it suffers a -1 panalty to saving throws against magic, for as long as it is exposed to the gas. The gas is extremely delicate and decays after 24 hours, regardless of how it is stored.

Liquid: 1 cu. inch of liquid is collected for each spell level transmuted. Drinking the liquid reduces the spell slot cost of the next spell cast, by 1 slot level for every 1 c. inch of the liquid consumed. The liquid also decays after 24 hours, regardless of how it is stored.

Solid: Half a cu. inch of solid material is collected for each spell level transmuted. It can be created in any shape, even complex forms, if you have some artistic proficiency, but once created, it is almost impossible to bend or break. The material is harder than diamond and weighs only one ounce per cu. ft. Once created, it absorbs all force into itself. While the material can make unbreakable items, only with great difficulty can it be made into objects like armour or weapons, due to the problems inherent in creating enough material and linking unbreakable parts together. Such armour would only weigh one tenth the normal amount, it would count as light armour, make the wearer resistant to magic, have +3 AC compared to a normal suit of armour of that type, and grant resistance to nonmagical bludgeoning, piercing and slashing damage. A weapon made from the material would count as a +3 magical weapon and ignore resistance to bludgeoning, slashing or piercing damage, while also treating immunity to bludgeoning, slashing and piercing damage, as resistance. Objects made with the material should be more easily enchanted with additional magical effects than normal items. Rune Missiles 9th-level evocation Class: Sorcerer, Wizard

Sorcerer, Wizard Casting Time: 1 action

1 action Range: 240 feet

240 feet Components: V, S

V, S Duration: Instantaneous

You create ten glowing runes of magical force. Each rune hits a creature of your choice that you can see within range. A rune deals 2d6 force damage to its target. The runes all strike simultaneously and you can direct them to hit one creature or several. Song of Nature's Awareness 9th-level transmutation Class: Druid

Druid Casting Time: 1 action

1 action Range: 6 miles

6 miles Components: V, S

V, S Duration: Concentration, up to 1 hour

You become one with nature; linking yourself to the surrounding landscape in profoud ways. For the duration your body merges with the earth and you become able to sense everything that takes place in natural terrain within range. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns, which are blank spots in your awareness. It is difficult to filter the deluge of sensory information, so you must succeed on a DC 15 concentration check at the start of each turn, or be unable to focus on any one place. If successful, you can view any point in range as if you were standing there. As an action on your turn you can take control of the area, by making a spellcasting ability check to to produce one of the following spell effects: DC Effect DC Effect 8 Druidcraft 17 Conjure Animals 9 Mold Earth (permenant) 18 Plant Growth 10 Detect Magic 19 Speak with Plants 11 Detect Poison and Disease 20 Control Water (not whirlpool) 12 Speak with Animals 21 Locate Creature 13 Animal Messenger 22 Stone Shape 14 Gust of Wind 23 Commune with Nature 15 Locate Animals or Plants 24 Wall of Stone 16 Locate Object 25 Move Earth You are considered Incapacitated and are immune to damage until the spell ends. The space where you were standing when you cast this spell, radiates strong transmutation magic and if Dispel Magic is cast on that spot, it can end this spell. When this spell ends, your body reappears and you are no longer Incapacitated, but you are Stunned until the end of your next turn. Spell Trap 9th-level abjuration Class: Sorcerer, Warlock, Wizard

Sorcerer, Warlock, Wizard Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a sponge that has grown in a dead magic zone and a silver funnel worth 10 gp)

V, S, M (a sponge that has grown in a dead magic zone and a silver funnel worth 10 gp) Duration: Concentration, up to 1 minute

You raise a globe of crackling white energy around yourself. Although it looks intimidating, it is actually harmless to physical intrusions. Magic however is a different matter; the globe absorbs any spells that would affect you and provides the energy to replenish your own magical reserves. A total of ten spell slot levels can be absorbed before the trap collapses. Each time it absorbs a spell, the energy replenishes an equal number of expended spell slots in your mind. If the absorbed energy exceeds the number of expended spells slots you have available, you take 1d6 force damage for each excess spell slot level.