9th Level Spells

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Chaotic Surge

9th Level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Special
  • Spell Lists: Sorcerer

When you learn this spell, select 10 spells of 8th level or higher with a casting time of 1 action from any spell list other than Chaotic Surge or Wish. Label them 1 through 10. You may change this list when you level up.

When you cast this spell, chaotic magic surges from within you. Roll a d10. You may cast the spell at 9th level without material components or expending a spell slot. If you do not, you take 10d10 force damage and the spell's effect ends.

If the spell's effect does not end, you may use your action to roll a d8 again. If you do not, the spell's effect ends. If you do, it works the same as the first time you did so. You may roll the d8 3 times in total, after which the spell ends.

Once the spell ends, you start to feel the repercussions of how taxing it is. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Divine Object Polymorph

9th Level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Diamond dust worth at least 10,000 gp)
  • Duration: Special
  • Spell Lists: Cleric

You or another willing creature is transformed into a sentient weapon of your choice or a suit of armor. It is magical. If it is a weapon, it has +3 to attack and damage rolls. If it is armor, it has a +3 bonus to AC.

The object is sentient and possesses the Wisdom, Charisma, and Intelligence of the transformed creature. It knows the languages it knew in life though it cannot speak. It has telepathy for 60 feet, though it has telepathy with a creature it's attuned to so long as they are on the same plane of existence.

You may, upon casting this spell, select conditions for what creatures can attune to this magical item, which may be as specific as you like. Additionally, you may select conditions upon which it will automatically attune to a creature, so long as that creature is on the same plane of existence.

This object grants a bonus to all skill checks the transformed creature was proficient in when alive equal to half the proficiency modifier of the creature wielding it. Additionally, a creature wielding it may use its action to make a Charisma check with a DC equal to the transformed creature's level or challenge rating. On a success, they summon a spectral form of the transformed creature in a space beside them, which automatically takes a turn and then disappeared. It has the same statistics as the transformed creature.

Enslave

9th Level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 24 hours
  • Spell Lists: Warlock

One creature within range must succeed on a Wisdom saving throw or be magically charmed by you for the duration or until you die or are more than 1 mile from the target. The charmed target obeys your commands and can’t take reactions, and you and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.

Immortality

9th Level Necromancy


  • Casting Time: 1 hour
  • Range: 30 feet
  • Components: V, S, M (Golden and Platinum symbols worth 25,000 GP, a rare gemstone found only deep within the Outer Planes, worth 100,000 GP, both of which the spell consumes)
  • Duration: Instantaneous
  • Spell Lists: Cleric, Wizard

You and up to 5 other willing creatures within range are freed from the shackles of mortality and ascend into a more perfect state. All targets cease to age and become immune to disease. You may specify a home plane for each creature. When that creature dies on another plane, they reawaken on their home plane after 1d10 days with none of their equipment. If they are killed on their home plane, they are permanently killed.

Isolation

9th Level Conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S.
  • Duration: 1 minute
  • Spell Lists: Warlock, Wizard

You and one target are transported to a Demiplane of your creation, which takes any appearance you like, but is flat and continues endlessly in all directions, with no other practical features. At the start of each of your turns, you may cause one of the following effects.

  • Up to 8 pillars rises from the ground anywhere within the demiplane, each of them a 10 foot square. Alternatively, you can make one pillar rise, which is a 30 foot square. The pillar's height cannot be more than 50 feet.
  • You create illusory imagery to mess with your opponent. They must succeed on a Wisdom saving throw or you have advantage on your next attack against them this turn.
  • You teleport up to 60 feet.
  • Lightning strikes where your opponent is. They must succeed a Dexterity saving throw or take 3d10 lightning damage.
  • You cause the ground to slant up to 30 degrees in any direction.

Once the duration is over, both of you reappear in the spots you were when the spell was cast, or in the nearest safe spaces.

Mass Geas

9th Level Enchantment


  • Casting Time: 1 minute
  • Range: 120 feet
  • Components: V, S
  • Duration: 30 days
  • Spell Lists: Bard, Cleric, Druid, Wizard

You place a magical command on every creature within a 30 foot sphere, forcing them to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must make a Wisdom saving throw or be charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse or greater restoration spell cast at 9th level can end this effect on a single creature, and a wish spell can end it on all effected creatures.

The command you give must be the same command for each creature. However, it can be either a collective command or an individual one. You might command your targets "Ensure I become king", in which case they will all act towards that goal or face the penalty. You can also command them "Fight each other until you are the last one standing", in which case any creature who is charmed must at all times be working with the intention of being the last of its group left standing.

Mass Insect Plague

9th Level Conjuration


  • Casting Time: 10 minutes
  • Range: 10 miles
  • Components: V, S, M (The consecrated ashes of 25 believers of your faith, unjustly killed, and platinum tools of worship worth at least 10,000 gp, which are consumed)
  • Duration: Concentration, up to 10 minutes
  • Spell Lists: Cleric

Starting at a point within range, a swarm of locusts appears and then grows outwards within a sphere with a 1 mile radius. The insects will move around corners and through any openings to reach any area within the sphere that they can, spreading at a rate of 60 feet every turn until the entire sphere has been filled to the best of the locusts' abilities.. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

You may, upon casting the spell, specify conditions for areas which will prohibit the locusts from entering. For example, you may prohibit the locusts from entering houses whose doors have been marked with the blood of an owlbear.

Mass Modify Memory

9th Level Enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, Material (The blood of celestial, purified and processed, costing at least 25,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Spell Lists: Bard, Wizard

You select one event or fact known to many people. You may choose an alternate interpretation of the truth of that event that is different from reality. All creatures in a 10 mile radius who recall the event must make a Wisdom saving throw. Creatures with a Wisdom more than 5 less than your spell save DC automatically fail. Each creature who failed has their memory rewritten so that it is in accordance with the version of events you decided.

For example, if you killed the king and people saw, you could rewrite memories so that people believe it was someone else who took the king, or that you were always the king and that the assassination attempt against you failed.

Negative Energy Surge

9th Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.
  • Spell Lists: Sorcerer, Wizard

A 20 foot sphere of negative energy appears anywhere within range that you can see. When a non undead starts its turn in the sphere or moves into its area, it must make a Constitution saving throw, taking 6d10 necrotic damage on a failed save and half that much on a successful save. Its maximum hp is decreased by the amount of damage taken. This maximum hp is restored upon completing a long rest. When a creature within the sphere is reduced to 0 hit points, it dies and rises as a zombie.

You may dismiss this sphere as an action. If you lose concentration on this spell, you can no longer dismiss it. When you have lost concentration on it, the sphere's radius increases by 10 feet on each of your turns. When the duration is over, it stops growing but remains in place, and cannot be removed by anything but dispel magic cast at 9th level or a wish spell.

Personal Plane

9th Level Conjuration


  • Casting Time: 24 hours
  • Range: 30 feet
  • Components: V, S, M (The bones of both celestials and fiends, worth at least 1,000,000 gp, A vial of water that has been personally blessed or cursed by a god or creature of equal power, both of which the spell consumes)
  • Duration: Instantaneous
  • Spell Lists: Cleric, Wizard

You create 20 foot by 10 foot doorway either in space or attached to a surface, through which is a path to a demiplane of your creation. The doorway lasts 24 hours before disappearing.

This demiplane continues infinitely in all directions. It has any sort of natural environment you can describe which can be found on another plane or that your DM approves. It has no premade artificial structures, but you may specify details of its topography, including magical topography, such as a large mile spanning river running through a specific area which has water that cures disease, or a mountain of endless height whose top can only be reached through a specific path. This must, however, be cleared by your DM.

This plane is populated by creatures of your choice. Select one of the following options: Beasts, Celestials, Dragons, Fiends, Oozes, Undead. You may select more specific groups within those categories, as well. Creatures of that group of challenge rating 10 and lower will naturally occur within the environment, and will have the same alignment as you, but otherwise act independently of you. They may raise to creatures of higher challenge rating through natural means, such as a dragon maturing over its life span.

This plane is the home plane of all creatures who originate on it. If any of them die while not within this plane, they reappear on this plane 1d10 days later, but will not do so if you specifically disallow them from being reborn.

Your plane connects directly to the Astral Plane and is connected to it through color pools.

When you cast this spell again, instead of making a new plane, you create a new layer to your personal plane. You may specify its unique features in the same way as the first layer. Additionally, you may specify through what means a creature can and cannot enter one layer from another. Only the first layer is connected to the Astral Plane.

Positive Energy Surge

9th Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.
  • Spell Lists: Sorcerer, Wizard

A 30 foot sphere of positive energy appears anywhere within range that you can see. When a character starts its turn in this sphere or moves into its area, it regains 6d10 hitpoints and is cured of any effects a greater restoration, lesser restoration, or remove curse spell could cure when cast at 9th level. If a creature would be healed to max hit points by this effect or is healed when it is already at max hit points, it must make a Constitution saving throw or be vaporized, dying instantly. Any undead instead take 6d10 radiant damage.

You may dismiss this sphere as an action. If you lose concentration on this spell, you can no longer dismiss it. When you have lost concentration on it, the sphere's radius increases by 10 feet on each of your turns. When the duration is over, it stops growing but remains in place, and cannot be removed by anything but dispel magic cast at 9th level or a wish spell.

Promote

9th Level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (Platinum and Diamond ceremonial artifacts worth at least 10,100 gp, which the spell consumes)
  • Duration: Instantaneous
  • Spell Lists: Cleric, Druid, Wizard

You transform a willing creature into another creature of its type that is of a challenge rating no more than 5 greater than its current challenge rating. You cannot transform a creature into a creature whose challenge rating is higher than your level.

Terraform

9th Level Transmutation


  • Casting Time: 1 hour
  • Range: self
  • Components: V, S, M (Rare gemstones and minerals worth 50,000 GP, which the spell consumes)
  • Duration: Concentration, up to 6 hours
  • Spell Lists: Druid, Wizard

You cause the land in a 1 mile radius around you to shift and change. Upon casting, you may change the climate of the area to any found in the natural world. Every hour, you may cause one of the following effects to occur over any amount of area within the 1 mile radius:

  • Trees and other natural wildlife grow to form a forest.
  • The ground sinks lower and lower, and then fills with water after 1 hour, creating an artificial lake.
  • Mountains or hills up to 1 mile high rise from the earth over the course of an hour. You may control the shape of these mountains exactly so long as they are structurally sound. This can make areas which appear manmade.
  • A labyrinthine series of tunnels which can lead up to 1 mile underground is formed, the structure of which you can control exactly as long as it is structurally sound. These may include underground resevoirs of water and magma so long as they do not appear above the ground. You may connect these to the surface via volcanoes and geysers, but you have no control over it.

This takes an incredible amount of effort. Every time you activate one of these effects, you get a point of exhaustion. Additionally, after casting this spell, you may not cast any other spells until you've completed a long rest.

Weird

9th Level Illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Spell Lists: Wizard

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Any number of creatures of your choice within a 30 foot sphere will see their greatest fear appear before them for the duration of the spell, which will begin to attack them. They enter a state of illusory combat with their greatest fear.

While in this state of illusory combat, they must make a Wisdom saving throw at the start of each of their turns, taking 4d10 pyschic damage and being frightened until the their next turn. They must remake this saving throw at the start of each of their turns.

Additionally, while in this state, they are effectively blinded and deafened, becoming unable to accurately perceive the world around them. Any damage or status conditions they receive will be perceived as having come from the illusory creature they are fighting. They will see all of their allies fall at the hands of this illusion over the course of the spell. Every second spent in this illusory reality feels like a minute. During the duration of the spell, you have a perfect understanding of what each creature is seeing, and can communicate telepathically with each one.

Each creature may use its action on its turn to attempt to fight their fear. When they do so, they make a Charisma check against your spell save DC. On a failure, nothing happens. On a success, they defeat the illusory creature and are no longer in a state of illusory combat, and therefore no longer need to make saving throws. However, they remain in the fantasy, still effectively blinded and deafened, believing they are the only one to have survived.

If the illusion is defeated, then they exit the illusion entirely and all the spell's effect on them ends when they take damage or a creature uses their action to jostle them, bringing them back into reality.

 

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