Art Credit : Wizards of the Coast
| Revised 9th-Level Spells |
|---|
| Astral Projection, Imprisonment |
| Mass Polymorph, Storm of Vengeance |
| Time Ravage, Time Stop, Weird |
Astral Projection
9th level necromancy
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
- Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane) (If you are already on that plane, you can instead send your own astral body (and only your own) to any temple of the divinity you are worshiping. The temple can be located on any plane except on the astral plane.). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly. If your astral body is not on the astral plane, it also sheds dim light in a 10 feet radius.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Imprisonment
9th level abjuration
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
- Duration: Until Dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. If the target has a remaining Legendary Resistance, it can choose to use it to make the spell fail.
During the casting of the spell, in any of its versions, you can must specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A Dispel Magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
When you cast the spell, you choose one of the following forms of imprisonment.
- Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.
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Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.
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Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.
- Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
- Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.
Mass Polymorph
9th level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a caterpillar cocoon)
- Duration: Concentration, up to 1 hour
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form.
The target can’t activate, use, wield, or otherwise benefit from any of its equipment.
If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
Storm of Vengeance
9th level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to
1 minute1 hour
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
For the duration, the storm rages on. An heavy and acidic rain falls from the clouds, lightnings tears the sky, and high winds swirl in the area :
- The area becomes difficult terrain and is heavily obscured.
- Ranged weapon attacks in the area are impossible.
- The wind and rain count as a severe distraction for other casters for the purposes of maintaining concentration on spells.
- Gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
- At the start of each of your turns, each creature and object not protected from the rain takes 2d6 acid damage.
- As a bonus action, you can call a bolt of lightning to strike a target of your choice that is beneath the cloud. That target must make a dexterity saving throw, taking 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Each round you maintain concentration on this spell, the storm produces different effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.Rounds 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
Time Ravage
9th level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
- Duration: Instantaneous
You target a creature or a plant, or a non magical object you can see within range, putting its physical form through the devastation of rapid aging.
If you have designated a creature, the target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target looses half of its current hit points, and also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved.
If you have selected a plant, it also ages very fast and growth to its maximum size.
If you have chosen an object, it becomes really old, its metallic parts become corroded by rust, its wooden parts become dry and cracked, and its fabric parts loose their color and become grated, damaged. The object breaks and become unusable the next time it is used. If it is an armor, it breaks the next time the creature wearing it is attacked.
Only the Wish spell or the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
Time Stop
9th level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 3 turns in a row, during which you can use actions and move as normal. Every time the time should start to flow again, you can choose to gain a level of exhaustion to keep it stopped and play 3 more turns in a row.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you benefit from effects that reduce your level of exhaustion or if you move to a place more than 1,000 feet from the location where you cast it.
If the spell should end because of one of those three reasons, you can't choose to take a level of exhaustion to extend its duration.
Weird
9th level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature takes 4d10 psychic damage and becomes frightened for the duration.
The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Homebrew lovingly made by LeRoiDeCarreau
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