9th Level

AFFLICT LINE

9th-level necromancy (ritual; high elven)
Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (a statuette carved in the likeness of the victim worth 1,250 gp)
Duration: Permanent; one generation
You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. Your target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. The victim has disadvantage on ability checks and saving throws made with the ability score that you choose when you cast the spell. In addition, the target's firstborn offspring is also targeted by the curse. The firstborn is allowed a saving throw of their own if they currently live, or they make one upon their birth if they're not yet born when the spell is cast. If the target's firstborn has already died, the curse passes to their next oldest offspring.
Ritual Focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family's lineage until one of them successfully saves against the curse and throws off your dark magic.

CIRCLE OF DEVASTATION

9th-level evocation (ring)
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a metal ring)
Duration: Concentration, up to 1 minute
You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.

COSMIC ALIGNMENT

9th-level conjuration/illumination (ritual; high elven)
Casting Time: 1 hour
Range: Self
Components: V, S, M (a piece of quartz)
Duration: 24 hours
You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; see the illumination school). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell.

FORM OF THE GODS

9th-level transmutation (hieroglyph) Casting Time: 1 action Range: Self Components: V, S, M (a holy symbol) Duration: Concentration, up to 1 hour By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. Form of the gods transforms you into an entirely new shape and makes the following changes
  • Your size grows by one category
  • 3 Ability Scores of your choice become 20
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.
  • You are considered under the effects of Haste
  • Your Unarmed Strikes do 2d10 bludgeoning damage

GREATER SEAL OF SANCTUARY

9th-level abjuration (ritual; angelic)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (incense and special inks worth 500 gp, which the spell consumes)
Duration: 24 hours
You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 100 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a deadly barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 15d8 radiant damage, it's repelled to 5 feet outside the boundary, and it can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed instead of taking damage. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 100 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws, and each takes 4d8 radiant damage at the start of its turn. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel. Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal. The seal has 75 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.

LEY STORM

9th-level conjuration (ley line)
Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute
A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is deafened for 5 minutes; a successful Constitution saving throw negates both effects. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.
Round 2. Ley-infused pebbles rain from the cloud, causing 1d6 bludgeoning damage to everything beneath it (no saving throw).
Round 3. Up to six bolts of ley energy leap from the cloud to strike creatures or objects of your choice beneath the cloud. No creature or object can be struck by more than one bolt. A creature struck takes 8d8 force damage, or half damage with a successful Dexterity saving throw.
Round 4. A burst of prismatic light fills a 20-foot sphere centered on a point beneath the cloud. All creatures in the sphere are affected as if targeted by a disruptive aura spell.
Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw).
Special. A geomancer who casts this spell regains 4d10 hit points.

LEY SURGE

9th-level evocation (ley line)
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.
Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.

MAMMON’S DUE

9th level conjuration (ritual; Rothenian)
Casting Time: 1 hour
Range: 500 feet
Components: V, S, M (11 gilded human skulls worth 150 gp each, which are consumed by the spell)
Duration: Concentration, up to 1 minute
You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash. A creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. If it succeeds, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn. The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it causes 1d6 less fire damage for each hour that passes since the spell’s end.

MAZE, GREATER

9th-level conjuration (labyrinth)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
This spell functions as maze, but the target takes 4d6 psychic damage from traps and other hazards each time it starts its turn in the maze. The damage is halved if the target makes a successful Dexterity saving throw, repeated each round. Escaping this maze is difficult. The target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.

OPEN RED PORTAL

9th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a platinum ankh worth 1,000 gp)
Duration: 10 minutes
You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing in Midgard or on another plane of existence. If located in Midgard, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.

PYROCLASM

9th-level evocation (elemental)
Casting Time: 1 action
Range: 500 feet
Components: V, S, M (a shard of obsidian)
Duration: Concentration, up to 1 minute
You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half damage with a successful Dexterity saving throw. The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature that’s in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage. When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself. If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.

STAR'S HEART

9th-level transmutation (illumination)
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (an ioun stone)
Duration: 1 minute
This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they're holding in their hands, fall prone, become incapacitated, and can't move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage. Any creature besides you that enters or starts its turn in the area must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. Failure means the creature takes 8d6 bludgeoning damage; success means the creature takes 4d6 bludgeoning damage but it's no longer incapacitated and it can move at half-speed. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn't reduced once they recover from incapacitation.

TIME IN A BOTTLE

9th-level transmutation (clockwork)
Casting Time: 1 action
Range: Sight
Components: V, M (An empty bottle)
Duration: Concentration, up to 1 minute
You open the bottle and designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment on your turn, and events progress naturally from there.

UMBRAL STORM

9th-level necromancy (shadow)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a channel to a region of the Shadow Realm that is inimical to life and order. A storm of dark, raging entropy fills a sphere 20 feet in radius, centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.

VOID RIFT

9th-level void magic
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a black opal carved with a void glyph worth 500 gp)
Duration: Concentration, up to 1 minute
You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into absolute nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the void tries to draw everything into itself. All creatures that start their turns within 40 feet of the sphere or that enter that area for the first time on their turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. Creatures that start their turn in contact with the rift or that come into contact with it for the first time on their turn take 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and take damage as creatures. While concentrating on the spell, you take 2d6 necrotic damage at the end of your turn.

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