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Pryxis's Pages of Pure Magic _ GM Binder

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Published by goroiamanuci, 2023-03-08 18:57:31

Pryxis's Pages of Pure Magic _ GM Binder

Pryxis's Pages of Pure Magic _ GM Binder

Gambler's Luck 6th-level enchantment Casting Time: 1 action Range: Touch Components: V, S, M (a small statuette of a deity of luck) Duration: Concentration, up to 1 minute You touch a willing creature, attempting to change their luck. Roll a d20; on a roll of 11 or higher, the target creature gains a +2 bonus to all dice rolls for the duration. On a roll of 10 or lower, the target creature gains the following madness instead: “I must gamble on everything I do and I cannot decline a game of chance if asked. The only bets I can decline, are those that are obviously suicidal to me.” The madness lasts until cured. Lesser Disjunction 6th-level abjuration (ritual) Casting Time: 1 action Range: 60 feet Components: V, S, M (an emerald worth at least 500gp) Duration: Instantaneous A weakened version of disjunction, this spell disrupts the magic of a single creature. You choose a single creature within range that you can see, and that creature makes a Dexterity saving throw. On a failure, all magical effects on the creature end, all of the creature's carried magical items are stripped of their magic, and they become unattuned to all magical objects they were previously attuned to. Sentient items and artifacts are only temporarily de-powered, and regain their magic after a short rest. Attuned magical items affected by this spell can be reenergized by spending a long rest re-attuning to the item. However, non-attuned items (like potions of healing or spell scrolls) are permanently rendered nonmagical. At Higher Levels. This spell affects one additional creature per level above 6th. One Final Blow 6th-level evocation Casting Time: 1 attack, which replaces an attack you would make with the attack action Range: Touch Components: S, M (a melee weapon worth at least 1gp, which the spell consumes) Duration: Instantaneous You invoke the true power of the weapon you wield, drawing out it's innate spirit for one final effort - you make one attack action with your weapon, destroying it in a magical explosion as part of the attack. The weapon begins to vibrate and glow subtly. The spell fails if used with an artifact. Otherwise, make a melee spell attack against a creature you can reach. On a hit, the target takes max initial damage from the weapon attack and 8d6 force damage, or half as much damage from both sources on a miss. The weapon crumbles and explodes outwards in several thousand pieces and can't be remade. If you use a magical weapon with this spell, it adds 2d6 additional force damage for each level of rarity, beginning with 2d6 for uncommon, 4d6 for rare, 6d6 for very rare, and 8d6 for legendary. Power Word: Mute 6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that magically silences one creature you can see within range. If the target has 150 hit points or fewer, it becomes unable to speak or perform verbal components of spells. A target affected by this spell can make a Constitution saving throw at the end of each of its turns. On a successful save, this silencing effect ends. 51


Redirect Spell 6th-level abjuration Casting Time: 1 reaction, which you take when you see a creature within range cast a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to redirect the magic of a spell cast by another creature you can see within range. The spell being cast can only target one creature or one point to be eligible for redirection. If it is a spell of 6th level or lower, it's effects are redirected to another target of your choice that you can see within 60 feet of you, as if that target was the spell's original destination. If the redirected spell requires concentration, you can decide to maintain concentration on it, instead of the original caster. The spell still uses the original caster's spell save DC and spellcasting ability modifier. If the original spell is 7th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell is redirected. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the original spell is redirected if its level is less than or equal to the level of the spell slot you used. Scarlet Frenzy 6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (the teeth of a dead barbarian) Duration: Concentration, up to 1 minute You cause a target to rage with unnatural fury, as their blood surges with violence and anger. Choose one creature within 30 feet, who then enters a rage. An unwilling target makes a Wisdom saving throw against this effect; a creature with the Rage feature has advantage on this save. If the target is willing or fails their save, they gain the following effects: The target has advantage on all Strength checks and Strength saving throws. Whenever the target makes an attack roll using Strength, they deal an extra 1d6 damage on a hit. The target has resistance to bludgeoning, piercing, and slashing damage. The target may make an additional attack as a bonus action on each of its turns. The target must move towards or attack a creature on its turn. If physically restrained from doing so, the target may remake their Wisdom saving throw at the end of each turn when they are restrained; they will still spend each turn attempting to break free, and do not get to remake the save if they manage to escape. The target makes any death saving throws at disadvantage. When this spell ends, whether through the duration elapsing or the caster losing concentration, the target immediately gains one level of exhaustion. Furthermore, they must make a Constitution saving throw. On a success, the target is stunned for 1d4 +1 rounds. On a failure, the target immediately takes 5d8 necrotic damage, bypassing immunity or resistance, falls unconscious, and must begin making death saving throws. The caster gains no control over the target while its raging. However, the target will only attack the caster if there are no other living creatures within their movement range. 52


Substitution 6th-level abjuration (ritual) Casting Time: 1 minute Range: 10 feet Components: V, S, M (offerings befitting your deity or spirit worth at least 250gp which the spell consumes) Duration: Up to 8 hours You create a mystic connection between you and a specially prepared figure or statuette representing a deity or spirit you revere - which does not need to be on your person (for example, it can be a personal idol you carry with you, or a medium-sized statue of your god in a city temple). For the duration, half of any damage you take is transferred to the figure. If the figure absorbs damage that reduces it to 0 hit points, it is destroyed, and you take any leftover damage. The figure has 30 hit points and is restored to that number of hit points upon completion of a short rest, provided it has at least 1 hit point remaining. You can, as a bonus action on your turn, break the link to the item so that it no longer absorbs damage dealt to you. You can reestablish your link to the item during a short rest. At Higher Levels. When you cast this spell using a spell slot of 7th level, the spell lasts for up to 24 hours. When you use a spell slot of 8th level or higher, the spell lasts for up to a week. Walk with Spirits 6th-level necromancy Casting Time: 1 hour Range: Self Components: V, S, M (75 gp of gravestone incense which the spell consumes) Duration: Concentration, up to 1 hour As an action, you enter the realm of the dead, walking with the spirits of those whose bodies lie nearby. Best used in a graveyard or at the site of a battle, this spell allows the caster to speak with the spirits for advice, knowledge, and guidance. However, it also leaves them vulnerable to the spirits. When you cast this spell, you phase into the Border Ethereal. You may not move more than 100 feet away from the original location where you cast the spell. While in the Border Ethereal, you call forward the spirits of any bodies interred nearby; you may then ask questions of the spirits as with the speak with dead spell. You may ask each spirit up to five questions before it is released. These spirits are much freer to answer than with a typical speak with dead spell; the spirit may have learned something since its death, can speculate on the future, and might be able to suggest what questions to ask if it is wanton to do so. These spirits are not required to answer truthfully, unless you command them to, in which case they will answer only three questions. Otherwise, these spirits can be asked five questions, before they are released from the spell. Once released, the spirit is free to return to rest, or to attack you as a banshee, ghost, or spectre (DM's choice). A spirit might attack you if your questions disrespected it, or if the person was antagonistic to you or your kind during life. Most spirits do not like being commanded in any way, and doing such might enrage them. A spirit capable of possession will likely attempt it before resorting to other attacks. Once defeated, the spirit dissipates and returns to rest. Wasting Sickness 6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You afflict a target you can see within range with a horrific wasting disease. The target must make a Constitution saving throw. The target takes 8d10 necrotic damage, or half as much on a successful save. Undead and constructs are immune to this spell. Additionally, any creature that fails the saving throw begins to suffer a horrible malady which saps their strength and vitality. For each turn after the first that the creature is afflicted with this disease, they take 3d6 necrotic damage, and their hit point maximum is reduced by the same amount. If you maintain concentration on this spell for the full minute, then the disease becomes permanent. The creature then loses 3d6 hit points from their hit point maximum every 24 hours, until the disease is cured. If this damage reduces the target to 0 hit points, the creature dies, and its body rapidly rots away. 53


7th Level Spells Aura of Invisibility 7th-level illusion Casting Time: 1 action Range: Self (20-foot radius) Components: V, S Duration: Concentration, up to 10 minutes Illusionary magic wraps around you and nearby allies, hiding them from view. Until this spell ends, you and any willing creatures you choose within 20 feet of you become invisible when you cast this spell and at the start of each of their turns if they are within the spell's radius. Anything a creature is wearing or carrying is invisible as long as it is on their person. If a creature attacks, casts a spell, or ends their turn outside of the spell's radius, they become visible at the end of the current turn. Behold 7th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (an eyeball from a beholder) Duration: 1 round As an action, you summon a Beholder's eye ray to assault a creature that you can see within range. When you cast this spell, roll a d10 on the following table to determine the effect. 1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until the caster or their allies harm the target. A creature immune to being charmed is not affected by this ray. 2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. 3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature immune to being frightened is not affected by this ray. 4. Slowing Ray. The target must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature cannot take reactions, and can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. 5. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. 6. Telekinetic Ray. The target must make a Strength saving throw. On a failure, you may move the creature up to 30ft in any direction. The creature is restrained by the magic until the beginning of your next turn. 7. Sleep Ray. The targeted creature must make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs or undead, or creatures immune to being charmed. 8. Petrification Ray. The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained, which lasts for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the effect lasts 1 minute, the target is petrified until freed by the greater restoration spell or other magic. 9. Disintegration Ray. The target must succeed on a Dexterity saving throw or take 11d6 + 25 force damage. If this damage reduces the target to 0 hit points, its body is reduced to a fine gray dust. 10. Death Ray. The target succeed on a Dexterity saving throw or take 12d6 necrotic damage. The target dies if the ray reduces it to 0 hit points. At Higher Levels. When cast with an 8th level spell slot, you may target two creatures within range, which increases to three creatures when cast as a 9th level spell. When rolling for multiple targets, reroll any duplicate results. You must specify which ray will target which creature before you make the roll. 54


Create Greater Chimera 7th-level transmutation (ritual) Casting Time: 1 minute Range: 15 feet Components: V, S, M (two or three creatures and cut precious gems worth at least 3,000gp which the spell consumes) Duration: Instantaneous (30 days) You combine two or three creatures into one. These creatures can't have a summed CR higher than 8 (a CR 0 creature counts as a CR 1/8th). The creatures need not be willing, but they need to be within range for its casting time. Once finished, their bodies merge into a chimera. You choose the type of the new creature. The DM can veto your choice on the grounds of it being too different from the rest of the type to make sense, but at minimum you could always choose aberration, monstrosity, or a type from one of the component creatures. For each of the six ability scores, the new creature has the highest, as well as the highest AC, highest speed (gaining any speeds the others had), and gaining proficiencies, senses, features, attacks, actions, and so on. Add the creatures' maximum hitpoints together divided by half to find the chimera's hitpoints. The chimera is one size larger than its largest component creature. In combat, it shares your initiative but takes its turn immediately after yours ends. It has a number of actions on its turn equal to the number of component creatures used to create it, but a specific action only one creature has - a black bear's multiattack, for example - can only be taken once per turn. The chimera has a single bond to you, that "My creator is my master, for who I am in service to and would give my life without hesitation." It understands one language of your choice, but it can only speak as much as its anatomy allows. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of component creatures, the chimera will die; though there are other ways of prolonging life not detailed here. At Higher Levels. If you cast this spell using a spell slot of 8th level, you can combine creatures with a summed CR of up to 10, and the chimera lives for 1 year. At 9th level, you can combine with a summed CR of up to 12, and the chimera lives for 10 years. Fatigue 7th-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a Large or smaller creature, and try to forcefully drain its stamina. The creature must succeed a Constitution saving throw or become fatigued. While fatigued, whenever the creature uses the Attack, Cast a Spell, Dash, Dodge, or Ready action, moves more than half its movement, or makes a Dexterity (acrobatics) or Strength (athletics) check, it suffers one level of exhaustion. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success. 55


Fruit of Legends 7th-level transmutation (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (one of every edible fruit in the world, fresh, which are consumed by the spell) Duration: Instantaneous You ritually lay out at least one of each fruit from the world and magically transubstantiate them into a sliver of ambrosia, the fruit of legends. The golden slice of fruit can be eaten as an action, rendering it inert. The fruit is as sweet as it is savory, with a heavily tart umami flavor, with darker bitter undertones and a meaty yet tender texture, and its juices bursts in the mouth as liquid gold. When a creature eats the slice, it gains one legendary action. It can use this legendary action at the end of another creature's turn and regains it at the start of its own turn. That action can only be used to move up to its speed, to Hide, to Use and Object, to Search, to Attack (one weapon attack only), or to Cast a Spell (You can cast a spell with a casting time of a bonus action or reaction, or a cantrip with a casting time of one action - these spells cannot have concentration). Once the creature finishes a long rest, the benefit of the fruit of legends fades. If the creature eats the slice of the fruit of legends once a week for a year, the benefit of the spell remains permanently. Traveler's Ward 7th-level divination (ritual) Casting Time: 1 hour Range: 120 feet Components: V, S Duration: Concentration, up to 7 days You summon a mystical ward to aid in the travel of those affected. Choose any number of willing creatures within range. Until this spell ends, those creatures gain the following benefits: Difficult terrain no longer costs them extra movement to traverse. They are immune to exhaustion. They take no damage from nonmagical plants and minor hazards, such as walking through brambles or over sharp rocks. They gain the effects of the sanctuary spell. If this effect ends for a creature, they regain the effect after 1 minute. Maegis 7th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (an ornate shield worth 1,000gp, which the spell consumes) Duration: Concentration, up to 1 hour You shatter a valuable shield, moving its thousands of tiny pieces over the skin of a creature, a protective magical force filling in the gaps between each piece, forming its aegis. Until the spell ends, the target has resistance to all damage except force damage. As an action, you - or the wearer - can dismiss this spell and cause the aegis to explode outwards. Each creature of your choice that you can see within 30 feet of the aegis wearer must make a Dexterity saving throw. On a failure, they take 6d12 force damage, or half as much on a success. 56


Plague 7th-level necromancy Casting Time: 1 action Range: Self (60-foot sphere) Components: V, S Duration: 1 minute Your breath carries disease, infecting all those around you with horrific maladies. When you cast this spell, all creatures within 60ft of you must make a Constitution saving throw. Furthermore, any creature besides you which ends its turn within this cloud of disease must also make the save. On a success, they are not affected by this spell. On a failure, the creatures is afflicted by a disease of your choosing. You must choose this disease when you cast the spell, and all creatures who become affected by this spell must suffer the same disease. At the end of each of the target's turns, it must make another Constitution saving throw. The creature has disadvantage on these saving throws if they remain within the disease cloud After failing three of these saving throws, the disease's duration becomes 7 days, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell's effects on them end. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. Blinding Sickness. Pain grips the creature's mind and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded. Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. At Higher Levels. When you cast this as an 8th level spell, the duration of the disease becomes one month, should the target fail three saves. When you cast this as a 9th level spell, you may instead imbue the earth in a 60ft circle around you with disease, causing the effects of this spell to remain in that area for 24 hours. Casting the spell in this way every day for a year and a day causes this effect to become permanent. Power Word: Hold 7th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that freezes a creature you can see within range, preventing it from moving. If the target has 200 hit points or fewer, it is restrained. The restrained target can use its action to make a Constitution saving throw to resist the physical effect of the spell, ending the spell on a success. Power Word: Ignite 7th-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that causes one creature you can see within range to spontaneously combust. If the target has 250 hitpoints or fewer, it immediately takes 8d6 fire damage and begins to burn from the inside out. Otherwise the spell has no effect. While burning, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and it takes 4d6 fire damage at the start of each of its turns. All damage dealt by this spell ignores resistance and immunity to fire damage. The target can make a Dexterity check against your spell save DC at the end of each of its turns. On a success, this burning effect ends. The magical flames created by this spell can't be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage (initial and recurring) increases by 2d6 for each slot level above 7th. Power Word: Pacify 7th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous You utter a word of power that can compel one creature you see within range to become calm. If the target has 150 hit points or fewer, it is pacified. Otherwise, the spell has no effect. While the target is pacified, it can't willingly act in a way that damages other creatures. A pacified creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. It can also make this saving throw the first time it takes damage on a turn. 57


Power Word: Pulverize 7th-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that destroys a Huge or smaller object or creation of magical force that you can see within range. If the target is a Gargantuan object or creation of force, this spell destroys a 15-foot-cube portion of it. A magic item that isn't being worn or carried is subject to the effects of this spell if its rarity is common, otherwise the magic item is unaffected. At Higher Levels. When you cast this spell with an 8thlevel spell slot, a magic item is subject to the effects of this spell if its rarity is uncommon or lower, additionally you can now destroy an object of Gargantuan size. When you cast it with a 9th-level spell slot, a magic item is subject to the effects of this spell if its rarity is rare or lower, additionally you can now destroy an object of Colossal size. Storm Spear 7th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You call forth lightning into a crackling spear of energy, which you use to either make one melee spell attack against a target within 5 feet of you or one ranged spell attack against a target that you can see within range. Then the spear vanishes. On a hit, the target takes 8d8 lightning damage, and if it isn't immune to lightning, it must make a Constitution saving throw. On a failure, it falls prone and becomes paralyzed and restrained for the duration, taking 2d8 lightning damage at the start of each of its turns. It repeats the saving throw at the end of each of its turns, ending the effect on a success. On a miss, the target takes half as much damage and suffers no other effects from the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 2d8 for each slot level above 7th. Suffocate 7th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, M (a bit of rope from a noose) Duration: Concentration, up to 1 minute All creatures within the area of this spell begin to suffocate immediately, gasping for air. Choose a point within view in range. All creatures within 20 feet of that point must make a Constitution saving throw. On a success, they are unaffected by the spell. On a failure, the creature begins to choke, taking 6d6 necrotic damage per turn. They may repeat the save at the end of each of their turns. While suffocating, all attacks against the creature have advantage, and all of the creature's own attacks have disadvantage. Furthermore, the creature's speed is halved, and the effect does not end if the creature leaves the radius of the spell. If the creature is still affected by the spell after one minute has passed, they fall unconscious. Creatures that do not need to breathe are unaffected by this spell. Wildfire 7th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a charred branch from a forest fire) Duration: Concentration, up to 1 minute You create a raging fire at a point on the ground that you can see within range. For the duration, wild flames engulf the area in a 60ft radius circle centered on the point, burning all creatures within it. The ground in this area becomes difficult terrain, unless the creature has fire resistance or immunity. At the end of each creature's turn, if they remain within the range of the fire, the creature must make a Dexterity saving throw. On a failure, the creature takes 8d8 fire damage and is set on fire, halving the creature's speed until the end of their next turn. On a success, the creature takes half damage, and is not set on fire. For every turn you spend concentrating on this spell, the wildfire grows and engulfs new area in flames. At the end of each of your turns while you are concentrating, roll a d20. On a result of 11 or above, you may control the direction that the fire spreads, otherwise the direction is determined randomly by your DM. The wildfire expands by 20ft per turn; the side of the circle in the direction of the spread is pushed out until the total radius increases by 20ft, while the opposite side of the circle remains static. Magic such as gust of wind can help aid the spread of this fire. If a gust of wind spell is active within the radius of the wildfire, then the flames will automatically spread in that direction at the end of your turn. If you choose to attempt to spread the fire with the wind, the area increase rises to 30ft for that turn; meanwhile, if you attempt to spread the fire in the opposite direction, then the area of the fire does not grow that turn. 58


8th Level Spells Airboat 8th-level conjuration (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a wisp of wool covered in silver dust worth at least 700gp, which the spell consumes) Duration: 12 hours A boat formed from clouds comes into existence above the caster. This ship can be any sort of ship the caster has seen and remembers. The clouds that compose this ship do not block the majority of sunlight, and thus does not affect the light underneath it. This ship has 100 hit points, an AC of 12, and immunity to acid, cold, and poison damage. It has a fly speed of 120 feet, and can carry a number of creatures equal to three times the caster's spellcasting ability modifier. Only the caster may pilot the ship. While piloting it, you may use your action to fire up to three bolts of lightning. Choose a single target or a number of targets within 60 feet, and make a ranged spell attack roll for each bolt of lighting. Each bolt deals 3d6 lighting damage on a hit. A gust of wind spell or similar magic halves the speed of the boat, and will dispel it entirely if it spends more than two rounds within the area of effect. The skywrite spell can be used to open up a hole in the ship, large enough only to drop a single creature from the craft. If this spell is cast upon a previously existing vessel or waterborne vehicle such as a ship or boat, the clouds instead form below the ship's hull, and begin to levitate the ship upwards into the air. The clouds retain the same statistics as above - with the exception of speed, which is replaced by the ship's speed if it is higher than the Airboat's. if the clouds are destroyed while the ship is mid air, the ship begins to fall with all creatures on board. Bolt of Fate 8th-level divination Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You briefly allow the currents of fate to guide your hand, releasing a bolt of pure magic to strike a creature you can see within range. The creature must make a Charisma saving throw. Roll 3d100's (3 percentile die) and choose one of the die. On a failed save, the die you chose is how many hit points the creature loses. A creatures loses half as many hit points on a successful save. Either way, a creature cannot lose more hit points than it currently has. This spell can be cast through scrying and divination sensors you're using without interrupting the sensor, even if you would not normally be able to cast through them. Dragonhide 8th-level transmutation Casting Time: 1 action Range: Touch Components: S, M (a dragon scale worth 500gp, which the spell consumes) Duration: 8 hours This spell makes the flesh of a willing creature you touch begin to harden into leather-like hide and grow scales as tough as a dragon's. For the duration, the target's AC can't be less than 24, regardless of what kind of armor it is wearing. If AC given by armor does not match or exceed the benefits of this spell it is replaced. Shields still add additional AC to this spell. Permanency 8th-level abjuration (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (one solid diamond cube worth at least 1,000gp for every level of the spell you wish to make permanent, as well as all material components included in the original spell - all of which the spell consumes) Duration: Instantaneous This spell makes another spell permanent by altering the very nature of its magic, stretching the spell across time itself. The first spell you cast after casting Permanency that has a duration of 1 minute or longer is made permanent. This spell cannot affect spells that require concentration. A permanent spell has a duration of Until Dispelled, regardless of the spell's description. It is surppressed inside an area of antimagic. If the spell is of 7th level or lower, ability checks made to dispell it treat it as an 8th-level spell. 59


Power Word: Petrify 8th-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that calcifies the body of one creature you can see within range, entombing it as a statue. If the target has 100 hitpoints or fewer, it begins to turn to stone and is restrained. Otherwise the spell has no effect. The restrained target must make a Constitution saving throw at the end of its next turn. On a success, the effects of this spell end. On a failure, the target is petrified until the effect is removed, such as by the greater restoration spell or similar magic. If the creature is physically broken while petrified, it suffers similar deformities if it reverts to its original state - with the specific effects determined by the DM. You can choose the material the creature is petrified as. Typically, it is stone if not stated otherwise, but it can also be other materials such as glass, wood, metal, or another nonmagic material. Scarlet Haze 8th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a blood ruby worth at least 500gp) Duration: Concentration, up to 1 minute You create a thin blood-red fog in a 30ft sphere around a point you can see within range. All creatures within the cloud must make Wisdom saving throws against your spell save DC. Any creature that ends its turn within the fog must also make this save. On a success, the creature begins to cough and hack, and immediately begins to attempt to leave the fog. On a failure, the creature begins to rage uncontrollably, murderously striking at anything nearby. This effect lasts for 1 minute, even if the creature leaves the fog. While raging, the creature is under the following effects: The target has advantage on all Strength checks and Strength saving throws. Whenever the target makes an attack roll using Strength, they deal an extra 1d6 damage on a hit. While within the red fog, the extra damage increases to 2d4, and deals necrotic damage rather than weapon damage. The target has resistance to bludgeoning, piercing, and slashing damage. While within the red fog, the target does not have resistance to any attacks made by another creature affected by this spell. The target may make an additional attack as a bonus action on each of its turns. The target must move towards or attack a creature on its turn. If physically restrained from doing so, the target may remake their Wisdom saving throw at the end of each turn when they are restrained; they will still spend each turn attempting to break free, and do not get to remake the save if they manage to escape. When this spell ends, whether through the duration elapsing or the caster losing concentration, the affected creatures gain one level of exhaustion. Furthermore, each creature must make a Constitution saving throw. On a success, the target is stunned for 1 round. On a failure, the target is stunned for 1d4 + 1 rounds, and takes 2d8 necrotic damage. Any target killed while under the effects of this spell has its body mangled, as it rips itself apart trying to continue fighting. The caster gains no control over any creature affected by this spell, though creatures will attack any other target within range before striking the caster 60


Shadowform 8th-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (a black silk shroud worth 300gp, left wrapped around centuries-old bones for a year) Duration: Concentration, up to 10 minutes You transform yourself into a shadow, imbuing yourself with dark energy and necromantic magic. As a shadow, you have 50 hitpoints, your speed increases to 40 feet and have the same speed as hover-flight, your AC becomes 12 + your Dexterity modifier, and you gain the following other features: While in dim light or darkness, you may take the Hide action as a bonus action. You have advantage to all Stealth checks made in dim light or darkness. You also have darkvision out to 60 feet. You gain resistance to acid, cold, fire, lightning, and thunder damage; bludgeoning, piercing, and slashing damage from non-magical weapons. You gain immunity to necrotic and poison damage. You gain vulnerability to radiant damage. You gain immunity to the Exhausted, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, and Restrained conditions. You may move through a gap as narrow as 1 inch wide without squeezing. While in sunlight, you have disadvantage on all attack rolls, skill checks, and saving throws. You gain an unarmed strike which deals 2d8 necrotic damage. This attack uses your Dexterity modifier, and reduces the targets Strength score by 1d4 - 1 on a hit. If a target is reduced to 0 Strength in this way, it dies instantly, and rises 1d4 days later as an independent shadow. Your gear merges into this form when you cast this spell, and you may not use it while transformed. Furthermore, you may not cast spells or use class or racial abilities while transformed. This spell ends when the duration elapses, you lose concentration, or your form drops to 0 hit points. If you are in a location where your body cannot reappear, then you are shunted to the nearest available space, and take 2d6 force damage. True Dragon's Breath 8th-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S, M (a ghost pepper) Duration: Concentration, up to 10 minutes You touch one willing creature and imbue it with the immense power to breathe out a magical frenzy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 30-foot cone or 30- foot long, 5-foot wide line (it chooses each time it takes the action). Each creature in that area must make a Dexterity saving throw, taking 12d6 damage of the chosen type on a failed save, or half as much damage on a successful one. 61


9th Level Spells Conjurer's Arsenal 9th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (an ornate key, worth at least 5,000gp) Duration: Concentration, up to 1 minute You raise the key and call upon the armories of the outer planes, summoning spiritual replicas of countless weapons to strike at your foes. When you cast the spell, and as an action on each of your turns thereafter, you create 5 spectral weapons within range that each strike a creature you can see within range, each weapon dealing 1d12+3 magical bludgeoning, piercing, or slashing damage (your choice), as well as 1d6+3 radiant or necrotic damage (radiant for upper planes, necrotic for lower planes, or any combination of the two) - the damage done by these weapons counts as adamantine damage for the purposes of overcoming resistance or immunity. The weapons all strike simultaneously, and you can direct them to hit one creature or several. Disjunction 9th-level abjuration (ritual) Casting Time: 1 action Range: Self (60-foot sphere) Components: V, S, M (an emerald worth at least 1,000gp, which the spell consumes) Duration: Instantaneous You unleash devastating abjuration magic in the area centered on you, disrupting the weave of magic itself. Spells and other magical effects not originating from you or any creature you touch during the casting of the spell in the affected area are immediately dispelled as if targeted by a dispel magic spell cast with a spell slot of 9th level, regardless of their possible immunity to being dispelled by dispel magic, such as the one of wall of force. All magic items with a rarity of legendary or lower in the affected area must succeed on a Wisdom saving throw or lose all their properties and become nonmagical permanently - potions and scrolls automatically fail. Magic items have a bonus on this saving throw in addition to their possible Wisdom saving throw bonus if they are sentient, depending on their rarity, as follows: Item Rarity Saving Throw Bonus Uncommon +1 Rare +2 Very Rare +3 Legendary +4 A magic item in possession of a creature has a bonus to this saving throw equal to the Wisdom saving throw bonus of the creature weilding it. If this spell is cast within an area affected by an antimagic field, make an ability check using your spellcasting ability. The DC is equal to the spell save DC of the creature that cast the antimagic field. On a successful check, the antimagic field ends and all creatures and magic items suppressed by the field is subjected to disjunction as normal. On a failed check, this spell ends and has no effect. Finally, this spell has the potency to disjunct even magic items of the highest powers, albeit at a cost. A magic item with a rarity of artifact or higher that is in the area affected by this spell has advantage as well as a +5 bonus on the saving throw to resist its effects. If such an item fails its saving throw to resist the effects of this spell, roll a d100. On a 5 or higher on the roll, you attract the attention of some powerful being who has interest or direct connection with the item. 62


D ra w P o t e n t i a l 9 th -l e vel tra n s m u ta ti o n C a s t i n g T i m e : 1 r e a c t i o n, w h i c h y o u t a ke w h e n a c r e a t u r e w i t h i n r a n g e d r o p s t o 0 h i t p o i n t s o r d i e s R a n g e : 6 0 fe e t C o m p o n e n t s : V, S, M (A v i a l o f b l o o d o f a c r e a t u r e w h o s e C R i s a b o v e 1 6, o r o f a l e g e n d a r y c r e a t u r e, w h i c h t h e s p e l l c o n s u m e s. T h e b l o o d o f o n e s p e c i fi c c r e a t u r e c a n o n l y b e u s e d o n c e ) D u r a t i o n : 1 m i n u t e Yo u d r aw u p o n t h e fa d i n g l i fe fo r c e o f a w i l l i n g c r e a t u r e t o b r i n g o u t i t s t r u e p o t e n t i a l i n i t s fi n a l m o m e n t s. A l l o f i t s e q u i p m e n t i s r e - e q u i p p e d / d o n n e d i f a ny o f i t h a s b e e n d r o p p e d, e v e n i f s a i d e q u i p m e n t i s n o w b e i n g w o r n o r c a r r i e d b y a n o t h e r c r e a t u r e. Fo r t h e d u r a t i o n, t h e t a r g e t c a n n o t c a s t s p e l l s n o r r e c e i v e h e a l i n g fr o m a ny s o u r c e, a n d g a i n s t h e fo l l o w i n g b e n e fi t s: The target cann o t d i e u n l e s s i t's H i t p o i n t s a r e r e d u c e d t o t h e i r n e g a t i v e fu l l n u m b e r o f h i t p o i n t s ( I E: i f a c r e a t u r e h a s 1 0 0 H P, t h ey c o u l d o n l y d i e i f t h ey w e r e r e d u c e d t o - 1 0 0 H P ). The targe t c a n t a ke t w o fu l l a c t i o n s o n i t s t u r n. The target is immune to the effects of all condi t i o n s, a n d a l l c o n d i t i o n s c u r r e n t l y a ffe c t i n g i t a r e r e m o v e d ( u n l e s s t h e t a r g e t d o e s n't w a n t a c o n d i t i o n t o b e r e m o v e d ). The target has advantage on all rolls of any kind, an d c a n n o t b e g i v e n d i s a d v a n t a g e b y a ny m e a n s. R a n g e d w e a p o n a t t a c k s i g n o r e a l l c o v e r b e s i d e s t o t a l c o v e r. When the target hits with a melee or ranged weapo n a t t a c k, t h ey d e a l a n a d d i t i o n a l 3 d 1 2 fo r c e d a m a g e. When this spell ends, the target dies immediately, a n d y o u m u s t s u c c e e d o n D C 2 0 C o n s t i t u t i o n s av i n g t h r o w o r g a i n 1 l e v e l o f e x h a u s t i o n. Form of Spac e a n d S t o n e 9 th -l e vel tra n s m u ta ti o n C a s t i n g T i m e : 1 a c t i o n R a n g e : S e l f C o m p o n e n t s : V, S, M ( a h e a r t s t o n e fr o m t h e p l a n e o f e a r t h a n d a s o u l l i g h t fr o m t h e a s t r a l p l a n e, b o t h o f w h i c h a r e c o n s u m e d ) D u r a t i o n : C o n c e n t r a t i o n, u p t o 1 h o u r Yo u m i r r o r t h e t r u e fo r m o f t h e g o d s, y o u r p hy s i c a l fo r m c h a n g e s t o y o u r s p i r i t u a l fo r m fo r t h e d u r a t i o n, s t o n e a n d s p a c e m a n i fe s t i n g a s i t s b o d y. Yo u g a i n t h e fo l l o w i n g b e n e fi t s: Stone. You are immune to non-magical bludgeoning, piercing, and slashing damage, and resistance to magical bludgeoning, piercing, and slashing damage. You immediately gain 100 temporary hitpoints. Finally, you reduce all incoming damage you take by 10. Space. You can spend 5 feet of movement to teleport to an unoccupied space you can see. If you are the target of an attack or effect, you can spend 5 feet of movement as a reaction, avoiding the attack or effect (if you leave its area). Finally, you can petrify a creature you reduce to 0 hitpoints and add its form to yours, healing you for an amount equal to its number of hitdice (no action required). The statue crumbles into gray dust. When the spell ends, you take 2 levels of exhaustion. 6 3


Fusion 9th-level transmutation (ritual) Casting Time: 1 action Range: Self (one other creature within touching range) Components: V, S, M (a highly polished gemstone worth at least 5,000 gp which may be consumed by the spell; see description) Duration: 1 hour One of the most respected spells in existence - which have resulted in the creation of some of the most incredibly powerful entities. You touch a willing creature within one size category of you, and your two bodies merge into one. If that creature understands you, it can use its reaction to expend a spell slot of at least 5th level to aid you in casting this spell; if it does not, the material component of this spell is consumed in it's place. This fusion physically alters your body so that you appear as a mixed version of yourself and the creature. You may choose the size of the fused being based on the sizes of the creatures fused in the spell - or becoming one size smaller or larger than the largest component creature. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends. As the fused being, the attunement slots from both creatures are pooled. For the duration, your body and the target's are effectively one in the same, and together you share one turn. You remain in control of yourself — of the fused body — but the target is fully aware of everything you are physically doing, and can see through your senses, you may also release control to the target if you wish, and vice versa as a free action. While fused, you and the target can communicate telepathically. You are both aware of any surface thoughts, knowledge, or memories of each other, but can purposefully conceal anything not at the forefront of your consciousness. For the duration, you: Are treated as all creature types associated with both fused creatures, as well as monstrosity. Have the highest proficiency bonus of the two creatures. Have the combined maximum hit points and remaining hit points of yourself and the target. Have the combined number of hit dice from both you and the target. Have the highest ability score from yourself or the target - plus half of the lowest corresponding ability score. Have all proficiencies that you or the target had previously. Gain a +5 bonus on any ability check, attack roll, or saving throw if either you or the target would have proficiency in it - as well as a +5 bonus to spellcasting ability and DC. Can use all features and spells of the target, except for those it purposefully conceals from you. You have access to all cumulative spell slots of the two creatures. Gain the combined number of attacks you can make per round from yourself and the target. Gain the combined speed and speed types of yourself and the target. Gain the combined senses of yourself and the target. Can concentrate on two spells simultaneously, but only if one is one you could otherwise cast and the other is one the target could cast. At any time, you or the target can use your reaction to end this spell early. When the spell ends: The target reappears in an unoccupied space of its choice within 5 feet of you, and your body to returns to normal. If there is insufficient space, the target is magically forced through whatever physical matter is blocking its reappearance in the shortest possible path to an open space, before reappearing in that space and taking 1d6 force damage for every 5 feet of matter through which it moved. All equipment on your person or absorbed in the transformation is returned to its original positions on its original owners. Remaining hit points are split between yourself and the target — unless one party would exceed maximum hit points, in which case the rest of the hit points go to the other party. Remaining spell slots are similarly split between yourself and the target. Any conditions, curses, diseases, or similar effects that were afflicting the target before the fusion are returned to it as appropriate. Any such effects gained during the fusion are retained only by you as the caster. 64


Heart Ripper 9th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (blood of the caster) Duration: Instantaneous You carve an insidious mystical pattern into your chest, and with the sweep of a hand, you send invisible bolts of force surging wildly towards an area within range. Roll 20d20 + 25; the total is how many hit points of creatures this spell can affect - you also take half as much in necrotic damage. If you die due to the loss of hitpoints, the spell still takes place. Creatures within a 30-foot radius of a point you choose within range are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this spell has its chest caved in and its heart pulled from its body, instantly killing the creature. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead, constructs, oozes, and other creatures with no anatomy or no heart are unaffected by the spell. Karma 9th-level divination Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You seize control of the possible future, and bend your enemy's fate to your will. Each creature you choose within a 40 foot cube centered on a point within range must make a Wisdom saving throw or have its fate be altered until the spell ends. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature who's fate is altered has disadvantage on attack rolls, ability checks, and saving throws, and their proficiency bonus is reduced to 2. 65


Lord of the City 9th-level divination (ritual) Casting Time: 1 hour Range: Self (10-mile radius sphere) Components: V, S, M (a 1,000-gp bronze plate etched with an accurate map of the settlement, which the spell consumes) Duration: 6 hours For the duration, you know the general status of the people in the settlement you are in: content, rebellious, afraid, dying, and so on. You become aware of large-scale calamities or strong emotions-anything that affects at least 10 percent of the population or physically endangers 1 percent of the population. For example, in a city of ten thousand people, if one hundred fifty people had the plague, you would become aware of it (with no further details). If the city were under attack, you would become aware of it. If a major festival were occurring with a thousand people attending, you would know whether they were enjoying themselves. You would not learn of minor occurrences (two people attacked during a robbery, three people dying in an accident, five people dying of natural causes, and so on). As an action, you can learn the location and status of one creature you know the moniker or name of, if that creature is within the settlement. At the time of this attempt, you must have touched that creature at some point in your life or be touching something belonging to them. Upon naming the creature, you learn all other known aliases, monikers, titles and names attached to the individual - so long as they have used those names at any time in the city you cast the spell in. Your awareness of their location is incredibly accurate, and includes an address, building name, business name, or some other description that leaves no doubt as to where the creature is; only a mind blank or similarly powerful magic thwarts this awareness. Once you have located a creature with this spell, you may send a short message to them and get a reply (as if using sending). You can use this aspect of lord of the city up to twenty five times per casting. You can cast this spell only within a settlement that is currently home to at least one hundred people. Mass Disintegrate 9th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S, M (a lodestone and a pinch of ash) Duration: Instantaneous Up to eight thin green rays spring from you, each striking a target that you can see within range. A target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. Each creature can only be hit by one ray. A creature targeted by a ray must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 60 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. A ray automatically disintegrates a large or smaller nonmagical object or creation of magical force. If a target is a huge or larger object or creation of force, a ray disintegrates a 20-foot-cube portion of it. A magic item is unaffected by these rays. 66


Nimbus 9th-level transmutation (ritual) Casting Time: 24 hours Range: Touch (10-mile radius) Components: V, S, M (a crystal embedded map of the nearby region worth 1,500 gp, which the spell consumes) Duration: 14 days You take control of the weather within a 10 mile radius of a point you touch for the duration. You must touch this point throughout the casting of this spell. When you cast this spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change the precipitation, temperature, and wind speed. It takes 1d4 hours for the new conditions to take effect. Once they do so, you can change the conditions again as an action while touching the point. When the spell ends, the weather gradually returns to normal over the course of a day. When you change the weather conditions, find a current condition on the following tables and change it to another form of your choice. When changing the wind, you can also change its direction. Precipitation Stage Condition 1 Clear 2 Light Clouds 3 Overcast or Ground Mist 4 Light Rain, Hail, Snow, or Fog. The area is lightly obscured. 5 Thunderstorm. The area is lightly obscured. Every hour, a bolt of lightning strikes a point you can see within the 10-mile radius. All creatures within 10 feet of the impact must make a Dexterity saving throw or take 3d10 lightning damage. Structures also take this damage. 6 Driving Hail. For every 10 minutes a creature spends outside, it must make a Constitution saving throw or take 1d6 bludgeoning damage. Structures also take this damage. The area is lightly obscured and difficult terrain. 7 Blizzard. For every 10 minutes a creature spends outside, it must make a Constitution saving throw or take 1d6 cold damage. The area is heavily obscured and difficult terrain. Temperature Stage Condition 1 Searing Heat. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion and take 1d6 fire damage. Creatures with fire resistance or who rest every 10 minutes to drink water and cool off have advantage on this saving throw. 2 Hot. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion. Creatures with fire resistance or those who rest every 10 minutes to drink water and cool off are unaffected. 3 Warm 4 Temperate 5 Cool 6 Cold. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion. Creatures with cold resistance or those who rest every 10 minutes to warm themselves are unaffected. 7 Arctic. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion and take 1d6 cold damage. Creatures with cold resistance or those who rest every 10 minutes to warm themselves have advantage on this saving throw. Wind Stage Condition 1 Suffocating. Creatures take an extra 1d6 fire damage from the Searing Heat temperature stage, and gain two levels of exhaustion from the Hot and Searing Heat temperature stages, instead of one 2 Stifling. Creatures take an extra 1d6 fire damage from the Searing Heat temperature stage 3 Stagnant 4 Calm 5 Light Wind 6 Strong wind. Creatures in the area take an extra 1d6 damage from the Driving Hail and Blizzard precipitation stages. 7 Gale. Creatures take an extra 1d6 damage from the Driving Hail and Blizzard precipitation stages and gain two levels of exhaustion from the Cold and Arctic temperature stages, instead of one. 67


Power Word: Birth 9th-level necromancy Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You utter a word of fertility and a creature of your choice appears out of a corpse you can see within range. The creature can be up to CR 10, and the corpse is destroyed. It acts on your initiative and is initially allied with you, but has powerful self-preservation instincts and will not usually die for you, follow you around, or serve you for a long period of time. If it reasonably perceives as a threat to it or its spawn, it will become hostile to you until it judges you are no longer a threat. If allied, you direct it in combat. The creature you choose must be an aberration, celestial, dragon, fey, fiend, monstrosity, or a plant. You need to have seen the creature before, either in person or some description. If you haven't, you can make a DC 20 Intelligence check to imagine it. Rain of Lotuses 9th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a black lotus flower) Duration: Concentration, up to 1 minute The sky above a point you designate within range rapidly becomes dark and star filled like the night sky. Lotuses as black as midnight and sparkling with starlight fall from the sky, filling an 100-foot-radius, 100-foot high cylinder centered on a point you can see within range. The lotuses fill the ground and air, and explode with divine energy when they come into contact with any outsiders ─ aberrations, celestials, elementals, fey, fiends, or undead (and even divine). Creatures of that type entering the area or starting a turn there, take 5d8 points of aetherion damage and must make a Constitution saving throw. On failure they are Poisoned until they leave the spell's area - even if they are previously immune to poison or the poisoned condition. On success they become immune to the nauseating effect of the lotuses, but not the damage. Reverse Time 9th-level transmutation Casting Time: 1 action Range: Self Components: V, S, M (a shard of a mirror worth 500gp, and an hourglass worth 500gp) Duration: Special with time moving backwards instead of forwards, undoing actions and reverting changes to the world. When you cast this spell, you may choose how many rounds of time to reverse. If you wish to reverse only one round, you must make a DC 17 ability check using your spellcasting modifier. This increases to DC 21 to reverse two rounds, DC 25 to reverse three rounds, DC 29 to reverse four rounds, and DC 33 to reverse five rounds. On a success, the spell continues as normal; on a failure, the spell fails and the spell slot is wasted. After casting the spell, time immediately stops, and begins to move backwards. Rivers flow in reverse, all spoken words become meaningless backwards gibberish, and actions are slowly undone. Each turn that occurred during the time span replays in reverse, undoing healing and damage. Spells cast return to their casters, un-expending spell slots. Any uses of class features are returned. A creature that died is even returned to life, as though the life-ending action had never occurred. A dead creature returned to life in this way must make a Wisdom saving throw, or be stunned for 1 round while they reel from the experience of being so roughly yanked back to life. 68


S p e l l b u r n 9 th -l e vel a bj u ra ti o n C a s t i n g T i m e : 1 a c t i o n R a n g e : 6 0 fe e t C o m p o n e n t s : V, S, M ( t h e g e m s t o n e t o o t h o f a d e m i l i c h w o r t h a t l e a s t 1,0 0 0 g p, w h i c h t h e s p e l l c o n s u m e s ) D u r a t i o n : I n s t a n t a n e o u s S i m i l a r t o t h e s p e l l re vo ke, t h i s m a g i c t a r g e t s s p e l l c a s t e r s a t t h e c o r e o f t h e i r m a g i c a l a b i l i t y. W h e n y o u c a s t t h i s s p e l l, choose a target you can see within range. If the target ha s s p e l l s l o t s, i t i s s u bj e c t e d t o a b u r n i n g m a g i c m a l a i s e. I f t h e t a r g e t d o e s n o t h av e s p e l l s l o t s, y o u t a ke 1 8 d 6 + 4 0 n e c r o t i c d a m a g e a s t h e m a g i c r e b o u n d s o n y o u. Each time the creature casts a spell u s i n g a s l o t o f 1 s t l e v e l o r h i g h e r, t h ey m u s t m a ke a s av i n g t h r o w w i t h t h e i r s p e l l c a s t i n g a b i l i t y s c o r e. I f t h e c r e a t u r e d o e s n o t h av e a s p e l l c a s t i n g a b i l i t y s c o r e s p e c i fi e d, i t m a ke s a C o n s t i t u t i o n s av i n g t h r o w i n s t e a d. On a failure, the slo t i s e x p e n d e d, b u t t h e s p e l l d o e s n o t t a ke e ffe c t. T h e t a r g e t a l s o t h e n t a ke s 2 d 8 n e c r o t i c d a m a g e p e r l e v e l o f t h e s l o t e x p e n d e d. O n a s u c c e s s fu l s av e, t h e s p e l l i s c a s t a s n o r m a l, a n d t h e c r e a t u r e t a ke s o n l y h a l f d a m a g e. After three successful saving throws, this effect ends for t h a t c r e a t u r e. A ft e r t h r e e fa i l e d s av i n g t h r o w s, t h e c r e a t u r e i s r e n d e r e d u n a b l e t o c a s t s p e l l s u n t i l t h ey c o m p l e t e a l o n g r e s t. These successes and failures do not need to be consecutive, keep track of both until one of the two is reached. Sanctification 9th-level evocation (ritual) Casting Time: 24 hours Range: Touch Components: V, S, M (A Holy Symbol worth 1,777 gp, a handful of dirt of the area to be sanctified, and herbs, oils, and incense worth at least 2,000 gp, which the spell consumes) Duration: Until dispelled This spell is utilized by high regency clerics to create holy (or unholy) ground for their gods or pantheons. You touch a point and infuse the area around it with divine power. The area can have a radius of up to 300 feet, and the spell functions with the abilities of the spell Hallow - with the following additions: All forms of outsiders (abberations, celestials, elementals, fey, fiends, undead, and divine) can be targeted by the spell. As per the spell Hallow you may select any number of the extra effects - rather than just one. You also gain access to the following extra effect: Communion. You pick up to 3 different divine domainsSpells of those domains cast in the area dont use spell slots. If Divine Creatures (such as deities, demigods, titans, etc) are excluded from the effects of the spell, then a deity of one of the corresponding domains may manifest physically on the material plane suffering no ill effects from the Primal Ban. 6 9


Spirit Bomb 9th-level conjuration Casting Time: 1 action Range: Self Components: S, M (a flower, gem, or vial of water from the upper planes, which the spell consumes) Duration: Concentration, special By harnessing the life energy of the world you reside upon, you create a well of expansive power that surpasses the limits of any mortal spellcaster. The damage dealt by this spell, as well as its area of effect, is determined by the environment and population within 100 miles of you. if there are several distinct environments within this area, use whichever is the most powerful and vibrant with life. The spell's base damage is 10d6. Once when you cast this spell and again on each of your turns before the spell ends, you can use your action to gather energy from your surroundings. Doing so increases the damage of the Spirit Bomb by 10d6, up to a maximum determined by the sum of the Spirit Bomb tables. The Spirit Bomb forms in the space directly above you - anywhere between 10 to 100 feet above you - and reaches a total diameter (in feet) equal to half the number of d6s it can deal in damage at that time. As it expands, it pushes away from any terrain, objects, or creatures within its space. In order to derive energy from the population, they must be willing to contribute to it. The population is not innately compelled to contribute, nor are they automatically made aware of the casting of the spell. You may parlay a telepathic communication to all creatures within the area to lend their energy to you. The DM may determine that a population would be unwilling or reluctant to do so, therefore reducing the effectiveness of the spirit bomb. In these cases, a Charisma (Persuassion or Intimidation) check would be appropriate. To contribute, a creature must use their reaction when you use your action to gather energy. Once the spirit bomb has reached its maximum power, you can use your action to hurl it to a point within 1 mile of you that you can see. Every creature within a sphere equal to twice the spirit bomb's size centered on that point must make a Dexterity saving throw. They take an amount of force damage equal to the spell's accumulated damage on a failed save, or half as much on a success. This damage ignores resistance and immunity to force damage, instantly destroys creations of magical force, and deals double damage to objects and structures. Evil-aligned creatures have disadvantage on the saving throw, while Good-aligned creatures have advantage. The spell ends when you throw the bomb, if you don't use your action to gather energy or throw the bomb on your turn, or if you move more than 30 feet away from the spirit bomb. If the spell ends before the Spirit Bomb is thrown, the accumulated energy harmlessly fades back into the world. After the spell has ended, you must succeed on a DC 25 Constitution saving throw, taking 4 levels of exhaustion on a failure, or 2 levels of exhaustion on a success. Once you have successfully derived energy from a population or location, you cannot do so again for 30 days. Restriction: Planar Alignment It is recommended that usage of this spell be restricted to those who follow the natural alignment of the plane they are drawing energy from. If this is the case, you may change which alignments are vulnerable or resistant to the spell's effects, as appropriate to that plane. Environment Environment Base Damage Limit Dense (Jungle or Lush Forest) 30d6 Moderate (Forest or Ocean) 25d6 Minor (Hills or Valleys) 20d6 Sparce (Mountains or Desert) 15d6 Scourged (Dead or Desecrated) 10d6 (minimum) Population Population Bonus Damage Limit Dense (Large City) +20d6 Moderate (Town) +15d6 Sparce (Village) +10d6 Limited (Caravan) +5d6 Uninhabited - Bestowed by Gods Due to the immense power of this spell - which borders on the capability of high magic - only those who have been trained by deities or higher entities may have this spell granted to them, as it is held as a closely guarded secret. 70


High Magic "Feel the flow of the weave itself: its pulse, its rhythm, its power. Know the weight of the Magic within yourself, and how it shan't be used on a whim." --- Pryxis, Archmagus Æternal Epic-level magic (also known as High Magic, or True Dweomer) is not something to be used lightly. There was a time when epic magic was available to mortals but due to the dangerous power it provided, the arbiter of magic: Mystra, a being who was said to control magic itself, decided to limit it after the folly of man. Ever since that faithful day, mortals only have access to 9th level magic and if one should wish to have 10th level magic or above, they must step up to reach the power of the gods themselves. The only ways for one to gain access to True Dweomer is through incredible study and determination, to gain the favor of a god, or a similarly powerful individual. While there may be long-forgotten scrolls and tomes with their contents, they are so rare as to be dismissed as rumor and hearsay. No High Magic is to be used lightly, as it reshapes both the weave and the world around the caster with immense raw power. Deities and the natural forces that-be may seek to deliver retribution upon those who utilize high magic with little regard for the natural order. Indeed, even deities face reprimandations for using high magic. Alternate Rule: Divine Rampancy Due to the immense power of High Magic, as well as the High Magic Ban enacted by Mystra, casting High Magic can yield immense consequences - one of these consequences would be a form of Godly Madness: Divine Rampancy. To read more about Divine Rampancy as an alternate ruleset for casting High Magic, more information found in - Path to Godhood under the "Divine Rampancy" section. Divine Rampancy as a ruleset allows High Magic to be cast, but with consequences for doing so. This can also be used to prevent deities and higher creatures from utilizing high magic without regard. Gaining High Magic Epic spells only become available to learn at 21st caster level and above. As such, these spells are considered amongst the most potent magics known across the planes and rival demigods and quasideities in their power. Epic spells represent the next stage of spell power beyond 9th level. As the ability to cast 9th-level spells is a fundamental requirement to cast even more powerful spells, only full casters have the ability to cast epic spells. Full casters include bards, clerics, druids, sorcerers, warlocks, wizards, and all other classes who can reach 9th level spell status. For reading more about 21st through 30th character levels, as well as epic magic slots, look to Epic Characters for more information. Learning High Magic In order to learn an epic spell, you must find the necessary notes and research in order to cast it. This may take the form of multiple spellbooks, parchments, lost tomes or even strange runes inscribed either with energy or physically somewhere. Perhaps you encounter a willing demipower to teach you... Epic spells are so complex and dense that few creatures have the mental capacity to know more than three as a maximum, although some exceptionally powerful deities have the capability to know more through intense study. High Magic Spells Cannot be negated via counterspell or dispel magic unless by using a 10th level spell slot to do so. Bypass magic resistance - unless stated to be able to negate high magic spells Cannot be duplicated via an item or feature that can copy or duplicate spells - unless stated to be on a similar level. Have additional effects upon the world or plane they are cast, and are determined by the DM - such as a damaging high magic spell causing wild magic to sprout forth for twice the radius of the spell's area for 1d100 days. Casting High Magic High Magic spells are more difficult to resist than less powerful spells. When you force a creature to make a saving throw against a high magic spell, your spell save DC increases by 5 for each high magic spell slot (10th level = 5, 11th level = 10, 12th level = 15) for this spell. Even legendary resistance doesn’t automatically work against a high magic spell. If a creature is obliged to make a saving throw and chooses to use legendary resistance, it must make a Legendary Resistance check and roll 5 or higher on a d20. if it fails, it can choose to repeat the check, provided it has one or more uses of legendary resistance remaining. Effects on the Caster Casting a high magic spell is extremely taxing for you. Following Mystra's ban, only immortal beings, such as demipowers and deities, are supposed to know how to cast such a spell, let alone do it. If you are not a deity with at least Divine Rank 0, at the end of your following turn, you must make two DC 15 saving throws, randomly determined by rolling a d6 twice. A duplicate means just one save instead of two. d6 Saving Throw 1-2 Intelligence 3-4 Wisdom 5-6 Charisma These saving throws can't be augmented in any way, such as with bless or bardic inspiration, or by way of any high magic or divine intervention. For each failed save, you gain one level of exhaustion. All exhaustion levels gained this way disappear when you complete a long rest. 71


Regaining High Magic Slots As High Magic is an extremely powerful force, regaining the ability to cast such spells takes a considerable amount of time or effort. If you are mortal, to regain a spent High Magic spell slot, there are a few ways to go about doing so: Wait one year per high magic spell slot spent to naturally accumulate magical essence from the weave. (10th level = 1 year, 11th level = 2 years, 12th level = 3 years) Find a magically potent area known as a "Font of Magic" to tap into the weave physically - examples of such could include the following: A supercaldera (or super volcano) where constant eruptions and pyroclastic flows explode from the surroundings on a regular basis. An ancient mountain monastery where monks of a bygone era still reside - studying the wind, clouds and sky. A worldtree where the roots of reality dig deep into the bones of the earth. An isolated underground sea that has been untouched by the outside world, where time itself seems to halt. Utilizing a Font of Magic to regain a High Magic Spell Slot instead only takes 1d100 days of intensive study and meditation in the area. Consult your DM on the possibility of Fonts of Magic in your world. Parlay a favor from deities or other entities to restore your spell slot instantly - this may come with consequences or unexpected favors, however. If you are a deity with at least Divine Rank 1, you regain all spent high magic spell slots after a long rest in your home realm. Casting Normal Spells with High Magic Slots If one were to cast a normal spell, such as fireball, with a high magic spell slot, the fundamental nature of high magic intensifies it's effect with great power. If a normal spell is cast with High Magic, it is subject to all the effects listed previously. High Magic Rituals Some High Magic spells are so innately powerful and complex, that they can only be cast as ritual spells alongside other high level spellcasters - these acts are referred to as High Rituals, and they are substantially more powerful than normal high magic. In these cases, all casters involved must currently have at least 9th-level spell slots, with one of the casters having the high magic spell slot - and knowing the spell themselves. While casting a High Magic Ritual in this way, 9th-level spell slots are drained from the lower spellcasters in the group - while the high magic spell slot is drained from the main caster, but all casters suffer the exhaustion effects of casting a high magic spell. The spellcaster who used a high magic spell slot during the ritual is subject to Divine Rampancy if your DM is utilizing that ruleset. Many high magic rituals take days to cast, and for each day that the casters spend casting the spell, they must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. This saving throw is made at the end of each day spent. 72


10th Level Spells Absolute Death 10th-level necromancy Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous With the lightest of touches, you completely destroy a creature's body and soul. A creature must succeed on a Constitution saving throw. On a failed save, a creature dies and their body, mind and soul are turned to black dust. They cannot be resurrected by any spell lower than a 10th level spell. On a successful save, a creature takes 110 (20d10) necrotic damage and 5 levels of exhaustion. At Higher Levels. When you cast this spell at higher levels, increase the damage by 10d10 and the resurrection spell required increases by 1 for every level above 10th level. Anglin's Nova 10th-level evocation Casting Time: 1 hour Range: Sight Components: V, S, M (A dragon's heart dipped in silver worth at least 25,000gp) Duration: Instantaneous You punch a hole in the fabric of reality at a point you can see within range, causing raw magic to burst forth from the heart of the weave for a split second. This burst emits bright light with the properties of sunlight out to a distance of 100 miles, and an earth-shattering boom out to a distance of 50 miles. Any creatures within 1 mile of the burst who can see or hear the nova when it appears are blinded and deafened permanently until a greater restoration spell is cast on them. Creatures within 1000 feet of the nova burst must make a Constitution saving throw, even if they are behind total cover. A target takes 20d6 + 50 force damage and 20d6 + 50 thunder damage on a failed save, or half as much damage on a successful one. Structures and objects not being worn or carried within this distance also take the damage, which is tripled against them. All creatures who failed the saving throw are pushed 100 feet away, taking fall damage equal to 1d6 bludgeoning per 10 feet thrown. If this damage is enough to destroy objects or structures, they are obliterated, leaving behind traces of a white, scorched dust. Any creations of magical force are also obliterated. If this damage kills a creature or reduces it to 0 hit points it is obliterated in the same way, along with everything it is wearing and carrying except Artifacts. The creature can then only be restored to life by means of a true resurrection or wish spell. Archspire 10th-level conjuration (high ritual) Casters: 3 Casting Time: 3 days Range: 1 mile Components: V, S, M (a tiny replica of the structure to be created, forged from adamantine and ironwood, and a seed of any massive tree species, both of which are consumed by the spell) Duration: Instantaneous You conjure forth a magniloquent structure, a testament to your magic. The structure's height can be up to 5 miles (above or below ground, or split between) and can be up to 1,000 feet wide, but otherwise its appearance and broader makeup is up to you. The structure can't be destroyed by any spell of 9th level or lower; however, it can be wished away to a different plane for up to 24 hours, or if it is targeted by an imprisonment spell and fails (the caster with the highest Wisdom saving throw makes the save), all of its entrances and exits lock for the duration and no creature can teleport in or out of it. The structure has 25 AC, 1,500 hitpoints, and a damage threshold of 50 (making it immune to any single damage dealt that is below 50). While it stands, the structure recognizes a single ruler, allies, and any others the casters designate. The casters designate a ruler while casting the spell. If the ruler is killed or otherwise defeated, the structure recognizes the victor as the new ruler. The ruler can teleport or plane shift the structure to a new location over the course of 1 hour using a map that has the new location on it. The ruler can additionally teleport themselves to any other location in the structure as an action if they haven't been damaged in the last minute. The ruler and the allies can teleport to the structure from anywhere on the plane it resides over the course of 1 minute. Allies of the structure include the other casters of the spell (which can't be changed) and any other creature that the ruler designates. If the ruler changes, previously designated creatures cease to be allies. The ruler is aware of all creatures within the structure and their precise location. They can also create creatures while within the structure as an action, of a type you decide when casting the spell (except humanoid) which can be up to CR 5. The total CR of creatures still active and created by the ruler can't exceed 150. Additionally, the structure emanates an aura 10 miles in every direction (10-mile-radius sphere) This aura is tied to the type of creature chosen for the structure. An undead aura causes plagues and blights, a celestial aura causes bountiful harvest and beautiful creatures. Work with your DM to determine these effects. If the structure moves, the aura takes 7 days to assert and grow over the new land. The aura always suffuses the inside of the structure, and the ruler only ages one second for every day that passes in it. 73


Auma's Axiomatic Command 10th-level enchantment Casting Time: 1 action Range: 30 feet Components: S, M (the tongue of a solar angel gilded with gold worth at least 15,000gp) Duration: Instantaneous Choose 10 creatures within range (this is also the maximum number of creatures you may command in this way). With a gesture of your choosing, you bind your persona to the creatures' subconsciousness. The creatures must succeed on Wisdom saving throws or be affected, and creatures with 150 hit points or less fail this saving throw automatically. While affected, the creatures regard you as someone above themselves by natural order, and someone to be trusted, respected, protected, honored, and obeyed absolutely. You have an unbreakable telepathic bond with all creatures affected by you in this way, and a creature understands and obeys the commands it receives through this connection unfalteringly. Requiring no actions, on your turn, you can command any number of them in this way. You can specify any simple or general course of action, such as "attack", "run to a location", "guard an area", or "fetch an object". If they complete the order with no further commands, it defends and preserves itself to the best of its abilities, with you as it's prime importance. You can use your action to take complete and precise control of one of these creatures. Until the end of your next turn, the creature takes only the actions you choose, and does nothing you don't want it to do. During this time, you can also cause the creature to use a reaction - but at the cost of your own. If a creature affected by this spell dies, you can attempt to transfer the effects to another creature you can see within 30 feet of the body. They must make a Wisdom saving throw or be affected, creatures with 150 hitpoints or less automatically fail. Any time the creature is knocked unconscious with any form of psychic damage, it makes a new saving throw against the spell. If they succeed, the spell ends. The spell can otherwise only be ended with a Wish spell or similar magic, all other attempts simply fail. Bubble Ward 10th-level conjuration (high ritual) Casters: 3 Casting Time: 24 hours Range: Touch Components: V, S, M (a crystal ball and the clockwork heart of an inevitable, both of which are consumed by the spell) Duration: Until dispelled You set a crystalline sphere atop an inevitable's clockwork heart, and each caster touches the sphere while casting the spell. During the casting, the sphere sinks down and encases the heart, encompassing it completely. Once cast, a runic bubble of protective force instantly explodes out from the sphere out to a radius of 50 miles. The bubble extends into the air and the underground, harmlessly passing through objects and the ground. You and any other caster can designate any creature or type of creature that can pass through the bubble when you cast it or after its casting. No other creature can pass through it, teleport into or out of the bubble (through such spells such as teleport, plane shift, gate or similar spells), or move objects into or outside of it. The bubble has 1,000 hitpoints and a damage threshold of 100. If it is reduced to 0 hitpoints, it flickers and both the glass sphere and the runic bubble shatters before the spell ends. The bubble can be healed for 20 hitpoints if a creature attempts to teleport in or out of it with a conjuration spell of 5th level or higher, and the bubble is unaffected by dispel magic, anti-magic field, and similar effects. The glass sphere has 10 hitpoints and 10 AC. If it is destroyed, the bubble shatters and the spell ends. 74


Circle of Incursion 10th-level conjuration Casting Time: 24 hours Range: 60 feet Components: V, S, M (rare chalks and inks infused with precious gems and metal worth 5,000gp, which the spell consumes) Duration: 30 days As you cast the spell, you draw a 60-foot-diameter circle on the ground inscribed with sigils that link your location to a location you know on any world or plane of existence. A shimmering portal opens within the circle you drew and remains open for 7 days. For the duration, an identical circle appears at your chosen destination. Any creature that enters either circle instantly appears within 5 feet of the other circle or in the nearest unoccupied space if that space is occupied. While they exist, both circles count as permanent teleportation circles, and allow incoming teleportation if a caster knows their sigil sequences. At Higher Levels: When you cast this spell using an 11thlevel spell slot, the Duration increases up to 1 year. When you cast this spell using a 12th-level spell slot, the Duration is permanent. Constellate 10th-level transmutation (high ritual) Casters: Varies (see description) Casting Time: 7 days Range: Self (60-foot radius) Components: V, S, M (material from a number of fallen stars and meteorites equal to the number of casters, seven magic viewing items, and a royal scepter and orb, all consumed by the spell) Duration: Instantaneous You and other casters stand in the shape of a constellation of your choice. Each caster must be within a 60-foot radius of another, and the casters' positions must be proportional to the constellation. You need a number of casters equal to the number of stars in the constellation. When finished, the constellation stars connect in the sky through beams of brilliant light, forming the creature or object of its legend and descending to the world at a point within 60 feet of the center of the casters. While Constellated, the stars are no longer part of the sky or heavens (as far as your world can tell). The constellate creature or object lives up to its legend, story, and power. It must be widely known. The DM decides its statistics, which may use an artifact (if an object) or a creature of (usually) much Higher CR and ability. If it is a creature, it has its own personality and character according to its legend. It only cooperates with the contellating casters if it wishes to do so. If killed or destroyed, it de-constellates in a burst of starlight and the stars of its makeup return to the sky and heavens. The constellate naturally returns to the night sky after 7 days - or when it feels it has fulfilled its purpose. Regardless of how the Constellate returns to the night sky, it can't be constellated again for 100 years. Constellation Examples For some consideration, it may be a simple process to use the Kraken statblock for a sea monster, or a holy avenger sword for a divine weapon. However, sometimes a constellation represents more powerful forms of the creatures or objects in the world. In these scenarios, the DM may need to get creative by inventing or splicing together multiple magical items and artifacts, or giving creatures even more abilities - usually by increasing the number of attacks, legendary resistances, spells and such that are available to that creature. In some scenarios, such as if your adventures take place on the world of Theros in the Mythic Odysseys of Theros campaign setting, the night sky is known as the realm of Nyx - where the gods reside. Constellating a deity in this setting may physically bring the deity (or rather an avatar of them) to the world, which can be insanely powerful. If this is the case for your world, consult the Path to Godhood for statistics on godhood - otherwise, use a restated and empowered Empyrean, Solar, Pit Fiend, or Balor with magic weapons. 75


Cosmic Javelin 10th-level conjuration Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous A brilliant javelin of pure cosmic light forms in your hand that you can throw at multiple targets target within range. The javelin casts bright light for 100 feet, and dim light for an additional 100 feet Choose up to 10 different targets within range of you. Each target, except for the last one, must succeed on a Dexterity saving throw, taking 10d8 + 15 radiant damage and 10d8 + 15 cold or fire damage on a failed save, or half as much damage on a successful one. They must also succeed on a Constitution saving throw, becoming blinded, paralyzed, and restrained for 1 minute on a failed save. The javelin bounces and curves from target to target until it makes it to the final target. Once the javelin reaches the final target it explodes brilliantly. The last target then must succeed on a Dexterity saving throw, taking 15d8 + 30 radiant damage and 15d8 + 30 cold or fire damage and be blinded, paralyzed, and restrained on a failed save, or no damage and no further effects on a successful one. Dalaundo's Fatelessness 10th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (a flawless glass eye embedded with a diamond pupil worth at least 25,000gp) Duration: 30 days You become invisible to reality, hiding you out of fate's sight. You can return or hide yourself from fate's sight. While you are in fate's sight, the spell is undetectable, and has no effect. You can reactivate the fate shroud as a bonus action or as a reaction whenever you are targeted by an attack or harmful effect. While you are hidden from fate's sight, you and anything you are wearing or carrying is hidden to anything not also under this spell, as if you had made a successful check to hide, however impossible such a check would've been. Because of this, you can stand in the open and not be noticed, shout and not be heard, attack and not be discovered, and so on. You cannot be tracked, and are hidden from all forms of divination magic, except of 11th level or above. In addition creatures with truesight cannot see you and creatures with blindsight or tremorsense cannot sense you. If you attack a creature with truesight, they can make a Wisdom (Perception) check against your spell DC, if they fail nothing happens but if they succeed they see you for 1 round, but the spell is not dispelled. This effect cannot be dispelled, disrupted, or suppressed, and is so strong, even gods or beings of similar power are often unable to penetrate it but some especially strong beings can try to see you. This spell lasts as long as 30 days but you can end it early if you wish. At Higher Levels: When you cast this spell using an 11thlevel spell slot, the Duration increases up to 1 year. When you cast this spell using a 12th-level spell slot, the Duration is permanent. Denak's Praesidium Mantle 10th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a crystallized ingot comprised of adamantine, mithril, silver and diamond worth at least 10,000gp, which the spell consumes) Duration: Concentration, up to 3 days You vaporize the ingot in a flash of light as you utter an incantation of a multitude of wards and protections. The target becomes wreathed in swirling magical energies which suffuse their body and they gain the following benefits: Your AC is 30. You reduce all incoming damage from any source by 50. You are immune to exhaustion. You are immune to any divination magic of 9th level or lower. If you are subjected to a harmful effect that makes you roll a saving throw, you roll it with advantage and add an additional +5 bonus. Your touch erases matter, your touch and melee attacks deal an additional 8d10 force damage. Anything killed or destroyed in this way is disintegrated similar to the spell disintegrate. 76


Fact or Fiction 10th-level illusion Casting Time: 1 reaction Range: Touch Components: V, S, M (a flawless silver mirror worth at least 10,000gp) Duration: 1 minute You shape an illusory duplicate of a creature with a challenge rating of 25 or lower or a character with a combined level of 25 or lower that you know of. The duplicate is a creature, real but formed by your thoughts and imagination, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original. It has the creature’s hit point maximum and is formed with its equipment, if it had any. Otherwise, the illusion uses all the statistics of the creature it duplicates. The illusion is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The illusion lasts until it drops to 0 hit points, at which point it vanishes into a puff of smoke and disappears instantly. If you cast this spell again, any currently active illusions you created with this spell are instantly destroyed. Gate Guardian 10th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (the rib of a holy saint, etched with sacred runes) Duration: 1 minute You bond your soul's silver cord to other creatures around you in a self-sacrificial preservation. You become wreathed in heavenly multichromatic lights and bond your soul with 6 creatures of your choosing. While wreathed in heavenly light, each creature you choose takes only half of all forms of damage, but you receive the other half - so long as you are not incapacitated. You and each creature you are tethered to gains the following benefits: You regain 4d10 Hitpoints during each of the other creature's turns. You regain 12d10 Hitpoints during your turn. You are under the effects of both a Periapt of Wound Closure and a Periapt of Health You stabilize whenever you are dying at the start of Your Turn. You are immune to contracting any curse or disease while under the effects of this spell - but may choose to do so. In addition, only you are affected by the following effect: You temporarily lose all resistances, immunities, and vulnerabilities until the end of the spell. Harken to Me 10th-level necromancy Casting Time: 1 action Range: 500 feet Components: V, S, M (a lotus flower dipped in the blood of a vampire lord) Duration: Instantaneous You instantly slay a single humanoid creature within range with 150 hit points or fewer and at the same moment animate the body so that it appears that nothing has happened to the creature. Creatures near the creature that just died do not immediately realize what has transpired. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a perfect undead servant under the your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion can make a Wisdom (Perception) check against your spell DC to notice discrepancies. The undead servant serves the character indefinitely and retains all their abilities during their time alive. The undead creature must first be destroyed and cannot be brought back to life unless a 10th level wish or true resurrection is used. Hope 10th-level conjuration Casting Time: 1 action Range: Self Components: V Duration: Instant You regain your ability to cast wish again if you lost it due to its stress effect or any other reason. You cast the spell Wish at 10th level - doubling all of it's capabilities, and allowing you to cast any other spell at 9th level, with no stress effect, and if you so choose, you can use this spell to override another wish's effects, even if impossible. If you are not satisfied with the outcome of your wish, you can decide to unmake the effect but must do so immediately. 77


Kinetic Control 10th-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You create a magical barrier around yourself that absorbs kinetic energy. The barrier can absorb up to 100 points of damage, storing it within you for later use. The damage it absorbs can only be bludgeoning, force, piercing, or slashing damage. The spell ends early if it absorbs the maximum amount of damage it can. Benign Discharge. For the duration of the spell, you can use an action to discharge the kinetic energy you have stored within you, targeting a creature or object within 10 feet of you. The target takes force damage equal to the damage your kinetic barrier has absorbed. The spell then ends. Malign Discharge. If the spell ends before you discharge the stored kinetic energy, you take force damage equal to the damage your kinetic barrier has absorbed and become stunned until the end of your next turn. At Higher Levels. When you cast this spell using any spell slot above 10th level, the spell can absorb an additional 100 points of damage for each spell slot above 10th. Multiplication of Minds 10th-level enchantment Casting Time: 1 action Range: Self Components: V, S, M (a five faceted diamond, polished with a silver mirrored coating, worth 25,000gp) Duration: 1 hour You can concentrate on up to 5 spells at the same time. If you attempt to cast a spell that requires concentration while already concentrating on existing spells, you can maintain concentration on all spells simultaneously. If you would fail your concentration check during this time then you only lose your concentration on the oldest spell that you cast. The DC of your concentration check increases by 5 for every spell that you concentrate on. Nail to the Sky 10th-level transmutation Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous You target a Huge or smaller creature within range, flicking your finger upwards. The target must make a Dexterity saving throw with disadvantage to grab onto a fixed object it can reach, or be hurled straight upwards at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. While in orbit, a creature begins to suffocate and can’t move unless it has a flying speed or teleportation. If this spell is cast on a plane that doesn’t have an orbit, the target is instead hurled 10 miles straight upwards. If some solid object (such as a ceiling) is encountered while the creature is flung upwards, the target takes falling damage equal to the length it was hurled. It then falls back down unless it has means to stay aloft. Suffocation A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. 78


Proctiv's Move Mountain 10th-level transmutation (high ritual) Casters: 3 Casting Time: 24 hours Range: Sight Components: V, S, M (a mythallar, a magical device or item that allowed flying or levitation (which is consumed), and a crystal ball.) Duration: Instantaneous With the combined effort of all casters, you sheer the top off of a mountain and invert it, creating a plateau for the construction of a flying city. All four casters must focus their energies into one singular item or magical device that allows flying (such as a broom of flying, carpet of flying, ebony fly, winged boots, or wings of flying.) which disintegrates into dust and is absorbed into the crystal ball at the end of the casting. Once the crystal ball absorbs the essence of the item, the spellcasters target a mountain within range - sheering the top off the mountain. The sheered mountain's height is equal to 100 x 5d100 feet, while it's diameter is equal to 10 x 5d100. If the calculated mountain's height is greater than it's current height, then the entirety of the mountain is levitated instead. Once the mountain has been inverted, the casters designate how high up it levitates, which can be anywhere between it's lowest point touching the ground, to 5 miles high. If a mythallar created from the 11th level spell create mythallar is not placed within the levitating mountain within 2 weeks after the end of the spell, the mountain top begins to plummet, and crashes into the earth, causing an earthquake as per the earthquake spell in a 1-mile-radius of the crash. Raise island 10th-level transmutation Casting Time: 1 hour Range: Touch Components: V, S Duration: Instantaneous While touching a body of water, you cause an island to raise out of the water beneath your hand. The island can be sandy or rocky, as determined by the DM, but it is a barren protrusion that is stable and remains in place permanently. The island’s size is 10 x 1d100 feet north to south and 10 x 1d100 east to west. This spell can form an isthmus between two landmasses by continually raising new islands in connection with each other, in which case they will form to connect naturally. An island created in this manner can sink back into the sea if targeted by an earthquake spell or similar effect, at the DM’s discretion. Reality Cannon 10th-level transmutation Casting Time: 1 action Range: 1 mile Components: V, S, M (a magically enchanted obsidian sphere perfectly carved from a 9th level disintegrate spell, and coated in gold runes, worth 20,000gp) Duration: Instantaneous You twist reality with so much force and wrap it around the sphere, slinging it at unparalleled speeds towards a creature of your choice within range. The obsidian sphere strikes the creatures and releases a powerful shockwave emanating in a 120-foot-raidus around it. The creature hit by the obsidian sphere must succeed on a Dexterity saving throw or take 10d10 + 100 piercing damage. Creatures within the area of the shockwave (including the target) must succeed on a Constitution saving throw, taking 14d8 thunder damage, being thrown 60 feet away and knocked prone on a failure, or take half damage and no further effects on a success. This spell deals triple damage to objects, structures, and creations of magical force. If the damage is enough to destroy objects or structures they are obliterated, leaving behind fine white dust and rubble. Any creations of magical force are utterly destroyed. If this damage kills a creature or reduces it to 0 hitpoints it is obliterated in the same way, along with everything it is wearing and carrying except magical items. The creature can only be restored to life by means of a true resurrection or wish spell. 79


Rise from the Ashes 10th-level evocation Casting Time: 1 reaction, which you take as you die Range: Self Components: V, S, M (a gold-gilded phoenix heart worth 10,000gp) Duration: Instant With your dying breath, you invoke the power of the first phoenix and explode with an unworldly fiery re-entrance. If you drop to 0 hit points, die or are forced to make a death saving throw, you may use a reaction to come back to life with your maximum hit points, removing the effects of any spell that reduces your hit point maximum and all your status conditions and curses are cured. As part of the same reaction, fiery wings raise you from the ground and you are no longer prone. When you rise up, a fiery explosion in an 80-foot radius around you burns away all creatures. The explosion casts bright light in a 100-foot-radius, and dim light for an additional 100 feet. Every creature within the area must succeed on a Dexterity saving throw, taking 30d6 + 30 fire damage on a failed save, or half on a successful one. Safiya's Metamorphosised Reality 10th-level transmutation (ritual) Casting Time: 1 hour Range: 1 mile Components: S, M (a mithril plated dragon scale worth 15,000gp) Duration: Instantaneous You can change the physical makeup of any mundane object or area limited to a size of 5,000 feet in diameter. As long as it is nonmagical, you can alter the aspect of an object as well as its material. You can change an object to any nonmagical form, but it cannot be damaging You can change all matter within the diameter into separate types of matter, or all the same type. You could make doors visible but not corporeal. You could turn a flat plain or tundra into a massive stony labyrinth with unbreakable adamantine walls. You could turn any number of iron swords into pure gold swords. You could even turn a mountain into a lake. You could even just turn everything into acid - although this is not recommended. You could morph molten rock and lava into a flower-scented breeze, fire into wine, and anything in between. The only stipulations are as follows: Manipulating an object into a specific form requires you to be aware of what you're turning it into - you cannot simply make something you don't know; you must know what it is you want. You must liken the traits and makeup of something to something else - you can't simply make a wall "unbreakable", you can however, make it as unbreakable as adamantine. Any creature stuck or crushed by the manipulation of material is gently shunted to the nearest space outside the affected area. These changes last forever and cannot be changed back to their original states unless a 10th level wish or dispel magic is used. 80


Serenity 10th-level evocation Casting Time: 1 action Range: Self (1-mile-radius) Components: V, S Duration: Concentration, up to 1 minute A downpour of sparkling, healing waters rains down in a 1- mile-radius centered on you. Any creatures of your choice within the area immediately regains 100 hit points and the same amount at the start of each of its turns. Creatures healed by this spell are also cured of all afflictions, conditions, curses, and diseases. This spell has no effect upon undead and constructs. Soul Scry 10th-level divination Casting Time: 1 action Range: Special Components: V, S, M (a focus worth at least 10,000gp, such as an ornate crystal ball, a silver mirror, or a font of water) Duration: Concentration, up to 1 hour Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you and it can’t have a CR or level higher than yours. The target must make a Wisdom saving throw. On a failed save, you can use your action to see through the target’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the target’s senses, you gain the benefits of any special senses possessed by the target, though you are blinded and deafened to your own surroundings. Thalantyr's High Summoning 10th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a hunting horn carved from an astral sea tree, embedded with various gems, worth 15,000gp) Duration: 1 hour With the blow of a magnificent horn, the blast rips through the fabric of reality, calling forth the mightiest creatures. You can summon up to two creatures of CR 15 or level 15, or a singular creature with collective CR or level of 30. These creatures appear in unoccupied spaces you can see within range. You are considered an ally by these creatures, as well as anyone you choose. The creatures are, for all intents and purposes, their own beings. Roll initiative for the summoned creatures separately. They understand and obey any commands that you issue to them without fail, and you can command them verbally on your turn (no action required). If you don't issue any commands to them, they act according to their nature, and according to the fact that they're friendly to you and your companions. At Higher Levels. When you cast this spell using any spell slot above 10th level, the collective CR and level limit for summoned creatures increases by 10 for each spell slot above 10th. Transport Area 10th-level conjuration Casting Time: 8 hours Range: Sight Components: V, S Duration: Instantaneous You target an area that you can see, attempting to transport it to another area within the same plane of existence. The targeted area is a 60-foot tall, 60-foot radius cylinder. For each additional hour your spend on casting the spell beyond 8 hours, you can increase the radius or the height of the cylinder by 30 feet. When you complete the spell, the area is transported to a location that you know within the same plane of existence. Creatures, objects, and structures in the area are transported with it. When the landmass appears at its destination, any creature that occupies a space in the area is ejected to the nearest unoccupied space. 81


Verdigris Tsunami 10th-level conjuration Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 1 minute A wall of leaves, roots, and vines springs into existence at a point you choose within range. You can make the wall up to 500 feet long, 500 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage, or half as much damage on a successful save. If the creature is Huge or smaller, it is trapped inside the wall. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 9d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall is grappled by it, but can move 5 feet within the wall with a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground. A creature killed by this spell is absorbed into the mass of foliage and has plant life suffuse their corpse. At Higher Levels. When you cast this spell using an 11th level spell slot the wall affects Gargantuan creatures, and deals an additional 5d10 bludgeoning damage. Finally, when you cast this spell using a 12th level spell slot the wall affects Colossal creatures, and deals an additional 10d10 bludgeoning damage. Vengeful Gaze 10th-level transmutation Casting Time: 1 action Range: Sight Components: V, S Duration: Instantaneous You target a creature that you can see, attempting to smite it with divine retribution. The target must make a Wisdom saving throw. On a failed save, the target takes 10d10 + 100 radiant damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Deities automatically succeed on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the spell’s damage increases by 5d10 + 50 for each spell slot above 10th. 82


Vitrification 10th-level transmutation Casting Time: 1 action Range: Touch (1-mile-radius) Components: V, S Duration: Until dispelled You molecularly manipulate the matter of a large amount of material, changing it into a crystalline substance that can be as unbreakable as diamond, or as fragile as stained glass. When you cast this spell, choose one of the following effects to take place upon contact: Glassed. You touch an object, and it becomes as fragile as stained glass. You can affect up to 10,000 pounds of material, all in one touch or spend it on multiple glassings. If the object is worn or held by a creature, that creature must succeed on a Charisma saving throw to negate this spell. If it is a magical item, the creature has advantage on the roll. These effects cannot be reversed by anything short of a Wish spell. Unbreaking. You touch the ground, transforming the area of a 1-mile-radius into an indestructible crystalline wasteland. You may push out any object or creature you wish, and all pushed out creatures and objects take 10d12 piercing damage. While within this wasteland you can take an action to control the crystalline substances and command it to pierce a creature. A creature must succeed on a Dexterity saving throw or take 10d12 piercing damage. These effects cannot be reversed by anything short of a Wish spell. Xzar's Soulblight 10th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (the skull of a demilich worth at least 666gp, and poisonous materials worth 334gp, all of which the spell consumes) Duration: Concentration, up to 1 minute (while focused on one creature) One of the most insidious and horrifying spells ever conceived by a mad lich who sought to extend his immortality to others. You will the powers of death and decay to infect one creature within range. That creature must make a Constitution saving throw when you first cast this spell, and again at the end of each of its turns while you concentrate on it. If it ever fails this saving throw, the spell ends and the creature is cursed with the Soulblight. This curse can only be removed by a greater restoration spell of 9th level or a wish spell. While the creature is cursed with the Soulblight it gains the following effects: Its speed is reduced by 10 feet. Every time the creature finishes a long rest, its Constitution score is reduced by 1. Every time a creature not cursed with Soulblight spends 1 hour within 30 feet of a cursed creature, it must make a Constitution saving throw or become cursed as well. This effect ignores total cover and penetrates magical barriers and defenses created by spells of 8th level or lower. Any creature that dies (or reaches 0 constitution) while affected by the Soulblight reanimates as a zombie under your command after 24 hours. These creatures obey your orders to the best of their abilities. If given no orders, they will wander and attempt to kill other living creatures and spread the soulblight. Whenever a zombie afflicted by Soulblight comes into physical contact with am uncursed living creature (usually via attack), that creature must make a Constitution saving throw or become cursed as well. A creature killed by these zombies animates after 24 hours with the Soulblight. 83


Zahn's Illusion of Choice 10th-level illusion (ritual) Casting Time: 24 hours Range: 120-mile-radius Components: V, S, M (a painting that depicts the reality you wish created with rare herbs, inks, and pigments worth 20,000gp) Duration: Until dispelled You conjure an incredibly powerful illusion of a land or reality of your choice, up to the size of a 120-mile-radius. You manifest the illusion of any number of sensory phenomena, which appears in the space and lasts for the duration, and which you have perfect control over. The illusion seems completely real, and can include sounds, smells, temperature, sights, touch, and other sensations akin to reality that are appropriate to the illusionary reality created. You cannot create sufficient heat or cold to cause damage, a sound loud enough to cause pain, or a smell that may physically sicken a creature. This illusionary reality, however, is not physical - but it can still invoke tactile sensations, such as a gentle breeze, rough bark, or a prickling feeling as if one is being watched. It can even emulate arcane sensations, such as auras seen when using detect magic. The illusion appears to move and emulate different sensations within itself, such as if you create the illusion of a town, complete with walking, talking, and interacting townsfolk amidst the wafting smells of the local market. So long as you can see it, you can use your action to cause the images to move to any other spot you see. As it changes location, you can make its movement appear natural - such as walking people or flying birds. Physical interactions with the illusion may reveal it to be an illusion, because although it can invoke tactile sensations, things can pass through the illusions with sufficient force. A creature can use its action to examine the images to determine it is an illusion with a successful Intelligence (Investigation) check versus your spell save DC. If the creature discerns the illusion for what it truly is, the creature can see through the image and the tactile senses become no more than faint feelings to them. 84


11th Level Spells Allmage 11th-level transmutation (high ritual) Casters: 4 Casting Time: 3 days Range: 15 feet Components: V, S, M (any number of spell scrolls, at least one per spell level 0-9 and from each class' spell list; the left hand and weapon of a balor or greater demon; and the right hand and weapon of a solar or greater celestial; all of which, except the hands, is consumed by the spell by fire) Duration: Instantaneous During the casting of this spell, you inscribe a triskelion of at least Huge size upon the ground. The target of this spell is one of its casters, who stands in the center while the other three stand in the center of each outer swirl. One of the three holds the spell scrolls, another holds aloft the hands, and another holds forth the weapons. The target must be within range of all casters for the casting time of the spell. When the casting is complete, magic is drained in a 1-mileradius, which falls under the effects of an antimagic field, and each caster except the target must make a DC 20 saving throw using their spellcasting ability. On a failure, their maximum number of spell slots halves for each spell level, and they lose any excess slots. This can only be reversed with wish or by being the target of this spell. The target adds every 0-9th level spell to its spell list, has an unlimited number of 1st, 2nd, and 3rd-level spell slots, gains an additional two 6th, 7th, 8th, and 9th-level spell slots. The target can immediately change some or all of its spells prepared or known with every class list available. Additionally, the target of this spell loses its hands, which are replaced by the hands used as components of this spell, changing in size as appropriate to the size of the caster. Finally, the target gains proficiency with the weapons used. Black Death 11th-level necromancy (ritual) Casting Time: 12 hours Range: 1 mile Components: V, S, M (the heart of a dead Atropal, which the spell consumes) Duration: Until dispelled A wave of plague radiates outwards from the point of your choosing, infecting everyone and everything in a 500-foot radius around it. Creatures in the area must succeed on a Constitution saving throw or become infected. Within 24 hours, everything in the area begins to show signs of rot and decay. This magical form of the disease is contagious and will spread beyond those initially infected up to an area of 1000 miles beyond its initial area over the course of 10 days. It infects water sources and spreads through the air. Plants infected with it are unfit for consumption, as are disease-ridden animals. If a creature breaths, eats or drinks from an infected source it has to make a Constitution saving throw or be infected. An affected creature has disadvantage on all of his ability checks and has his movement speed halved. Every 24 hours a victim has to repeat its saving throw, having its maximum hit points reduced by half (rounded up) and taking 2 necrotic damage on a failed save, or not having its hit points reduced and taking no damage on a successful one. This spell ignores damage and condition immunities. Undead and constructs are immune to this effect. A creature can only be cured through the use of a 9th level greater restoration spell or similar magic. The disease only ends after 10,000 years have passed or through the use of an 11th level wish or similar magic. 85


Blade of the Heavenly Realms 11th-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (an adamantine longsword gilded with silver and gold, blessed by a good deity or an incredibly powerful celestial being, worth at least 100,000gp, suspended at least five miles in the sky for at least one year uninterrupted) Duration: 1 hour You wield a double edged blade forged out of the heaven's essence itself. This blade counts as a greater Anathema towards evil deities (lowers 2 ranks). Once summoned any creature that is neither a celestial archon or or high angel that uses it must succeed on a DC 35 Constitution saving throw or burst into light - they can only be resurrected by a wish spell. Deities are immune to this effect. Until this spell ends, you gain angel-like wings that give you a flying speed of 120 feet and on your turns, you gain an additional action and whenever you take the Attack action on your turn you can take an additional attack (this stacks with extra attack). That action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action. This sword is considered a +5 legendary longsword which deals 10d8 + 10 radiant damage, it has the heavy and versatile features dealing 10d12 + 10 radiant damage when being used with two hands. In addition, this ignores resistance and immunities. You are considered proficient with this sword and you can choose to give this weapon to anyone. In addition, you can instead choose to release all the power of the blade in one attack. You stab the blade into the ground, releasing a massive nova of light in a 1-mile-diameter (centered on you). Each creature in that area must succeed on a Constitution saving throw, taking 40d12 + 100 radiant damage on a failed save, or half damage on a success. The blade dissipates once this attack is used. Blade of the Hellish Reaches 11th-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (a blackened orichalcum longsword etched with voidstone, bathed in the blood of an evil deity or an incredibly powerful fiendish being, worth at least 100,000gp, buried at least five miles beneath the earth for at least one year uninterrupted) Duration: 1 hour You wield a double edged blade pulled from the darkest ichors of hell. This blade counts as a greater Anathema towards good deities (lowers 2 ranks). Once summoned any creature that is neither a demon prince or devil lord that uses it must succeed on a DC 35 Constitution saving throw or burn to ash - they can only be resurrected by a wish spell. Deities are immune to this effect. Until this spell ends you gain demon-like wings that give you a flying speed of 120 feet and on your turns, you gain an additional action and whenever you take the Attack action on your turn you can take an additional attack (this stacks with extra attack). That additional action can be used only to take the Attack, Dash, Disengage, Hide or Use an Object action. This sword is considered a +5 legendary longsword which deals 10d8 + 10 necrotic damage, it has the heavy and versatile feature, dealing 10d12 + 10 necrotic damage when being used with two hands. In addition, this ignores resistance and immunities. You are considered proficient with this sword and you can choose to give this weapon to anyone. In addition, you can instead choose to release all the power of the blade in one attack. You slash the blade in a direction of your choosing releasing a powerful burst of energy 1 mile long and 10 feet wide. Each creature in that line must succeed on a Dexterity saving throw, taking 40d12 + 100 necrotic damage on a failed save, or half damage on a successful one. The blade dissipates once this ability is used. 86


Bl o o d m o o n 1 1 th -l e vel tra n s m u ta ti o n (h igh ri t u a l) C a s t e r s : 6 C a s t i n g T i m e : 6 d ay s R a n g e : S i g h t C o m p o n e n t s : V, S, M ( t h e h e a d o f a d e m o n l o r d s u n ke n w i t h t h e b l o o d o f e a c h c a s t e r i n t o a g r a i l fo r g e d fr o m m e t a l m i n e d fr o m t h e t a r g e t e d m o o n, t h e c o n t e n t s o f w h i c h t h e s p e l l c o n s u m e s i n a b l o o d y v o r t e x w i t h i n t h e g r a i l ) D u r a t i o n : I n s t a n t a n e o u s D u r i n g t h e c a s t i n g o f t h i s s p e l l, y o u i n s c r i b e a s i x p o i n t e d s t a r o f a t l e a s t H u g e s i z e o n t h e g r o u n d, w i t h e a c h c a s t e r p e r fo r m i n g t h e r e s t o f t h e s p e l l's c a s t i n g o n a p o i n t o f t h e s t a r. T h e g r a i l s i t s u p o n t h e m i d d l e o f t h e s t a r. I f a c a s t e r o r t h e g r a i l e v e r m o v e s o r i s m o v e d fr o m a p o i n t, t h e s p e l l fa i l s. This spell must be cast so that the final night is a full moon that directly shines onto the star and grail. When the casting is complete, the moon darkens to blood red. Spells that would bring someone back to life automatically fail. If true resurrection is cast, the caster can make a spellcasting ability check against the highest DC of the casters of this spell, succeeding in the resurrection on a success. Additionally, spells and effects that animate or create undead can create three times as many when cast. All undead, shapeshifters, and creatures affected by moonlight have their speeds and attack damage doubled. Werebeasts and shapeshifters immediately transform into their beast form or true form (respectively) and cannot shift back while the spell is active. Creatures with any form of ligh t s e n s i t i v i t y a r e u n a ffe c t e d b y t h e b l o o d m o o n. If a person dies under the blood moon, the i r s o u l i s t r a p p e d o n t h i s w o r l d u n t i l t h e s p e l l i s e n d e d. T h e i r b o d y a n d t h e b o d i e s o f a l l c r e a t u r e s d o n't d e c ay u p o n d e a t h d u r i n g t h i s t i m e. Fin a l l y, y o u a n d e a c h o t h e r c a s t e r g a i n t h e a b i l i t y t o t a ke t h e " Ve i l o f t h e M o o n " b o n u s a c t i o n. W h e n y o u t a ke i t, y o u c a n t e l e p o r t u p t o 3 0 0 fe e t t o a n u n o c c u p i e d s p a c e y o u c a n s e e t h a t i s i n m o o n l i g h t. While in effect, the re g u l a r t u r n o f t h e c o s m o s h a l t s: t h e m o o n h o l d s i n p o s i t i o n a n d t h e s u n d o e s n't r i s e. T h i s s p e l l c a n b e e n d e d b y k n o c k i n g o v e r t h e g r a i l, s p i l l i n g o u t t h e r e d v o r t e x w i t h i n i t, o r i f t h e g r a i l i s m o v e d o u t s i d e o f t h e s t a r. The grail has an AC 10 and any melee attack knocks it ove r. When the spell ends, each caster is withered to a shell of w h a t t h ey w e r e, l o s i n g t h e i r m a g i c a n d u s i n g t h e Va m p ire Sp a wn s t a t b l o c k. 8 7


Create Mythallar 11th-level abjuration (high ritual) Casters: At least 2 Casting Time: 5 days Range: 30 feet Components: V, S, M (a crystal worth at least 1,000,000gp, plus material components required by the spells applied to the Mythallar, which are all consumed by the spell) Duration: Until dispelled Position the crystal within range of all the casters. Upon the completion of the spell, a sphere with a radius of up to 10 miles expands from the crystal. The casters choose the appearance of the sphere. Choose a number of spells of 10th level or lower with a duration other than instantaneous, less than or equal to the number of casters. Those spells are applied within the sphere. All the material components for the spells are consumed even if they aren't normally, also each of those spells must be prepared by at least one of the casters. The spells have their durations increased to until dispelled. If a spell requires to choose an origin point, that point is the center of the sphere, if not specified otherwise at the time of the casting (the chosen point must be within the sphere, ignoring the normal range of the spell). If a spell requires to choose a target (of if the spell's range is self), it targets every eligible target that enters the sphere for the first time or that starts its turn inside the sphere. The crystal becomes the core of the spell, and the crystal becomes surrounded by a nexus of magical essence. It has an AC of 20 and 50 hit points; it is immune to bludgeoning, piercing, and slashing damage from non-magical weapons and psychic damage; and is resistant to all other forms of damage. If the crystal is destroyed the spell ends. Also, if the crystal is moved more than 5 feet from the center of the sphere, the spell is suppressed until the crystal is returned. The casters can end the spell by performing a 1 hour ritual within 30 feet of the crystal, that can be reused to create another mythallar. This spell is immune to effects such as dispel magic, even from high magic. Destiny 11th-level divination Casting Time: 1 action Range: Self Components: V Duration: Instantaneous Describe an event which can only last up to 1 minute or name a creature or an object. You can then decide a time frame between 1 minute to 1 year from now on. This event or the meeting with the creature or object will happen within this time frame. State the event clearly to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the event, the greater the likelihood that something goes wrong. Eternal Freedom 11th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a broken chain link made of adamantine worth 10,000gp and the feather of a roc) Duration: Up to 24 hours For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Additionally, being underwater or in vacuum imposes no penalties on your movement or attacks and you become immune to environmental damage and effects such as Extreme Cold or Heat - you additionally no longer need to breathe for the duration. Finally, you gain a flying (hover) speed equal to three times your walking speed. The spell ends when you finish a long rest. 88


Instant Kingdom 11th-level conjuration (ritual) Casting Time: 1 minute Range: Unlimited Components: V, S, M (a letter of passage created from vellum that was infused with magical energies for at least 10 years while in a demiplane) Duration: Instantaneous You conjure up to 3000 simple houses, 5 fortresses and 1 Castle in a 1000-square-mile area. The location where you place them has to be unoccupied by another creature or you have to be given allowance if it belongs to another creature. You make all decisions about their appearance and where to place them. The interior is enclosed by a floor, walls, and a roof, with doors granting access to the interior and as many windows as you wish. The houses are all the same and simple in nature. The area is 30 feet on each side with up to 5 rooms and they are empty inside. The fortresses are the same as the ones created by by the mighty fortress spell, except that they are permanent. The castle takes up an area of up to 40,000 square feet and up to 200 feet on each side. You can create any floor plan you like. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the castle but can’t leave it. Living Bomb 11th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a diamond infused with magical sulfur that came from the elemental plane of fire worth at least 15,000gp) Duration: Until dispelled You attempt to infuse a creature with concentrated destruction. It must succeed on a Constitution saving throw. On a failed save you turn it into a living bomb. As long as you are on the same plane, you can use a bonus action every turn to deal 30d10 fire damage to it. This damage ignores resistance and immunity. If this would kill the creature its body explodes into pieces and is disintegrated. Every creature within 100 feet of the explosion must succeed on a Dexterity saving throw, taking the creatures maximum hit points as fire damage on a failed save, or half as much damage on a successful one. This effect can only be removed by an 11th level greater restoration or wish spell. 89


Nightmare Lord 11th-level conjuration Casting Time: 1 action Range: Self Components: V, S Duration: Up to 1 minute You reach into the astral plane and contact a creature of pure nightmare, allowing it to use you as a means to enter the world. You disappear and a dream larva appears in your space. Roll initiative for the dream larva, which has its own turns. The dream larva is not friendly to your allies and acts in accordance with its own will. More often than not, dream larvae simply seek to spread as much malice as they can. For the duration of the spell, you are incapacitated and at the start of each of your turns, you take 4d8 psychic damage as you float aimlessly in the dream larva’s aberrant home world, witnessing cruel nightmares not meant for mortal eyes. If the dream larva is reduced to 0 hit points, it disappears back to whence it came and you reappear prone in its space. The spell then ends. 90 Dream Larva Large aberration (abomination), unaligned Armor Class 24 (natural armor) Hit Points 435 (30d10 + 270) Speed 60 ft., fly 120 ft. (hover) STR DEX CON INT WIS CHA 25(+7) 14(+2) 28(+9) 13(+1) 21(+5) 25(+7) Saving Throws Int +9, Wis +13, Cha +15 Skills Athletics +15, Perception +13, Stealth +10 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities cold, fire, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft., passive perception 23 Languages telepathy 120 feet Proficiency Bonus +8 Challenge 26 (90,000 XP) Fear Incarnate. Any fear or frightened effect the Dream Larva produces ignores immunity to the frightened condition. Immutable Form. The larva is immune to any spell or effect that would alter its form. Innate Spellcasting. The larva's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells at will, requiring no components: haste, prismatic spray, weird Magic Weapons. The larva's weapon attacks are magical Magic Resistance. The larva has advantage on saving throws against spells and other magical effects. Nightmare Form. The larva's true form is an intangible mass of worms and pure nightmares, but the larva is perceived in the form of whatever a creature finds most fearsome or horrible in the world. A creature that starts its turn within 30 feet of the larva and can see the larva must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage - which ignores resistance and immunity. On a successful save, the creature is no longer frightened and is immune to the larva's Nightmare Form for the next 24 hours. Tongue of Darkness. The larva cannot speak, but any creature that can understand a language can understand the larva's telepathy. In addition, the larva understands all spoken languages. Actions Multiattack. The larva makes one bite attack and four claw attacks. Alternatively, it makes two attacks with its Nightmare Blast. Bite. Melee Weapon Attack: +15 to hit, Reach 5 ft, one target. Hit: 29 (4d10 + 7) piercing damage. If the target is a creature, the Dream Larva regains hitpoints for the amount of damage dealt, and the creature must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mindwrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake. Claw. Melee Weapon Attack: +15 to hit, Reach 10 ft, one target. Hit: 25 (4d8 + 7) piercing damage plus 18 (4d8) psychic damage Nightmare Blast. Ranged Spell Attack: +10 to hit, Range 120 ft, one target. Hit: 28 (4d12 + 2) psychic damage and the target must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake Legendary Actions The Dream Larva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Dream Larva regains spent legendary actions at the start of its turn. Teleport. The Dream Larva teleports up to 30 feet to an unoccupied space it can see. Claw (costs 2 actions). The Dream Larva makes one claw attack. Nightmare Blast (costs 3 actions). The Dream Larva uses its Nightmare Blast.


R e a l i ty S la s h 1 1 th -l e vel tra n s m u ta ti o n C a s t i n g T i m e : 1 a c t i o n R a n g e : 5 0 0 fe e t C o m p o n e n t s : V, S, M ( a s m a l l c o r e c r e a t e d fr o m c a s t i n g t el ep o r ta ti o n u p o n a c r y s t a l l i n e o r b fo r fi v e y e a r s, w o r t h 5 0,0 0 0 g p ) D u r a t i o n : I n s t a n t a n e o u s Yo u r i p a p a r t a 5 0 - fo o t l o n g s p a c e i n b e t w e e n a ny t h i n g, cutting it. If it is a creature, the existence of the creatur e i s c u t. T h e c r e a t u r e m u s t s u c c e e d o n D e x t e r i t y s av i n g t h r o w, taking 20d10 + 100 slashing damage on a failed save, or h a l f d a m a g e o n a s u c c e s s fu l o n e. I f t h e c r e a t u r e i s r e d u c e d t o 0 h i t p o i n t s, i t i s e r a s e d fr o m e x i s t e n c e. T h e b l a d e c a n p a s s t h r o u g h a ny m a g i c a l b a r r i e r, i n c l u d i n g a n a n t i - m a g i c fi e l d, a n d i g n o r e s a c r e a t u r e’s t e m p o r a r y h i t p o i n t s. I n a d d i t i o n, t h e b l a d e d e a l s q u a d r u p l e d a m a g e t o a ny n o n m a g i c a l o bj e c t o r s t r u c t u r e b u t o n l y d e a l s d o u b l e d a m a g e t o m a g i c a l o bj e c t s o r s t r u c t u r e s. T h i s s p e l l's d a m a g e i g n o r e s r e s i s t a n c e a n d t r e a t s i m m u n i t y a s r e s i s t a n c e. A creature erased by t h i s s p e l l c a n o n l y b e b r o u g h t b a c k b y a n 1 1 t h l e v e l wi s h o r tr u e re s u rre c ti o n. Singularity 11th-level evocation Casting Time: 1 action Range: Sight Components: V, S Duration: 1 minute You create a 50-foot-radius miniature b l a c k h o l e c e n t e r e d o n a p o i n t y o u c a n s e e w i t h i n r a n g e. Fo r t h e s p e l l's d u r a t i o n, t h e s p h e r e a n d a ny s p a c e w i t h i n 2 0 0 fe e t o f i t a r e d i ffi c u l t t e r r a i n, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried. When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 200 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that starts its turn within 200 feet of the sphere must succeed on a Strength saving throw or be pulled 50 feet straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. This hole works the same as a sphere of annihilation except that it cannot be moved or controlled. Every creature except you that starts its turn in a 100-foot-radius around the sphere takes 10d10 force damage. Anything that touches the sphere takes 20d10 force damage at the start of its turn and is restrained until it is no longer within the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated completely, along with any nonmagical items it is wearing or carrying. You can only create one black hole. If you want to create a second one, your first one is destroyed. 9 1


Spears of Oblivion 11th-level evocation Casting Time: 1 action Range: 500 feet Components: S Duration: Instantaneous You manifest the material of the void to create 10 spears of pure oblivion. Each spear hits a creature of your choice that you can see within range. A spear deals 2d20 + 20 aetherion damage to its target. The spears all strike simultaneously and you can direct them to hit one creature or several. If a creature is hit with a single spear of oblivion it must succeed on a Wisdom saving throw or become confused as per the confusion spell for 1 minute and lose one-tenth of their life's memory. If a creature is hit by multiple spears it only makes one Wisdom saving throw, becoming confused for 1 minute and losing one-tenth of their memory, starting with his most recent, for every spear that hit it. Only an 11th level greater restoration spell or a wish can recover its lost memories. Take What is Others 11th-level illusion Casting Time: 1 action Range: Sight Components: V, S Duration: Until dispelled You choose a creature within range and pluck one of its memories and make it into reality. When choosing a memory, these are the following effects: Creature: You pluck out a creature from the memories of your target and manifest it into reality within range. The creature's statistics and general strength is based on how the target sees it. The DM holds its statistics. Location: You pluck out a place or location from the memories of your target and manifest it into reality within range. The area it takes up can only be a 10 mile radius. You can copy any form of location without limitation such as a great castle, a huge city or even a mountain. Creating these locations shift reality to accomodate the new additions. In addition, these locations you create will not be filled with any living creatures. Event: You pluck out an event or situation from the memories of your target and manifest it temporarily into reality within range. You can manifest a whole year's worth of memories and it will play exactly as the target remembers. The memory you brought to reality is real in the case that their are living beings but after 24 hours the event dissipates. If you change anything in the event it changes the memory of the target as well. If the memory is too damaged or altered to extreme levels, it could damage the creature's mind. Copy: You pluck out the creature's self image and create a perfect simulacrum of the creature. The simulacrum has the same statistics of the creature and can learn, grow, and regenerate their abilities like a normal creature would. 92


Time Travel 11th-level divination (ritual) Casting Time: 10 minutes Range: Touch Components: V, S, M (an ornate platinum hourglass, whose sand is crafted with the ground stone of the astral plane, worth 50,000gp) Duration: Instantaneous Up to ten willing creatures of your choice, including you, who link hands in a circle around you are transported to a different point in time which is up to 1000 years in the past or future (your choice when you cast the spell). After you have stayed 7 days in the past or future, you and everyone you brought with you are transported back to the present again to the location where you first cast the spell. If this location no longer exists you are transported to a random location close to it. You cannot cast time travel again until you are back to your present. Any items you find in either time is brought back with you to the present. You can also use this spell to transport an unwilling creature to a point in time up to 1000 years in the past or future. The casting time becomes one action then. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to the point in time you specify. A creature so transported, if it is still alive then, will return after spending 7 days in the past or future and 7 days after you cast this spell in the present. You must succeed on a Constitution saving throw for every 200 years you travel, the DC for which starts at 15, and increases by 3 for each consecutive 200 years. If you fail the saving throw, you immediately take a level of exhaustion. The DM has great say over what happens in the past or future; the present may be easily affected by actions taken in the past, and the future may be directly shaped by current events taking place in the present - such as if your party is meant to stop a war, which devolves into a vast global imperium in the future. Using this spell may spark the ire of entities in charge of time, who may seek to halt your progress - as time travel is normally the domain of only a handful of gods. At Higher Levels. If this spell is cast using a 12th level spell slot, the time you may travel is now up to 10,000 years in the past or future - and you may now stay a month in that time before being snapped back to the present. The number of years you may travel for making a Constitution saving throw is now 2000 years. True Manipulation 11th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (the physical area to be affected by this spell) Duration: Concentration, up to 1 hour You can alter any physical properties of an area that you want to. Choose an area of up to 5 miles in diameter. When you cast the spell you can alter the appearance, texture, color, odor, melting point, boiling point, density, solubility and many other physical properties of the non-living matter in the area. Any environmental change that would damage a creature can only deal up to 55 (10d10) damage per round to it and the maximum AC and hit points of the matter is 30 AC and 500 hit points per 1000-foot cube. At the start of your turn you can change one physical property of matter in a 1000-foot cube centered on a point you can see. This effect can change magical properties of objects and terrain - but must have properties well within the natural standards of that object's capability or the terrain's capability. These changes to the terrain are permanent until dispelled by a 11th level dispel magic, wish or similar magic." 93


Zetto's Corroding Burst 11th-level evocation (ritual) Casting Time: 1 minute Range: Self (1,000-foot-cone) Components: V, S, M (a tarnished copper gong worth 5,000gp, and 2 vials of dragon's stomach acid worth 5,000gp each, all of which the spell consumes) Duration: Instantaneous You begin the spell by ringing the copper gong, which corrodes away into pure magical essence, you then hold aloft the vials of dragon's acid and begin to cast the spell. At the conclusion of the casting, the dragon acid is absorbed into your hands, which glow an intense, sickly green. You call forth the acidic, corrosive, and toxic nature of the elements, cupping your hands together at the palms and summoning a massive deluge of acid and poison, spraying in a 1,000 foot cone from yourself to a point of your choosing. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting. Any creature caught in the spray must succeed on a Constitution Saving throw, taking 25d10 + 25 acid and 25d10 + 25 poison damage on a failure, or half as much on a success. All creatures who fail the saving throw also become poisoned for 1 minute. The area within a 1-mile-cone expanding from you is now toxic to life of all forms. The air becomes thick, smoggy, and dangerous to breathe, any sources of water become poisoned, and the ground itself becomes hostile to plant life - wilting and corroding all foliage and canopy. The entirety of the area is heavily obscured with toxic smog; all living creatures in the 1-mile-cone who enter the area or end their turn inside it must succeed on a Constitution saving throw, taking 5 acid and 5 poison damage each turn, or half on a success. All creatures who fail the saving throw also become poisoned for 1 minute - and remain poisoned while within the area. This damage also corrodes all nonmagical items, reducing metal items into rust and slag, and eating away at cloth, flesh, and leather. All creatures killed by this spell are corroded completely, leaving only semi-liquid remains. They can only be restored to life with an 11th level wish. The land effects of this spell reduce all life in the area to a barren wasteland within 1d6 days. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area. Zetto's Earthen Gout 11th-level evocation (ritual) Casting Time: 1 minute Range: Self (1-mile cube) Components: V, S, M (a pure platinum gong worth 5,000gp, and 2 chunks of adamantine ore worth 5,000gp each, all of which the spell consumes) Duration: Instantaneous You begin the spell by ringing the platinum gong, which crumbles away into pure magical essence, you then hold aloft the adamantine ore and begin to cast the spell. At the conclusion of the casting, the adamantine ore suffuses your hands, which become plated in stone and metal alike. You command the very earth to rebel and fight on your behalf against all who oppose you. You violently slam your fists into the ground, shaking and upheaving the foundational bones of the earth; causing dirt, ore, and stone to spit forth from the surface, jutting out within the entirety of a 1-milecube around you. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting. The entirety of the area becomes double-difficult terrain (each foot of movement costs 3 feet of travel), as jagged spires, spikes, and crevices rip through the earth. All creatures in this area at the end of the casting must succeed on a Dexterity saving throw, taking 50d10 + 50 magical bludgeoning, piercing, or slashing damage (your choice per target), or half on a success - this damage counts as adamantine damage for the purposes of overcoming resistance and immunity. There are additional effects that take place upon the completion of the spell: Fissures. Fissures open throughout the spell’s area. A total of 1d10 such fissures open in locations chosen by the DM. Each is 1d20 x 10 feet deep, 50 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. Structural Collapse. The earthen gout deals 150 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. All creatures killed by this spell are ground into dust and buried in the earth. They can only be restored to life with an 11th level wish. The land effects of this spell permanently scar the area with double difficult terrain and jagged structures of stone. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area. 94


Zetto's Fiery Pillar 11th-level evocation (ritual) Casting Time: 1 minute Range: Self (500-foot-radius) Components: V, S, M (an etched golden gong worth 5,000gp, and 2 pieces of burning obsidian worth 5,000gp each, all of which the spell consumes) Duration: Instantaneous You begin the spell by ringing the golden gong, which melts away into pure magical essence, you then hold aloft the pieces of obsidian and begin to cast the spell. At the conclusion of the casting, the obsidian is absorbed into your hands, which burst into molten rock and pure flame. You evoke the natural fury of the destructive forces of nature, raising your hands towards the sky and pulling down a spiraling column of pure fire upon yourself. The pillar of fire has a 500-foot-radius centered on you, and a height of 1,000 feet - casting bright sunlight in a 1-mile-radius, and dim sunlight in an additional 1-mile radius - dispelling all magical darkness of 11th level spells or lower. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting. All creatures caught in the area must succeed a Constitution saving throw, taking 25d10 + 25 fire and 25d10 + 25 radiant damage on a failure, or half as much on a success. The area within a 1-mile-radius becomes scorched and lit aflame with magical wildfire, and the area is subjected to Extreme Heat, all nonmagical plants and terrain are lit on fire, and all water and liquids are evaporated. All creatures in that area must succeed a Constitution saving throw, taking 5d6 fire and 5d6 radiant damage on a failure, or half as much on a success. All creatures killed by this spell are incinerated completely, leaving only blackened ash. They can only be restored to life with an 11th level wish. The land effects of this spell permanently scorch the area with wildfires and molten rock. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area. Zetto's Icy Deluge 11th-level evocation (ritual) Casting Time: 1 minute Range: Self (500-foot-radius) Components: V, S M (a mirrored silver gong worth 5,000gp, and 2 pieces of eternal ice worth 5,000gp each, all of which the spell consumes) Duration: Instantaneous You begin the spell by ringing the silvered gong, which crumples and twists away into pure magical essence, you then hold aloft the chunks of eternal ice and begin to cast the spell. At the conclusion of the casting, the eternal ice encases your hands and begins to sublimate blackened fog. You summon forth a great wave of primordial sea composed of the first waters borne of the void, slamming your hands together in a clap that breaks open the boundaries of time itself. The wave crashes down upon you from a rift in time, this wave has a 500-foot-radius centered on you, and a height of 1,000 feet - equaling a total volume of 785,398,163 cubic feet of void-black waters. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting. All creatures caught in the initial downblast must succeed on a Strength saving throw, taking 25d10 + 25 cold and 25d10 + 25 necrotic damage on a failure, or half as much on a success. This wall of water expands outwards at a rate of 100 feet per turn with a 100 foot high wave, and all creatures caught in it must succeed a Strength saving throw, taking 5d6 cold and 5d6 necrotic damage on a failure and be carried with the wave each turn, or half as much on a success and remain where they are. This water expands to fill any crevices, canyons, or holes within a 1-mile-radius, any water left over that does not settle into the land is suffused into the land itself, creating the equivalent of a great swamp in the area - flooding lakes and rivers, and raising sea levels where applicable. All creatures killed by this spell are subsumed into the water completely, becoming a part of the primordial waters. They can only be restored to life with an 11th level wish. The land effects of this spell permanently flood the area and sink all creatures and structures. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area. 95


Zetto's Shocking Blast 11th-level evocation (ritual) Casting Time: 1 minute Range: Self (1-mile line) Components: V, S, M (a blackened iron gong worth 5,000gp, and 2 crystalline orbs worth 5,000gp each, all of which the spell consumes) Duration: Instantaneous You begin the spell by ringing the iron gong, which flashes away into pure magical essence, you then hold aloft the crystalline orbs and begin to cast the spell. At the conclusion of the casting, the crystal orbs shatter after absorbing the energy of primal storms, embedding pure energy into your hands which vibrate and glow intensely. You project a concentrated beam of pure maelstromic energy through the skies towards a direction of your choice. This beam is a 1-mile-long line, and 100-feet in width - casting bright light in a 1-mile radius away from the beam itself, and dim light for an additonal mile. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting. All creatures caught in the area must succeed a Dexterity saving throw, taking 25d10 + 25 lightning and 25d10 + 25 thunder damage on a failure, or half as much on a success. This beam deals triple damage to objects and structures, and shattering creations of magical force, obliterating them completely if reduced to 0. All creatures within the affected areas must succeed on a Constitution saving throw, becoming permanently blinded and deafened on a failure, or unaffected on a success. The area within a 1,000 foot radius of the beam's length is now consumed in an ever-churning electrical storm, which takes the space of an area 100 feet off the ground filled with black storm clouds - striking the area around it with lightning. Creatures with fly speeds cannot fly within the affected area, being forced to land from the gale-force winds and black thunderclouds. All creatures who enter the area or end their turn inside it must succeed on a Dexterity saving throw, taking 5d6 lighting and 5d6 thunder damage on a failure, or half as much on a success. All creatures killed by this spell are disintegrated, leaving only white dust. They can only be restored to life with an 11th level wish. The land effects of this spell leave a permanent storm in the affected area. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area. 96


12th Level Spells Arcane Burst of Destruction 12th-level evocation Casting Time: 1 action Range: Self (1-mile line) Components: V, S Duration: Instantaneous You raise up one of your hands and evoke the purest destructive raw magic in a 1-mile long and 100-foot wide line. Everything within the line must succeed on a Dexterity saving throw, taking 10d10 + 50 acid, 10d10 + 50 cold, 10d10 + 50 fire, 10d10 + 50 lightning, and 10d10 + 50 thunder damage on a failed save, or half damage on a successful one (total damage = 50d10 + 250). If this damage reduces a creature to 0 hit points, it is disintegrated. In addition, the area where the spell was cast is subject to an anti-magic field for 10d20 years. A creature killed by this spell can only be brought back to life by a 12th level greater restoration or a 12th level wish. Big Bang 12th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S, M (the condensed, burning core of a star) Duration: Concentration, up to 1 minute A beam of white light flashes from your pointing finger, then condenses to linger at a chosen point within range as a dying star in a 100-foot radius sphere for the duration. Every creature within a 200-foot radius of the sphere is dealt 65 (5d10+10) fire damage at the start of its turn. When the spell ends, either because your concentration is broken or because you decide to end it, the star collapses with the sound of a giant explosion of pure energy that spreads around corners. Each creature within 1 mile of the sphere must succeed on a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. This fire damage ignores resistance and immunity. This spell deals quadruple damage to objects and structures. Creatures, objects or structures destroyed by this spell are reduced to dust, and cannot be restored to life by any means. The spell’s base damage is 50d10 + 100. If at the end of your turn the star has not yet detonated, the damage increases by 10d10 + 20. The star also increases in size by 100 feet at the end of your turn. Crown of Vermin 12th-level conjuration Casting Time: 1 action Range: Self Components: V, S, M (a jeweled black iron crown embedded with a pure platinum, gold, silver, and copper scarab, worth 15,000gp) Duration: 1 minute One hundred thousand flying insects and arachnids appear from the ground, nearby foliage, close water sources, and thin air to begin to cover you as a second layer of gargantuan armored skin. Your size increases to Gargantuan while in this form, granting you 250 temporary hit points, and a flying (hover) speed of 150 feet. Whenever you lose 1 temporary hit point, 400 of these insects die and disappear with a faint popping noise. While you have more than 50 temporary hit points remaining, you have total cover against attacks and effects. You gain a melee attack in the form of a claw attack - which you may make twice per turn. Claw Melee Weapon Attack: +20 to hit, Reach 20 ft, one target. Hit: 77 (5d20 + 25) slashing damage plus 27 (5d10) poison damage. The damage from this attack bypasses resistance, and treats immunity as resistance. If a creature hits you with a melee attack while you have temporary hit points remaining, the insects bite the attacker before dying, causing the attacker to take magical piercing damage equal to the number of temporary hit points you lost from the attack. 97


Genesis 12th-level conjuration (ritual) Casting Time: 7 days Range: Sight Components: V, S, M (A Crystal Sphere worth 10,000 gp, 12,500 gp worth of the four foundational elements (fire, air, water, earth), and the divine spark of a greater deity - all of which the spell consumes) Duration: Instantaneous Over the duration of 7 days you create your own world or plane with its own geography, atmosphere, gravity and other properties. You must spend 7 cumulative days creating your plane by maintaining concentration, and must not leave the plane - you may however, rest and eat as normal within it. You can add specific flora and fauna to it according to your own knowledge. You cannot have your plane contain anything you have never seen or heard of before - such as a nuclear reactors, non euclidean geometry, etc (unless your DM states that you have previous knowledge of such things). The radius of this world or plane is 3000 miles. As part of being the creator of this location you can use an action to change a 1-mile radius area of it anytime after you have created it - including changing basic structures, geography, atmosphere, gravity, and flora or fauna. The mineral wealth of this location cannot exceed 1,000,000 gp. At the start you can only create up to 1000 creatures with CRs lower than 10. These creatures are not necessarily friendly towards you, but instead the creatures choose whether to be friendly to you, based on how you treat them. You can choose as much flora as the area can provide as long as the worth of everything does not exceed 1,000,000 gp and the CR of an individual is lower than 10. Describe your world or plane clearly to the DM as precisely as possible. The DM has great latitude in ruling what is allowed for the world or plane. Planar Effects Consult the DM Handbook's section on the Planes to determine if your Plane or world has additional effects similar to the planes listed - such as Elysium's "Overwhelming Joy", The Feywild's "Time Warp", the Abyss's "Corruption", etc. Discuss with your DM as to whether or not the effects of those planes could be feasible for your own. 98


Heat Death 12th-level transmutation Casting Time: 1 action Range: 1 mile Components: V, S, M (the condensed, dead core of a star) Duration: Concentration, up to 10 minutes Choose a 500-foot radius area. You deprive the area of any energy. Anything in it immediately stops moving and anything that would pass through it stops and falls down or dissipates dealing no damage. No effect that would create matter or energy has any effect within this field. All creatures of your choosing in the area during the initial cast and at the start their turns there must succeed on a Constitution saving throw, having their movement speed reduced to 0 on a failed save, or not having their movement speed reduced on a successful one. On a failed save they are also under the effect of slow and are restrained. A creature affected by this spell must make another Constitution saving throw at the end of each of its turns. On a success, the effect ends on the target. On a failure, the target is incapacitated, cannot move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage and the creature automatically fails Strength and Dexterity saving throws. It is also takes 20d10 cold damage at the end of each of its turns. This damage ignores resistance and immunity. If this damage reduces the target to 0 hit points, it is frozen to its core and shatters into small particles. You can use a bonus action to move the area up to 250 feet in any direction. Inevitable Entropy 12th-level necromancy Casting Time: 1 action Range: Touch Components: S Duration: Instantaneous They say you die twice. One time when you stop breathing and a second time, later on, when somebody says your name for the last time. You touch a creature and fill them with the absolute meaning of the inevitableness of death. In the end, everyone dies and fades from knowledge. The creature must succeed on a Constitution saving throw or wither to absolute nothingness. A creature that succeeds must make a Wisdom saving throw or be mentally shattered by the pure meaning of entropy. A creature that fails the Wisdom saving throw will be afflicted with the feeblemind spell. Creatures that die by this spell will have all information and memory about them removed from history. Even their closest and dearest family members will not remember them. Even most gods will have no memory of the creature - except for those of time and secrets, as is their domain. A creature cannot be returned to life by any means from this spell, as no memory of them exists, and even if a fragment of their existence remains, it does not matter - for they can never exist again. Illusionary World 12th-level illusion (ritual) Casting Time: 1 action Range: 1 mile Components: V, S, M (an inverted double sided mirror made from stellar glass) Duration: Duration You choose any amount of creatures you can see. They must make a Wisdom saving throw. On a failed save they are thrown into an illusionary world according to your imagination. While inside the illusionary world they cannot be damaged or harmed but they also do not notice that they are in an illusion and any attempt of them to break free fail. An extended stay in this world drives a creature mad. At the start of every day it has to repeat its saving throw or acquire an indefinite madness. Every time it acquires 3 indefinite madnesses or at the the end of every 30 days, a creature can repeat their saving throw against this spell. If it succeeds on its saving throw, the spell ends and it reappears where it was originally or if the location no longer exist, it reappears in a random location close to it. The spell can also be ended by a 12th level wish but only from someone outside of the illusionary world. 99


Power Word: Deify 12th-level transmutation Casting Time: 1 action Range: Touch Components: V Duration: Instantaneous - 1 minute The only known remnant of the spell created by Karsus the archmage before his untimely demise at his own hands. This single word left behind from his research allows an individual to channel the power of their ultimate deified self from a separate timeline. This spell, while not as forbidden as the original Karsus's Avatar, is still seen as taboo for mantling a version of oneself from a timeline in which the caster ascended to godhood. Upon touching a target and uttering this single word, the target assumes the mantle of their true deified self for 1 minute - during which they have all the powers of their godly self; however, there is a limit to how much power can be mantled from beyond the natural veil. You inherit the following abilities - mantling yourself as a makeshift quasideity for the duration: Your speed increases by 30 feet When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. All damage dealt to you is reduced by 5 points. You cannot be aged magically. You regain 50 HP at the start of your turn. You are immune to the Charmed, Frightened, and Poisoned conditions You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical items. Your AC is now 13 + half your proficiency bonus (rounded down) + your Dexterity modifier, you may gain benefits from shields and apparel or items that grant additional AC. You are immune to 1st level spells and cantrips. All melee, ranged, and unarmed attacks from you are considered magical - and all attacks deal max damage per hit. Choose one domain. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. You can cast each of these spells once during the duration. These spells are cast using the following: (Choose your intelligence, wisdom, or charisma to fuel these powers.) Spell save DC = 15 + double your proficiency bonus + your Divine Rank Spell attack modifier = double your proficiency bonus + your Divine Rank Choose one divine feat that you qualify for. You gain 1 Godly Action. You have dominion over a specific portfolio. You automatically sense notable events and minor events within 5 miles that involves your portfolio. When you sense an event, you merely knows that the event is occurring and where it is. You receive no sensory information about the event. You have telepathy out to 120 feet - this telepathy can convey audial, visual, and tactile messages. If this spell is cast upon a creature who was once a deity in this current reality, they instead regain all memory of being a deity (if they forgot it), and regain 0 rank in godhood, becoming a full quasideity again as their divine spark reignites from the barest embers of divinity being felt once more. The Path to Godhood For information about godhood, consult the Path to Godhood for statistics on godhood, as well as portfolios, domains, and divine feats. 100


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