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Astral Projection Foresight Gate

9th level Necromancy 9th level Divination 9th level Conjuration


Cleric, Warlock, Wizard Bard, Druid, Warlock, Wizard Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 hour Casting Time: 1 minute Casting Time: Action
Range: 10 feet Range: Touch Range: 60 feet
Duration: Duration: 8 hour Duration: Concentration, up to 1 minute
Components: V, S, M (for each of the spell's targets, one Components: V, S, M (a hummingbird feather) Components: V, S, M (a diamond worth 5,000+ GP)
jacinth worth 1,000+ GP and one silver bar worth 100+
GP, all of which the spell consumes) You touch a willing creature and bestow a limited ability You conjure a portal linking an unoccupied space you
to see into the immediate future. For the duration, the can see within range to a precise location on a different
You and up to eight willing creatures within range target has Advantage on D20 Tests, and other creatures plane of existence. The portal is a circular opening,
project your astral bodies into the Astral Plane (the spell have Disadvantage on attack rolls against it. The spell which you can make 5 to 20 feet in diameter. You can
ends instantly if you are already on that plane). Each ends early if you cast it again. orient the portal in any direction you choose. The portal
target's body is left behind in a state of suspended lasts for the duration, and the portal's destination is
animation; it has the Unconscious condition, doesn't visible through it.
need food or air, and doesn't age. The portal has a front and a back on each plane where it
A target's astral form resembles its body in almost every appears. Travel through the portal is possible only by
way, replicating its game statistics and possessions. The moving through its front. Anything that does so is
principal difference is the addition of a silvery cord that instantly transported to the other plane, appearing in
trails from between the shoulder blades of the astral the unoccupied space nearest to the portal.
form. The cord fades from view after 1 foot. If the cord is Deities and other planar rulers can prevent portals
cut—which happens only when an effect states that it created by this spell from opening in their presence or
does so—the target's body and astral form both die. anywhere within their domains.
A target's astral form can travel through the Astral When you cast this spell, you can speak the name of a
Plane. The moment an astral form leaves that plane, specific creature (a pseudonym, title, or nickname
the target's body and possessions travel along the silver doesn't work). If that creature is on a plane other than
cord, causing the target to re-enter its body on the the one you are on, the portal opens next to the named
new plane. creature and transports it to the nearest unoccupied
Any damage or other effects that apply to an astral form space on your side of the portal. You gain no special
have no effect on the target's body and vice versa. If a power over the creature, and it is free to act as the
target's body or astral form drops to 0 Hit Points, the DM deems appropriate. It might leave, attack you, or
spell ends for that target. The spell ends for all the help you.
targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn't dead, the
target reappears in its body and exits the state of
suspended animation.

Player's Handbook 2024 p. 243 Player's Handbook 2024 p. 276 Player's Handbook 2024 p. 277

Imprisonment Mass Heal Meteor Swarm


9th level Abjuration 9th level Abjuration 9th level Evocation
Warlock, Wizard Cleric Sorcerer, Wizard
Casting Time: 1 minute Casting Time: Action Casting Time: Action
Range: 30 feet Range: 60 feet Range: 1 Miles
Duration: Duration: Instantaneous Duration: Instantaneous
Components: V, S, M (a statuette of the target worth Components: V, S Components: V, S
5,000+ GP)
A flood of healing energy flows from you into creatures Blazing orbs of fire plummet to the ground at four
You create a magical restraint to hold a creature that you around you. You restore up to 700 Hit Points, divided as different points you can see within range. Each creature
can see within range. The target must make a Wisdom you choose among any number of creatures that you can in a 40-foot-radius Sphere centered on each of those
saving throw. On a successful save, the target is see within range. Creatures healed by this spell also have points makes a Dexterity saving throw. A creature takes
unaffected, and it is immune to this spell for the next 24 the Blinded, Deafened, and Poisoned conditions removed 20d6 Fire damage and 20d6 Bludgeoning damage on a
hours. On a failed save, the target is imprisoned. While from them. failed save or half as much damage on a successful one.
imprisoned, the target doesn't need to breathe, eat, A creature in the area of more than one fiery Sphere is
or drink, and it doesn't age. Divination spells can't affected only once.
locate or perceive the imprisoned target, and the target A nonmagical object that isn't being worn or carried also
can't teleport. takes the damage if it's in the spell's area, and the object
Until the spell ends, the target is also affected by one of starts burning if it's flammable.
the following effects of your choice:
Burial. The target is entombed beneath the earth in a
hollow globe of magical force that is just large enough
to contain the target. Nothing can pass into or out of
the globe.
Chaining. Chains firmly rooted in the ground hold the
target in place. The target has the Restrained condition
and can't be moved by any means.
Hedged Prison. The target is trapped in a demiplane that
is warded against teleportation and planar travel. The
demiplane is your choice of a labyrinth, a cage, a tower,
or the like.
Minimus Containment. The target becomes 1 inch tall
and is trapped inside an indestructible gemstone or a
similar object. Light can pass through the gemstone
(allowing the target to see out and other creatures to see
in), but nothing else can pass through by any means.
Slumber. The target has the Unconscious condition and
can't be awoken.
Ending the Spell. When you cast the spell, specify a
trigger that will end it. The trigger can be as simple or as
elaborate as you choose, but the DM must agree that it
has a high likelihood of happening within the next
decade. The trigger must be an observable action, such
as someone making a particular offering at the temple of
your god, saving your true love, or defeating a specific
monster.A Dispel Magic spell can end the spell only if it
is cast with a level 9 spell slot, targeting either the
prison or the component used to create it.

Player's Handbook 2024 p. 288 Player's Handbook 2024 p. 296 Player's Handbook 2024 p. 298
Power Word Heal Power Word Kill Prismatic Wall
9th level Enchantment 9th level Enchantment 9th level Abjuration
Bard, Cleric Bard, Sorcerer, Warlock, Wizard Bard, Wizard
Casting Time: Action Casting Time: Action Casting Time: Action
Range: Touch Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: Instantaneous Duration: 10 minute
Components: V, S Components: V Components: V, S

A wave of healing energy washes over one creature you You compel one creature you can see within range to die. A shimmering, multicolored plane of light forms a
can see within range. The target regains all its Hit If the target has 100 Hit Points or fewer, it dies. vertical opaque wall—up to 90 feet long, 30 feet high,
Points. If the creature has the Charmed, Frightened, Otherwise, it takes 12d12 Psychic damage. and 1 inch thick—centered on a point within range.
Paralyzed, Poisoned, or Stunned condition, the condition Alternatively, you shape the wall into a globe up to 30
ends. If the creature has the Prone condition, it can use feet in diameter centered on a point within range. The
its Reaction to stand up. wall lasts for the duration. If you position the wall in a
space occupied by a creature, the spell ends instantly
without effect.
The wall sheds Bright Light within 100 feet and Dim
Light for an additional 100 feet. You and creatures you
designate when you cast the spell can pass through and
be near the wall without harm. If another creature that
can see the wall moves within 20 feet of it or starts its
turn there, the creature must succeed on a Constitution
saving throw or have the Blinded condition for 1 minute.
The wall consists of seven layers, each with a different
color. When a creature reaches into or passes through
the wall, it does so one layer at a time through all the
layers. Each layer forces the creature to make a
Dexterity saving throw or be affected by that layer's
properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at
a time, in order from red to violet, by means specific to
each layer. If a layer is destroyed, it is gone for the
duration. Antimagic Field has no effect on the wall, and
Dispel Magic can affect only the violet layer.
See Order and Effect table in the Player's Handbook
2024 p. 308.

Player's Handbook 2024 p. 306 Player's Handbook 2024 p. 306 Player's Handbook 2024 p. 308

Shapechange Storm of Vengeance Time Stop


9th level Transmutation 9th level Conjuration 9th level Transmutation
Druid, Wizard Druid Sorcerer, Wizard
Casting Time: Action Casting Time: Action Casting Time: Action
Range: Self Range: 1 Miles Range: Self
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute Duration: Instantaneous
Components: V, S, M (a jade circlet worth 1,500+ GP) Components: V, S Components: V

You shape-shift into another creature for the duration or A churning storm cloud forms for the duration, centered You briefly stop the flow of time for everyone but
until you take a Magic action to shape-shift into a on a point within range and spreading to a radius of 300 yourself. No time passes for other creatures, while you
different eligible form. The new form must be of a feet. Each creature under the cloud when it appears take 1d4 + 1 turns in a row, during which you can use
creature that has a Challenge Rating no higher than must succeed on a Constitution saving throw or take 2d6 actions and move as normal.
your level or Challenge Rating. You must have seen the Thunder damage and have the Deafened condition for This spell ends if one of the actions you use during this
sort of creature before, and it can't be a Construct or the duration. period, or any effects that you create during it, affects a
an Undead. At the start of each of your later turns, the storm creature other than you or an object being worn or
When you shape-shift, you gain a number of Temporary produces different effects, as detailed below. carried by someone other than you. In addition, the spell
Hit Points equal to the Hit Points of the form. The spell Turn 2. Acidic rain falls. Each creature and object under ends if you move to a place more than 1,000 feet from
ends early if you have no Temporary Hit Points left. the cloud takes 4d6 Acid damage. the location where you cast it.
Your game statistics are replaced by the stat block of the Turn 3. You call six bolts of lightning from the cloud to
chosen form, but you retain your creature type; strike six different creatures or objects beneath it. Each
alignment; personality; Intelligence, Wisdom, and target makes a Dexterity saving throw, taking 10d6
Charisma scores; Hit Points; Hit Point Dice; Lightning damage on a failed save or half as much
proficiencies; and ability to communicate. If you have damage on a successful one.
the Spellcasting feature, you retain it too. Turn 4. Hailstones rain down. Each creature under the
Upon shape-shifting, you determine whether your cloud takes 2d6 Bludgeoning damage.
equipment drops to the ground or changes in size and Turns 5-10. Gusts and freezing rain assail the area under
shape to fit the new form while you're in it. the cloud. Each creature there takes 1d6 Cold damage.
Until the spell ends, the area is Difficult Terrain and
Heavily Obscured, ranged attacks with weapons are
impossible there, and strong wind blows through
the area.

Player's Handbook 2024 p. 315 Player's Handbook 2024 p. 320 Player's Handbook 2024 p. 334
True Polymorph True Resurrection Weird
9th level Transmutation 9th level Necromancy 9th level Illusion
Bard, Warlock, Wizard Cleric, Druid Warlock, Wizard
Casting Time: Action Casting Time: 1 hour Casting Time: Action
Range: 30 feet Range: Touch Range: 120 feet
Duration: Concentration, up to 1 hour Duration: Instantaneous Duration: Concentration, up to 1 minute
Components: V, S, M (a drop of mercury, a dollop of Components: V, S, M (diamonds worth 25,000+ GP, Components: V, S
gum arabic, and a wisp of smoke) which the spell consumes)
You try to create illusory terrors in others' minds. Each
Choose one creature or nonmagical object that you can You touch a creature that has been dead for no longer creature of your choice in a 30-foot-radius Sphere
see within range. The creature shape-shifts into a than 200 years and that died for any reason except old centered on a point within range makes a Wisdom
different creature or a nonmagical object, or the object age. The creature is revived with all its Hit Points. saving throw. On a failed save, a target takes 10d10
shape-shifts into a creature (the object must be neither This spell closes all wounds, neutralizes any poison, Psychic damage and has the Frightened condition for the
worn nor carried). The transformation lasts for the cures all magical contagions, and lifts any curses duration. On a successful save, a target takes half as
duration or until the target dies or is destroyed, but if affecting the creature when it died. The spell replaces much damage only.
you maintain Concentration on this spell for the full damaged or missing organs and limbs. If the creature A Frightened target makes a Wisdom saving throw at the
duration, the spell lasts until dispelled. was Undead, it is restored to its non-Undead form. end of each of its turns. On a failed save, it takes 5d10
An unwilling creature can make a Wisdom saving throw, The spell can provide a new body if the original no Psychic damage. On a successful save, the spell ends on
and if it succeeds, it isn't affected by this spell. See the longer exists, in which case you must speak the that target.
Player's Handbook 2024 p. 335 for rules on Creature into creature's name. The creature then appears in an
Creature and Object into Creature. unoccupied space you choose within 10 feet of you.

Player's Handbook 2024 p. 335 Player's Handbook 2024 p. 336 Player's Handbook 2024 p. 341

Wish
9th level Conjuration
Sorcerer, Wizard
Casting Time: Action
Range: Self
Duration: Instantaneous
Components: V

Wish is the mightiest spell a mortal can cast. By simply


speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell
of level 8 or lower. If you use it this way, you don't need
to meet any requirements to cast that spell, including
costly components. The spell simply takes effect.
Alternatively, you can create one of the effects listed in
the Player's Handbook 2024 p. 341.
The stress of casting Wish to produce any effect other
than duplicating another spell weakens you. After
enduring that stress, each time you cast a spell until you
finish a Long Rest, you take 1d10 Necrotic damage per
level of that spell. This damage can't be reduced or
prevented in any way. In addition, your Strength score
becomes 3 for 2d4 days. For each of those days that you
spend resting and doing nothing more than light
activity, your remaining recovery time decreases by 2
days. Finally, there is a 33 chance that you are unable to
cast Wish ever again if you suffer this stress.

Player's Handbook 2024 p. 341

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