9th-Level Spells
Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.
Apex Sovereignty
- 9th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose up to five willing creatures you can see within range. Each target transforms into the form of a Large or Huge beast with a challenge rating of 5 or lower (no legendary actions). The transformation ends for a target if it drops to 0 hit points or dies. A target’s game statistics are replaced by the chosen beast’s, except it retains its alignment, personality, and Intelligence, Wisdom, and Charisma scores. Equipment the target is wearing or carrying merges into the new form. A target can revert to its normal form (no action). - Pack Apex. While two or more affected creatures are within 10 feet of the same hostile creature, once on each of their turns they deal an extra 1d6 damage on a hit against that creature.
Beyond the Veil
- 9th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a sprinkle of holy water and diamonds worth 25,000 gp, consumed)
- Duration: Instantaneous
You call a soul back to life under the watch of ancestral spirits. You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. The spell closes all wounds, neutralizes all poisons, cures all diseases, and lifts curses affecting the creature. The spell can even provide a new body if the original no longer exists. - Ancestral Vigil. For 24 hours after the creature returns, spectral guardians attend it. The first time during that period the creature would be reduced to 0 hit points, it drops to 1 hit point instead, and the vigil ends. Once during that period, the creature can spend 1 minute in silence to ask the guardians up to three questions answerable with yes or no. The GM answers truthfully, or gives no answer where the guardians do not know.
Foresight
- 9th‑level divination
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a hummingbird feather)
- Duration: 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Other creatures have disadvantage on attack rolls against the target for the duration. The spell ends early if you cast it again.
Imprisonment
- 9th-level abjuration
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
- Duration: Until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Mass Heal
- 9th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Meteor Swarm
- 9th-level evocation
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S
- Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.
Paradox Foresight
- 9th-level divination
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a star‑etched lens)
- Duration: 8 hours
You touch a willing creature and attune it to branching timelines. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against it. - Paradox. Three times before the spell ends, when the target or a creature it can see within 60 feet makes a d20 roll, the target can use its reaction before the roll is resolved to choose one option:
- Retrogress. The creature rerolls the die, and the target chooses which result to use.
- Slipstream. The target teleports to an unoccupied space it occupied since the start of its last turn.
Immediately after using the third Paradox option, the target gains one level of exhaustion.
Planetary Maelstrom
- 9th-level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You tear open elemental rifts at up to three points you can see within range. Each point creates a 30‑foot‑radius, 40‑foot‑high cylinder of elemental havoc that lasts for the duration. When you cast the spell, and at the start of each of your turns, each hostile creature in a maelstrom you created must make a Dexterity saving throw. On a failed save, a creature takes 6d6 damage of the maelstrom’s type (choose for each maelstrom when created: fire, cold, lightning, thunder, or acid); on a successful save, a creature takes half as much damage. A creature can be affected by only one of your maelstroms on a turn. On a failed save, the following additional effect applies until the end of the creature’s next turn: fire (ignited), cold (speed reduced by 20 feet), lightning (disadvantage on its next attack roll), thunder (knocked prone), or acid (−2 penalty to AC). A creature ignited by this spell takes 1d6 fire damage at the start of each of its turns until it or another creature within 5 feet uses an action to extinguish the flames, or it is otherwise doused. - Chaotic Backlash. At the end of each of your turns, roll a d6. On a 1, you can’t take reactions until the start of your next turn, and you must succeed on a DC 15 Constitution saving throw or you can’t cast spells other than cantrips until the start of your next turn.
A maelstrom ends early if its point is behind total cover.
Power Word Kill
- 9th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Storm of Vengeance
- 9th-level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 1 minute
A churning storm cloud forms, centered on a point you can see and spreading to a 360‑foot radius. Each round on your turn, the storm produces a different effect as in standard 5e (deafening thunder, acid rain, lightning strikes, hail, and high winds). Creatures in the area are subject to those effects, making the appropriate saving throws as specified.
Time Stop
- 9th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
True Polymorph
- 9th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
- Duration: Concentration, up to 1 hour
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech, unless its new form is capable of such actions.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature’s statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.