The Dungeon Masters Guild
Spell Archives

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Spells by Level
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Level 9
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Spells Main


9th Level Spells

New 9th Lvl Spell:
Universal Blast

Also Featured:

Short

 

Universal Blast by: Randor Vitek
For: All editions
Class: Wizard/Sorcerer
Level: 9
School(s)/Sphere(s): Alteration, Evocation
Range: 0
Components: V, S
Duration: Instantaneous
Casting Time: 1 round
Area of Effect: Sphere with radius of 150 feet + 10 feet/level
Saving Throw: Special
Consumed Materials: None
Reusable Materials: None

Description: With this spell, the caster summons the raw mystical energies of the multi-verse and channels them into a massive explosive force. At the end of casting, the gathered energies are released in a deafening boom and brilliant flash of light, dazing and deafening all creatures within the area of effect for 1d6 rounds. There is an area of safety extending away from the caster 1 foot in all directions. Anyone or anything within this zone is unaffected by the spell.

Creatures affected must make a Fort save (or save vs. Death Magic) or be thrown back away from the caster 10 feet + 10 feet/caster level and take 10d10 + 3/caster level damage. A successful save will reduce the distance traveled by half.
This spell will also damage or destroy the surrounding landscape. Buildings can crumble, trees can be uprooted, etc.

Editor’s Notes: A successful save will also reduce the damage by half (rounded down).

 

 

Short
By: Edward Stutters
For: 2nd edition

Class: Wizard
Level: 9th
School(s)/Sphere(s): Evocation
Range: 25 yards/level
Components: V, S
Duration: 1 round + 1 round/5 levels
Casting Time: 9
Area of Effect: One Creature
Saving Throw: Special
Consumed Materials: None
Reusable Materials: None

Description: This spell creates a magical bolt that springs from the casters hand and flies unerringly towards its target. The target must make a save vs. death ray (or Reflex) with a -4 penalty. If the target fails his save, every magical defense that affects him is negated for the duration of the spell. This includes Armor spells, Globes of Invulnerability, or effects due to magic items, such as Bracers of Defense. Supernatural and extraordinary defenses are not affected, but spell like abilities are. If the target has any natural spell resistance (not due to a magical effect), then the bolt must overcome this resistance. For purposes of this spell however, spell resistance is halved.

If the user fails his save (and spell resistance, if applicable) and is a spell user, then he must make a save vs. spells (or Will). If this save is failed, then the target begins uncontrollably releasing random memorized spells. Any spells that require material components fizzle and are forgotten, and any spells that require concentration are cast as if no concentration is present. Spells that require a target randomly target any object or individual within the spell's range (including the caster). The DM is encouraged to be devious with this effect.

Editor’s Notes: Any DM using this spell against his players must make a will save or be irredeemably evil. Unless you already are, of course.