Level 9 Spells

Spell Action
Astral Projection Casting Time: 1 hour
Range: 10 feet
Components: V, S, M
Duration: Special
Full description of this spell available at 5eSRD

{name} and up to eight willing creatures within range project their astral bodies into the Astral Plane (the spell fails and the casting is wasted if they are already on that plane). The material body they leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age.
Their astral body resembles their mortal form in almost every way, replicating their game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between their shoulder blades and trails behind them, fading to invisibility after {"1 foot"}. This cord is their tether to their material body. As long as the tether remains intact, they can find their way home. If the cord is cut—something that can happen only when an effect specifically states that it does—their soul and body are separated, killing them instantly.

Materials: for each creature {name} affects with this spell, they must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes
Foresight Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: 8 hours
{name} touches a willing creature and bestows 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. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if {name} casts it again before its duration ends.

Materials: a hummingbird feather
Gate Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} conjures a portal linking an unoccupied space they can see within range to a precise location on a different plane of existence. The portal is a circular opening, which they can make {5} to {20} feet in diameter. They can orient the portal in any direction they choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When they cast this spell, they can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one they are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on their side of the portal. They gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack them, or help them.

Materials: a diamond worth at least 5,000 gp
Imprisonment Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: Until dispelled
The full description of this spell and forms are available at 5eSRD

{name} creates a magical restraint to hold a creature that they can see within range. The target must succeed on a Wisdom saving throw DC {ssDC} or be bound by the spell; if it succeeds, it is immune to this spell if they 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 they cast the spell, {name} chooses one of the following forms of imprisonment:

Burial, Chaining, Hedged Prison, Minimus Containment, Slumber

Ending the Spell: During the casting of the spell, in any of its versions, {name} can specify a condition that will cause the spell to end and release the target. 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.
{name} can use a particular special component to create only one prison at a time. If {name} casts the spell again using the same component, the target of the first casting is immediately freed from its binding.

Materials: 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 {name} chooses, worth at least {"500 gp"} per Hit Die of the target
Mass Heal Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A flood of healing energy flows from {name} into injured creatures around them. They restore up to {700} hit points, divided as they choose among any number of creatures that they 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.
Power Word Kill Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
{name} utters a word of power that can compel one creature they can see within range to die instantly. If the creature they choose has {100} hit points or fewer, it dies. Otherwise, the spell has no effect.
Prismatic Wall Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
Full details for this spell are available at 5eSRD

A shimmering, multicolored plane of light forms a vertical opaque wall—up to {90} feet long, {30} feet high, and {1} inch thick—centered on a point {name} can see within range. Alternatively, they can shape the wall into a sphere up to {30} feet in diameter centered on a point they choose within range. The wall remains in place for the duration. If they position the wall so that it passes through a space occupied by a creature, the spell fails, and their action and the spell slot are wasted.

Red. The creature takes {"10d6"} fire damage on a failed save DC {ssDC}, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall.
Orange. The creature takes {"10d6"} acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall.
Yellow. The creature takes {"10d6"} lightning damage on a failed save, or half as much damage on a successful one.
Green. The creature takes {"10d6"} poison damage on a failed save, or half as much damage on a successful one.
Blue. The creature takes {"10d6"} cold damage on a failed save, or half as much damage on a successful one.
Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw DC {ssDC} at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive.
Violet. On a failed save DC {ssDC}, the creature is blinded. It must then make a Wisdom saving throw at the start of {name}'s next turn DC {ssDC}. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded.
Shapechange Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 hour
A full description and details of this spell are available at 5eSRD

{name} assumes the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to their level or lower. The creature can’t be a construct or an undead, and they must have seen the sort of creature at least once. They transform into an average example of that creature, one without any class levels or the Spellcasting trait.

During this spell’s duration, they can use their action to assume a different form following the same restrictions and rules for the original form, with one exception: if their new form has more hit points than their current one, their hit points remain at their current value.

Materials: a jade circlet worth at least 1,500 gp, which {name} must place on their head before they cast the spell
Storm of Vengeance Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms, centered on a point {name} can see and spreading to a radius of {"360 feet"}. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than {"5,000"} feet beneath the cloud) when it appears must make a Constitution saving throw DC {ssDC}. On a failed save, a creature takes !(2d6) thunder damage and becomes deafened for {5} minutes.
Each round they maintain concentration on this spell, the storm produces additional effects on their turn.
Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes !(1d6) acid damage.
Round 3. They call six bolts of lightning from the cloud to strike six creatures or objects of their choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw DC {ssDC}. The creature takes !(10d6) lightning damage on a failed save, or half as much damage on a successful one.
Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes !(2d6) bludgeoning damage.
Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes !(1d6) cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from {20} to {50} miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Time Stop Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
{name} briefly stop the flow of time for everyone but themselves. No time passes for other creatures, while they take !(1d4 + 1) turns in a row, during which they can use actions and move as normal.
This spell ends if one of the actions they use during this period, or any effects that they create during this period, affects a creature other than themselves or an object being worn or carried by someone other than themselves. In addition, the spell ends if they move to a place more than {"1,000 feet"} from the location where they cast it.
True Polymorph Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
A full description of this spell is available at 5eSRD

Choose one creature or nonmagical object that {name} can see within range. They transform the creature into a different creature, the creature into an 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 they 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 DC {ssDC}, and if it succeeds, it isn’t affected by this spell.

Materials: a drop of mercury, a dollop of gum arabic, and a wisp of smoke
True Resurrection Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} touches 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.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs.
The spell can even provide a new body if the original no longer exists, in which case {name} must speak the creature’s name. The creature then appears in an unoccupied space they choose within {"10 feet"} of them.

Materials:a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes
Weird Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to one minute
Drawing on the deepest fears of a group of creatures, {name} creates illusory creatures in their minds, visible only to them. Each creature in a {"30-foot-radius"} sphere centered on a point of their choice within range must make a Wisdom saving throw DC {ssDC}. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw DC {ssDC} or take {"4d10"} psychic damage. On a successful save, the spell ends for that creature.
Wish Casting Time: 1 action
Range: Self
Components: V
Duration: Instantaneous
A full description of this spell is available at 5eSRD

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, {name} can alter the very foundations of reality in accord with their desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. They don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, they can create one of the listed effects of {name}'s choice.

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article