# Level 9 Spells

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/spells/level-9-spells.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

## Blade of Disaster
*Level 9 conjuration* · bonus action · 60 ft · VS · minutes 1 · Sorcerer, Warlock, Wizard

Create a rift within 60 feet; immediately make two melee spell attacks against creatures or objects within 5 feet of it. Each hit deals 10d6 Force, with critical hits on 18–20. Later Bonus Actions move the rift up to 60 feet and repeat both attacks. The rift passes through barriers, including Wall of Force.

## Detonate
*Level 9 evocation* · action · 500 ft · VS M · instantaneous · Sorcerer, Warlock, Wizard

A visible creature makes a Constitution save against 10d10 Fire, half on success. Other creatures in a 60-foot Emanation around it save Dexterity against another 10d10 Fire, half on success; they save with Disadvantage if the initial target dropped to 0 HP. Unattended nonmagical objects in the blast also take damage and flammable ones ignite.

## Foresight
*Level 9 divination* · 1 minute · touch · VS M · hours 8 · Bard, Druid, Warlock, Wizard

The target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.

## Invulnerability
*Level 9 abjuration* · action · self · VS M · minutes 10 · Wizard

For up to 10 minutes while concentrating, you are immune to every damage type.

## Mass Heal
*Level 9 abjuration* · action · 60 ft · VS · instantaneous · Cleric

Divide up to 700 Hit Points of healing among any number of creatures you can see in range. Each creature healed also loses the Blinded, Deafened and Poisoned conditions.

## Meteor Swarm
*Level 9 evocation* · action · miles · VS · instantaneous · Sorcerer, Wizard

Meteors strike four points you can see in range; each creature within 40 feet of a point makes a Dexterity save, taking 20d6 Fire and 20d6 Bludgeoning damage on a failure or half on a success. A creature in several blasts is affected once, and unattended objects take the damage too (flammable ones ignite).

## Power Word Heal
*Level 9 enchantment* · action · 60 ft · V · instantaneous · Bard, Cleric

The target regains all its Hit Points and those five conditions end on it. If it is Prone, it can use its Reaction to stand up.

## Power Word Kill
*Level 9 enchantment* · action · 60 ft · V · instantaneous · Bard, Sorcerer, Warlock, Wizard

No save: if the target you can see has 100 Hit Points or fewer, it dies. Otherwise it takes 12d12 Psychic damage.

## Prismatic Wall
*Level 9 abjuration* · action · 60 ft · VS · minutes 10 · Bard, Wizard

It sheds Bright Light 100 feet and Dim Light 100 more, and other creatures that come within 20 feet or start a turn there make a Con save or are Blinded for 1 minute. Passing through means a save per layer: red, orange, yellow, green and blue deal 12d6 Fire, Acid, Lightning, Poison and Cold (Dex save, half on a success), indigo Restrains on a failed Con save and can Petrify after three failures, and violet Blinds on a failed Wis save and can banish to another plane. Each layer falls only to its own counter (25 Cold, strong wind, 60 Force, Passwall, 25 Fire, Daylight, Dispel Magic) in order, red first.

## Shapechange
*Level 9 transmutation* · action · self · VS M · hours 1 · Druid, Wizard

You gain Temporary Hit Points equal to the first form's Hit Points and use its statistics, but keep your creature type, alignment, personality, Intelligence, Wisdom, Charisma, Hit Points, Hit Point Dice, proficiencies, ability to communicate and Spellcasting. Your gear falls or resizes to fit, as you choose.

## Storm of Vengeance
*Level 9 conjuration* · action · sight · VS · minutes 1 · Druid

At the start of your later turns: turn 2, 4d6 Acid to everything under the cloud; turn 3, six bolts on six targets (Dex save, 10d6 Lightning, half on a success); turn 4, 2d6 Bludgeoning to each creature; turns 5-10, 1d6 Cold to each creature. From turn 5 the area is also Difficult Terrain and Heavily Obscured, ranged weapon attacks there are impossible, and strong wind blows.

## Time Stop
*Level 9 transmutation* · action · self · V · instantaneous · Sorcerer, Wizard

The spell ends early if anything you do, or any effect you create, affects another creature or an object someone else is wearing or carrying. It also ends if you move more than 1,000 feet from where you cast it.

## True Polymorph
*Level 9 transmutation* · action · 30 ft · VS M · hours 1 · Bard, Warlock, Wizard

An unwilling creature makes a Wisdom save; a creature form can't have a higher Challenge Rating than the target, and the target gains Temporary Hit Points equal to the form's Hit Points (the spell ends when they run out). An object can become a creature no larger than it of CR 9 or lower, which obeys you and acts right after you; a creature turned into an object no larger than it remembers nothing of the time.

## True Resurrection
*Level 9 necromancy* · 1 hour · touch · VS M · instantaneous · Cleric, Druid

It closes wounds, ends poisons, diseases and curses, restores lost parts and returns an Undead to its living form. If the body is gone, you speak the creature's name and it appears in a new body within 10 feet of you.

## Vision of Elapsing Eons
*Level 9 illusion* · action · 120 ft · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard

One visible creature saves Intelligence or takes 10d12 Psychic and becomes Paralyzed. Repeat at turn end: failure adds 1 Exhaustion; success ends the spell. Another creature within 5 feet can end it with an action to shake the target awake.

## Wail of the Banshee
*Level 9 necromancy* · action · 60 ft · V · instantaneous · Sorcerer, Warlock, Wizard

Choose up to ten creatures within range that can hear you. Targets at 50 HP or fewer die. Others save Constitution against 12d10 Psychic and Deafened for 1 hour; success takes half damage only.

## Weird
*Level 9 illusion* · action · 120 ft · VS · minutes 1 · Warlock, Wizard

A Frightened target makes a Wisdom save at the end of each of its turns, taking 5d10 Psychic damage on a failure; a success ends the spell on it.
