Pravian Imperium

Level 9 Spells

Foresight

Level 9; Casting Time 1 min.; Components V,S,M; Range C; Duration 8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has advantage on all d20 rolls using one of the base or derived modifiers. Additionally, other creatures have disadvantage on Attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.

Gate

Level 9; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)

You conjure a portal linking an unoccupied space you can see within range to a precise location you have been to at least once on any plane of existence. The portal is a circular opening, which you can make 5 to 20 ft. in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back at each location 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 location, appearing in the unoccupied space nearest to the portal. A creature must be willing in order to go through the portal. An unwilling creature may be pushed through if it fails a Saving throw against the caster’s Spell Save DC. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). The creature must make a Saving throw against your Spell Save DC. On a failure, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.

Imprisonment

Level 9; Casting Time 1 min.; Components V,S,M; Range L (30 ft.); Duration Until dispelled

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a 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. 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.
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.
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.
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.
Slumber – The target falls asleep and can’t be awoken.
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 worshipped deity but otherwise must be based on observable actions or qualities and not based on intangibles such as player 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 component used to create it.

Mass Heal

Level 9; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 HP, 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.

Meteor Swarm

Level 9; Casting Time 1 Action; Components V,S,M; Range L (1 mile.); AoE 4x40ft. sphere; Duration I

Blazing orbs of fire plummet to the ground at four different points you can see in range. Each creature in a 40-ft.-diametr sphere centered on each point you choose must make a Saving (Dexterity) throw against your Spell DC. The sphere spreads around corners. A creature takes 5d6 fire damage and 5d6 normal 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. 

Power Word Kill

Level 9; Casting Time 1 Action; Components V; Range L (60 ft.); Duration I

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 80 HP or fewer, it dies. Otherwise, the spell has no effect.

Prismatic Wall

Level 9; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); AoE varies; Duration 10 min.

A shimmering, multicolored plane of light forms a vertical opaque wall up to 90 ft. long, 30 ft. high, and 1 inch thick, centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 ft. in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the FP are wasted. The wall sheds bright light out to a range of 100 ft. and dim light for an additional 100 ft. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 ft. of it or starts its turn there, the creature must succeed on a Saving throw against your Spell DC or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on it.
1. Red. The creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, non-magical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 ice damage to it.
2. Orange. The creature takes 6d6 toxic 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. The layer is destroyed by a strong wind.
3. Yellow. The creature takes 6d6 electricity damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
4. Green. The creature takes 6d6 withering damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
5. Blue. The creature takes 6d6 ice damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
6. Indigo. On a failed save, the creature is restrained. It must then make a Saving throw 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; keep track of both until the creature collects three of a kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
7. Violet. On a failed save, the creature is blinded. It must then make a Saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to the Bangle Fields and is no longer blinded. If you are already present on the Bangle Fields, the creature is transported to the main plane of existence. This layer is destroyed by a dispel magic spell or similar spell of equal or higher level that can end spells and magical effects.

Psychic Scream

Level 9; Casting Time 1 Action; Components S; Range L (90 ft.); Duration I

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range.  Each target must make a Saving throw. On a failed save, a target takes 8d6 mental damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make a Saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Time Stop

Level 9; Casting Time 1 Action; Components V; Range S; Duration I

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, directly affect 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 ft. from the location where you cast it.

Wish

Level 9; Casting Time 1 Action; Components V; Range S; Duration I

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other unempowered spell of 8th level or lower. You don’t need to meet any requirements in that spell. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
– You create one object of up to 25,000 Imperial Glinars in value that isn’t a magic item. The object can be no more than 300 ft. in any dimension, and it appears in an unoccupied space you can see on the ground.
– You allow up to twenty creatures that you can see to regain all HP, and you end all effects on them.
– You grant up to ten creatures that you can see resistance to a damage type you choose.
– You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a dragon’s breath attack.
– You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to a GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this 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, you have disadvantage on all rolls 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 percent chance that you are unable to cast wish for the next real-life year if you suffer this stress.