Gate
9th level conjuration
Cleric, Sorcerer, Warlock, Wizard
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Gate
9th level conjuration
Cleric, Sorcerer, Warlock, Wizard
September Challenge– Days 7 & 8
So Day 7 was the final day of my nautical theme week for this challenge, but I decided that themes would help me, especially since Promptober (which I’m using this to prepare for) has a whole month-long horror theme to it. So when I hit Day 8, I decided to switch to a Norse mythology theme instead. The Battle of Frost and Fire is from Kaldheim in MtG, so the connection isn’t strong but it’s still there. Don’t forget, if you wanna see the others I’ve already done, you can find them all publicly available on my Patreon!
[Reminder that your reaction recharges at the start of each of your turns, so you could potentially take two reactions in the span of a round.]
Four 9th-level spells to grant the strength of Lords [Dark Souls 5e]
[Image ID: Lord Gwyn hefting a bolt of lightning like a javelin. End ID.]
Sunlight Spear
9th-level evocation
Casting Time: 1 action
Range: Self (1000 foot line)
Components: V, S
Duration: Instantaneous
You hurl a spear made of sunlight in a line that is 1000 feet long and 5 feet wide, originating from yourself. Each creature in the area must make a Dexterity saving throw, taking 15d6 radiant damage and 15d6 lightning damage on a failed save and half as much on a successful one.
If the creature is a dragon, the spell ignores immunity and resistance to any of the damage types it deals. Furthermore, a dragon that fails the saving throw loses its natural AC until it finishes a long rest and has its flying speed reduced to 0 until the end of its next turn.
Cleric spell
[Image ID: Seath the Scaleless, a crystal dragon, raising his head menacingly. End ID]
Crystal Dragon's Breath
9th-level evocation
Casting Time: 1 action
Range: Self (120 foot line)
Components: V, S
Duration: Instantaneous
You unleash a spray of crystal energy in a 120 foot line that is 10 feet wide, originating from yourself. Each creature in that line must make a Dexterity saving throw, taking 16d10 force damage on a failed save, or half as much damage on a successful one. Furthermore a creature that fails the saving throw by more than 5 is petrified, becoming a statue of dark crystals. At 0 hit points, the petrified creature shatters.
Sorceerer, warlock, wizard spell
[Image ID: the Bed of Chaos, a hulking plant monster with a fiery head. End ID.]
Chaos Storm
9th-level transmutation
Casting Time: 1 action
Range: Self (30 foot radius)
Components: V, S
Duration: 1 round
You summon forth demonic fire and lava from the earth that engulfs the area around you in a 30 foot radius. Creatures in the area must make a Constitution saving throw or take 18d10 fire damage and be knocked prone, or half as much damage and not knocked prone on a successful save. Objects and plant creatures fail the saving throw automatically and take maximum damage.
The ground in this area remains hazardous until the end of your next turn: creatures other than you that start their turn there or enter the area for the first time take 2d10 fire damage.
Bard, druid, sorcerer spell
[Image ID: Gravelord Nito, a mass of skeletons looming in the dark. End ID.]
Gravelord Greatsword Dance
9th-level conjuration
Casting Time: 1 action
Range: Self (30 foot radius)
Components: V, S
Duration: Instantaneous
You strike the ground, briefly disturbing the rest of a god of the dead. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save it takes 30d6 slashing damage and is knocked prone, or half as much damage and not knocked prone on a successful save. Non-undead creatures reduced to 0 hit points by this spell are bisected, their souls consumed by the god of the dead, and their skeletons added to the god's army in the underworld.
Cleric, warlock spell
Meteor Swarm
9th level evocation
Sorcerer, Wizard
Storm of Vengeance
9th level conjuration
Druid
Gate
9th level conjuration
Cleric, Sorcerer, Wizard
gif source
True Polymorph
9th level transmutation
Bard, Warlock, Wizard