Spellburn

Spellburn

9th-level Abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (the gemstone tooth of a demilich worth at least 1000gp)
Duration: Instantaneous

Similar to the spell revoke, this magic targets spellcasters at the core of their magical ability. When you cast this spelL choose a target you can see within range, which must then make a saving throw with its spellcasting ability score. If the creature does not have a spellcasting ability score specified, it makes a Constitution saving throw instead If the target does not have spell slots, you take 18d6 + 40 necrotic damage.

On a failure, the creature is subjected to a burning magic malaise. Each time the creature casts a spell using a slot of 1st level or higher, they must repeat the saving throw using their spellcasting ability modifier. On a failure, the slot is expended, but the spell does not take effect. The target also then takes 2d8 necrotic damage per level of the slot expended On a successful save, the spell is cast as normal and the creature takes only half damage.

After three successful saving throws, this effect ends for that creature. After three failed saving throws, the creature is rendered unable to cast spells until they complete a long rest. These successes and failures do not need to be consecutive, keep track of both until one of the two is reached.
Usable by: Cleric, Sorcerer, Warlock, Wizard

Mass Blindness

Mass Blindness

9th-level Necromancy

Casting Time: 1 Action
Range: 100 feet
Components: V, S
Duration: 1 hour

All desired targets in 100 foot radius from a point the caster designates become blind. Shadowstuff crawls over their face and eyes blocking their vision. Creatures may take an action to make a Dexterity saving throw to end the effect. On a success, they target can see again.
Usable by: Warlock, Wizard

Disjunction

Disjunction

9th-level Abjuration

Casting Time: 1 action
Range: Self (60ft sphere)
Components: V, S, M (an emerald worth at least 1000 gp, which the spell consumes)
Duration: Instantaneous

When cast, all magical effects within 60 feet of the caster are dispelled, and any magical weapons within range are rendered non magical Sentient items and artifacts are only temporarily depowered, and regain their magic after a short rest. Any magical effects or items on the caster, or any creature they touch during the casting of the spell are not affected by this spell.

This spell even has a chance to dispel an antimagic field. This chance equals 1% per level of the caster of disjunction. If the antimagic field isn’t dispelled, any magical effects or items suppressed within the field are unaffected by disjunction.

Certain magic items can be repaired after being the subject of a disjunction or lesser disjunction spell Magic items such as potions or scrolls are permanently destroyed Other magical items with non-recharging uses (such as a chime of opening or a deck of illusions) are also permanently rendered non magical Magic items with recharging uses will regain a single charge after twice the normal recharge time. Finally, an attuned magical item may be repaired by spending a long rest re-attuning to the item.

Usable by: Bard, Druid, Wizard

Necrotic Abomination

Necrotic Abomination

9th-level Necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You attempt to cause a necrotic cyst to rapidly assault and mutate its owner’s body. The target must make a Constitution saving throw. It takes 15d10 necrotic damage on a failed save, or half as much damage on a successful one.

A creature reduced to 0 hit points by this spell becomes a behemoth cyst at the start of their next turn. Roll a d20. On a roll of 11 or higher, the behemoth is under your control. Otherwise, it is hostile towards all creatures.

Usable by: Cleric, Sorcerer, Warlock, Wizard

Canopic Conversion

Canopic Conversion

9th-level Necromancy

Casting Time: 1 Action
Range: 30 feet
Components: V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)
Duration: Instantaneous

This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 20d6 hit points of necrotic damage. If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead, as a Mummy, or Mummy Lord (depending the power and DM’s approval).

The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.

Unsealing or breaking a jar is an action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Wisdom spell save DC negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Wisdom spell save DC negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.

Usable by: Cleric, Sorcerer, Wizard