Level
9th
Casting Time
30 Specials Ritual
Range/Area
Unlimited ()
Components
V, S, M *
Duration
Concentration 5 Days
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Exhaustion

The Ringing of the Bells

 

9th-Level Conjuration (Ritual)

Casting Time: 30 Specials Ritual

Range: Continent-Wide

Components: V, S, M * (A dragon’s head of any type (must be larger than giant), five magic items, a shard of the Mond (or any celestial planet))

Duration: Concentration, up to 5 Days

Saving Throw: Constitution (DC 19)

Damage/Effect: Exhaustion, Magic Negation

 

Spell Description

 

A spell so ancient and terrible that it is only whispered of in forgotten tomes. The Ringing of the Bells is not a mere spell—it is a cosmic event, an unmaking of magic itself. Once cast, its consequences irreversibly reshape the world.

 

Casting Conditions

 

This spell can only be cast when all nine planets are aligned (or as determined by the DM). The ritual requires nine 9th-level spellcasters, who must focus their magic to hold the planets in place for the duration.

 

•For each day the ritual continues, each caster gains 5d10 temporary hit points.

•The casters do not know they will die at the end of the spell. Instead, they believe they are performing a ritual to elevate their power to godhood.

•If one caster dies or is incapacitated, they must be replaced within one hour, or the ritual fails.

 

The Effect

 

Once the five-day casting time is complete, the following occurs:

 

1.The Spellcasters’ Doom:

•All nine casters are instantly drained of all magical energy, bursting into black flames before crumbling into dark ash. Their screams ring out like bells tolling across the land.

2.Magic Is Drained from the Continent:

•All magical creatures and spellcasters lose their magic over the next two days.

•Those affected suffer no physical harm, but their magic is stripped away.

•Constitution Save DC 19: If they succeed, they retain their magic for an additional day.

•Three Successful Saves: If a creature succeeds three times, they permanently keep their magic.

3.Creatures Who Rely on Magic to Exist Are Destroyed:

•Liches become mere corpses.

•Undead collapse into bones.

•Elementals fade into dust.

•Fey creatures might wither into mortal forms or vanish entirely.

4.Magic Items & Planar Effects (DM’s Choice):

•The spell does not explicitly target magic items, but DMs may rule that some lose power or become mundane.

•If a god’s power relies on magic, their influence over the continent may weaken or disappear entirely.

 

The Humanization Effect

 

Even non-magical classes are affected, as their supernatural abilities are stripped away:

 

•Barbarians lose their Rage and supernatural endurance. They are now just tough warriors.

•Monks lose Ki, meaning no more Stunning Strikes or Step of the Wind. They are simply fast fighters now.

•Rogues keep Sneak Attack but lose supernatural agility (Evasion, Uncanny Dodge, etc.)

•Fighters remain mostly unaffected, but Battle Master maneuvers might be weaker if the DM rules they are magical.

•Half-Casters (Rangers & Paladins)lose their spells and divine/magical abilities—a paladin without magic is just a knight.

 

The Hidden Cost – Exhaustion

 

Any creature who loses their magic (or succeeds on three Constitution saves to keep it) gains a permanent level of exhaustion. This means:

 

•1 level of exhaustion = Disadvantage on ability checks.

•5 levels of exhaustion = Speed reduced to 0, meaning they are permanently crippled.

•6 levels of exhaustion = Death.

 

The Spell’s Defenses

 

Once the ritual begins, a magical force field surrounds the casters, blocking all magic from outside sources. This means:

 

•Wishcannot undo the ritual.

•Counterspell, Dispel Magic, and other antimagic spells do nothing.

•Physical attacks can still harm the casters, meaning well-placed assassins or snipers could stop the spell.

 

The Aftermath

 

If the ritual is completed successfully, the continent is forever changed:

 

•Magic is gone.

•Magical creatures either die or become mundane.

•Gods may lose their grip on the land.

•Wizards, sorcerers, and warlocks are powerless.

•Barbarians and monks become mere mortals.

•The strongest warriors are no longer those with magic but those with steel.

 

* - (A dragon head of any type (Must be larger then giant) ,5 magic items, A shard of the Mond (or any celestial planet))

Available For: Sorcerer Warlock Wizard

andiiiarbeit

Comments

Posts Quoted:
Reply
Clear All Quotes