Level
9th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Damage (...)

You let all of your magic loose in a reckless display of power. Pure Force engulfs you and pulses from your body, rapidly consuming your magic. You must consume a spell slot of any level at the start of each of your turns (no action required) to maintain concentration on this spell, and you cannot cast any other spell while concentrating on it. You also gain the following benefits:

  • Force Shell: You are Immune to Bludgeoning damage and gain Resistance to Force, Piercing and Slashing damage.

  • Repulsive Wave: Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there must succeeds on a Strength Saving Throw or be pushed 15ft away from you and knocked Prone.

  • Magical Flight: You gain a flying speed of 40ft and can hover.
  • Force Beam: As a Magic action, you create a line of force 90ft long and 10ft wide extending from you in a direction you choose, consuming a Spell Slot. Each creature in the line must make a Dexterity Saving Throw. Roll 4 + the level of the Spell Slot consumed d12s. A creature takes the result as Force damage on a failed save, or half as much damage on a successful one.

  • Cluster Blast: As a Magic action, you can create a flurry of explosions within 90ft of you, consuming a Spell Slot. Create 4 spheres of 20ft radius within range. Each creature within any of them must make a Dexterity Saving Throw. Roll 4 + the level of the Spell Slot consumed d10s. A creature takes the result as Force damage on a failed save, or half as much damage on a successful one. A creature caught in more than one of the areas is only affected by one of them.
  • Weapon Imbuing: As a Bonus action, you can imbue a melee or thrown weapon for which you have proficiency with magical force, consuming a Spell Slot. The weapon becomes magical if it isn't already, and uses your spellcasting modifier for the Attack and Damage rolls. When you hit a target with this weapon, it deals an extra number of d8s equal to 2 + the level of the Spell Slot consumed as Force damage. This bonus replaces any damage bonus the weapon already has on a hit. If you throw the weapon, it magically returns to your hand after an attack, whether it hits or misses. The imbuing vanishes when the spell ends or if the weapon isn't on your person at the end of your turn.

  • Durable Shield: As a Reaction to an attack hitting you, you can create a shield of magical force to protect yourself if you can see the attacker, potentially causing the attack to miss, by consuming a Spell Slot. You gain a bonus to your AC equal to 4 + the level of the Spell Slot consumed. At the start of each of your turns, this bonus decreases by one, and the shield disappears when it reaches 0. If you use this ability again, the new bonus replaces the previous one. This ability causes Magic Missile to automatically miss against you for as long as it is active. 

Casting and maintaining this spell drains your energy. When it ends, you gain 1 level of Exhaustion and have the Incapacitated condition until the end of your next turn, and you must consume one last Spell Slot of any level (no action required), or become Unconscious for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
4/26/2026 4:07:30 PM
12
0
1.0
Coming Soon
4/26/2026 5:36:02 PM
14
0
1.1
Coming Soon

Spell Tags: Damage Warding

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric Sorcerer Warlock Wizard

Natrel

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