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101 9th Level Spells (PFRPG) $5.99
Average Rating:4.7 / 5
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101 9th Level Spells (PFRPG)
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101 9th Level Spells (PFRPG)
Publisher: Rite Publishing
by Dark M. [Verified Purchaser]
Date Added: 04/08/2011 14:52:32
101 9th level Spells by Rite Publishing

This product is 40 pages long. It starts with a cover and credits. (2 pages)

Spell Lists (3 pages)
This section list the spells by class list.
Cleric – 41
Druid – 28
Wizard/Sorcerer - 84
Abjuration – 8
Conjuration – 9
Divination – 7
Enchantment – 7
Evocation – 11
Illusion – 7
Necromancy – 15
Transmutation – 12

Spell Descriptions (22 pages)
This is the bulk of the book. Normally this is where I put up a list of my favorite spells and a few I had issues with. I quickly realized while making this review if I did that this time, it would be several pages long. I just simply can not get a short list of spells I like. I like pretty much all of them and many I just love. Many of them inspire adventure or campaign idea's they are just really well done. As far as judging power well when you stack them up against Wish it is pretty hard to judge power, but I think all of them are at that level or lower.

It ends with a OGL and 2 pages of ads. (3 pages)

Closing thoughts. The layout and editing where good, the art was good. It is a very nice looking book like you have come to expect from Rite Publishing. I know I didn't make a list of spells I liked and ones I didn't this time. Mostly because there is really no spells I felt had issues, beyond just personal preference. While most of the spells where just really well done and many inspired me to think of adventure idea's and the like. I honestly had lower expectations for this product. I mean I thought higher level spells would be harder to do, I was wrong. Rite Publishing did a fantastic job on this one. So what's my rating? Well unable to really find any flaws and with how well done the spells are, I am giving it one of my rare full 5 star ratings. I will note I am not a huge number cruncher especially for higher level stuff, but I didn't notice any issues.

Trust me, I'm a Succubus

Rating:
[5 of 5 Stars!]
101 9th Level Spells (PFRPG)
Publisher: Rite Publishing
by Thilo G. [Verified Purchaser]
Date Added: 04/08/2011 10:51:25
This installment of the 101-series is 40 pages long, 1 page front cover, 1 page editorial, 2 pages of advertisements and 1 page SRD, leaving 35 pages of content for the spells.

The pdf kicks off with 3 pages of spell-lists for clerics, druids and Sorcerors/wizards.

9th-level spells. The apex of magical might. The stuff arcane dreams are made of, the signature of the archmages. I've been looking forward to this one for a long time, so let's take a look at the spells and check out whether they have the iconic potential I expect of 9th-level spells.

The spells are:

-Accursed Rot (Clr 9, Drd 9, Sor/Wiz 9): A plague spell that dispels foils to it and is very hard to cure. Nice.

-Aid Item, Greater (Clr 9, Drd 9, Sor/Wiz 9): Grant an item your caster level and special charges that enable you to use it faster.

-Behind the Curtain (Sor/Wiz 9): Get a clear, non-cryptic response from the DM, but be unable to relay it in any way to others without being blasted from reality. AWESOME spell. I usually HATE metagaming spells, but this one has great potential and e.g. explains why powerful figures don't simply tell everyone about a certain fact/problem.

-Bestow Malediction(Clr 9, Sor/Wiz 9): A curse of the grandest kind.

-Black Blizzard (Clr 9, Drd 9): You conjure a violent prone-knocking, people-burying sandstorm.

-Blightfire Ray (Clr 9, Sor/Wiz 9): Devastating, 5-round lasting Con-draining ray that grants you temporary HP.

-Block and Pit Trap (Drd 9, Sor/Wiz 9): Open an extradimensional pit trap and let a block of stone fall on it. Nice idea.

-Blood Protectors (Clr 9): Create up to 5 constructs from your shed blood.

-Boiling Sea (Drd 9): Either boil a large amount of water or conjure forth a devastating geyser.

-Brain Drain (Sor/Wiz 9): Drain Intelligene and drive target insane, use skills of target for a limited amount of time.

-Burbling Blast of the Jabberwock (Drd 9): Sonic damage and permanent confusion.

-Call of the legendary Jewel (Sor/Wiz 9): Force a creature to steal a certain item you crave.

-Call of the Obsidian (Sor/Wiz 9): Force a creature to kill a certain enemy of yours.

-Cast Out (Clr 9, Drd 9, Sor/Wiz 9): Permanently banish a creature to another plane, deals damage instead on a successful save.

-Chain Gang (Sor/Wiz 9): Bind a group of people together so that when they leave each others sight, they are teleported back.

-Change the Path (Drd 9, Sor/Wiz 9): Bend Reality to change the course of one path.

-Cleansing Light (Clr 9): Deal massive damage and inflict negative conditions on evil creatures.

-Convert Foe (Clr 9): Makes a former enemy your cohort, up to the point of e.g. making a paladin an anti-paladin.

-Curse Community (Clr 9, Sor/Wiz 9): Curse a whole community - great idea!

-Curse of the Albatross (Clr 9): Prevent a creature from travelling ever again.

-Curse of the Pyrrhic Victory (Sor/Wiz 9): Go out with a devastating blast.

-Darkest Night of Winter (Drd 9): Spehere of darkness and heavy snowfall negates almost all senses and can counter light spells like prismatic sphere.

-Deadly Tempest (Drd 9, Sor/Wiz 9): Conjure a devastating vortex to destroy your foes.

-Defensive Sphere(Clr 9, Sor/Wiz 9): Very powerful sphere makes you practically impervious to harm and attacks for the duration.

-Defile (Clr 9, Drd 9): Destroy a piece of land, deal damage to people, let them rise as undead and poison water. Includes a quick and dirty mini-
template.

-Downdraft (Drd 9, Sor/Wiz 9): Force flying creatures, vessels, etc. to the ground.

-Dreamstealer (Clr 9, Sor/Wiz 9): Stealing dreams of a target imposes massive, cumulative penalties. VERY cool spell.

-Duplicate(Sor/Wiz 9): Create an exact duplicate of yours under your control.

-Endless Enemies (Clr 9, Sor/Wiz 9): Turns EVERYONE against the targets. Nice!

-Engulfing Doom (Sor/Wiz 9): Shrieking maelstrom of negative energy deals damage and expands when it kills foes.

-Entwined Fate (Clr 9, Drd 9, Sor/Wiz 9): While your archenemy is alive, you cannot die. Iconic & cool.

-Eruption (Drd 9, Sor/Wiz 9): Volcanic eruption, complete with flow of lava, fire and subsequent PC- death.

-Fist of Raging Energy (Drd 9, Sor/Wiz 9): Bigby-like hand-spell that comes in variants for energy-types.

-Fly on the Wall (Drd 9, Sor/Wiz 9): Makes an insect a powerful scrying sensor.

-Flying Flaming Corpse, Greater (Sor/Wiz 9): Immolate a target and use it to telekinetically batter foes.

-Form of the Swarm (Drd 9, Sor/Wiz 9): Take the form of an insect swarm. Great escape spell.

-Glacial Slide (Clr 9, Drd 9): Slow-moving glacier destroys immovable objects.

-Globe against the Arcane (Clr 9): Antimagic Field for arcane casters.

-Glyph of warding, Superior: Warding glyph that deals a lot of damage.

-Guardian's Tomb (Clr 9, Drd 9, Sor/Wiz 9): A kind of imprisonment-like spell for people to act as eternal guardians.

-Heart of the Volcano (Drd 9): Teleport target into the heart of a volcano. Ouch.

-Illusory World (Sor/Wiz 9): Superior form of mirage arcana.

-Immortality (Sor/Wiz 9): Makes a target immortal, but comes with a risk.

-Inescapable Shackles (Sor/Wiz 9): Super-force shackles.

-Judgment Day (Clr 9): Very powerful curse that entraps a victim in its former sins.

-Khan's Sending (Clr 9, Sor/Wiz 9): Powerful madness-inducing spell.

-Lash of Sin (Clr 9, Sor/Wiz 9): Create a lash attuned to the 7 deadly sins.

-Lifefire Ray (Clr 9, Sor/Wiz 9): Minor, but almost unhealable, continuous
damage.

-Lord of the City (Clr 9, Sor/Wiz 9): Know almost all about a city.

-Maelstrom (Drd 9, Sor/Wiz 9): Create a devastating maelstrom.

-Magic Castle(Sor/Wiz 9): Instantly create a magical castle. How cool is that?

-Mark of the Avatar (Clr 9, Drd 9): Enables you to give one creature of your
choosing an avatar-like form. Cool one.

-Mark of the Prismatic (Sor/Wiz 9): Either pass prismatic effects once or shoot all 7 effects at once as a ray.

-Meteorite, Superior (Clr 9, Drd 9, Sor/Wiz 9): Three months after the casting, an annihilating, terrible meteorite comes down. Great plot-device
spell.

-Nigh Indestructible (Sor/Wiz 9): Makes an item almost indestructible.

-Occlude (Clr 9): Disrupt other divine spell-casting.

-One Step beyond (Clr 9, Sor/Wiz 9): Stay ahead of divinations.

-Pandemonium (Clr 9, Sor/Wiz 9): Force of damaging chaos with several 50%-chances.

-Petrify (Sor/Wiz 9): Wave of petrification.

-Phantasmal Opposition (Sor/Wiz 9): Duplicates try to kill the enemies.

-Phantasmal World (Sor/Wiz 9): Trap foes in a phantasmal world.

-Phoenix from the Ashes (Clr 9): Resurrect a target and transform it into a
phoenix.

-Psychic Clone (Sor/Wiz 9): Transform enemies thought pattern into your own.

-Purge Recollection (Sor/Wiz 9): Erase an event from memory.

-Purify (Clr 9, Drd 9): Damage undead and mass-ressurect destroyed undead.

-Rain of Blood (Clr 9): Rain of poisonous blood.

-Ray of Ramming (Sor/Wiz 9): Ram enemies, deal damage, knock them prone
etc.

-Reforestation (Drd 9): Mass transform enemies into trees. Creepy.

-Relive (Sor/Wiz 9): lets subject relive past injuries, dealing a lot of damage.

-Resonance (Sor/Wiz 9): Emit a destructive resonance, choose between
three resonances.

-Revelation (Clr 9, Sor/Wiz 9): Super-detect/analyze spell.

-Ruin Structure (Sor/Wz 9): Destroy a structure.

-Script of the Lost (Sor/Wiz 9): Amnesia-causing script. Cool one.

-Scry Ward (Sor/Wiz 9): Prevents scrying and summons monsters to would-
be scryers.

-Shadowy Cohort (Sor/Wiz 9): Create a lethal, shadowy force to help you.

-Shunting Ward (Sor/Wiz 9): Ward a place and send potential interlopers away with greater teleport.

-Signify (Sor/Wiz 9): Duplicate 8th-level or lower divination spells sans material components.

-Silent Ruination (Sor/Wiz 9): Silent destructive pulse.

-Siphon Life (Clr 9): Deal damage and heal you.

-Sphere of Decay (Sor/Wiz 9): Sphere of damage that becomes more
destructive each round.

-Spirit of Victory (Clr 9, Sor/Wiz 9): +10 luck bonus to attack rolls, damage, saving throws, checks and AC.

-Splinter Storm (Drd 9): Sphere of deadly splinters.

-Sunfire Tomb (Clr 9, Drd 9): Entomb an enemy in the sun.

-Symbol of Destruction (Clr 9, Sor/Wiz 9): Superior form of Symbol of Death.

-Teleport Lair (Sor/Wiz 9): Teleport a whole location.

-Thunderstorm's Fury (Drd 9): Summon a lightning-storm of terrible power.

-Time Undone (Sor/Wiz 9): Destructive ray that may make past misdeeds of a slain character undone.

-Touch of Divine Insight (Sor/Wiz 9): Learn the name of a deity and thus change spells for divine spells.

-Toxic Breath (Sor/Wiz 9): Gain a terrible acid-based breath weapon.

-Triggered Agent (Sor/Wiz 9): Subtle, triggered chain of suggestions.

-Ultimate Insight (Sor/Wiz 9): Either become a great fighter or create a certain task.

-Undo (Clr 9, Sor/Wiz 9): Reverse something that happened last round.

-Unending Torment (Clr 9, Sor/Wiz 9): Applies massive penalties to an enemy.

-Unmind (Sor/Wiz 9): Remove the intelligence from a creature, reverting it to instinctive behavior.

-Vials of Wrath (Clr 9): Create up to 7 destructive vials.

-Vorpal Scythe (Sor/Wiz 9): Create a deadly scythe made of force that can behead enemies.

-Wake the Forest Primeval (Drd 9): Super-entangle, enemy-damaging effect.

-Waves of Weakness (Sor/Wiz 9): Deal massive Str-damage.

-Weapon of Death (Clr 9, Sor/Wiz 9): Deadly weapon.

-Web of Fate (Sor/Wiz 9): Divide damage among all linked characters.

-Zoanthropy (Sor/Wiz 9): Either makes target rabid or creates the delusion of being a monster.

Conclusion:
Layout adheres to the two-column RiP-standard, editing is good, I only noticed two minor glitches. Formatting is top-notch. I've made clear that I expect iconic spells at this level and the pdf delivers - a lot of the spells make you come up with adventure or even campaign ideas and mechanically they are interesting, too - even if you manage your saves, you often will experience minor damage/negative conditions, rendering this file absolutely awesome. If you as a DM need some good ideas, check these spells out - they are not only appropriately cataclysmic, but often downright brilliant. Due to the top-quality content, I'm going to let the two glitches I encountered slip and rate this the full 5 stars - a great purchase.

Rating:
[5 of 5 Stars!]
101 9th Level Spells (PFRPG)
Publisher: Rite Publishing
by Shane O. [Featured Reviewer]
Date Added: 03/06/2011 20:37:50
I once heard someone say that playing a full-progression spellcaster in Pathfinder is like opening a long-term stock portfolio; you’re taking a number of risks over a period of time in hopes of generating great returns. In this case, those returns are the 9th-level spells you get, allowing you to unleash some of the strongest effects in the game. It’s in that spirit that Rite Publishing brings the conclusion to its 101 Spells series: 101 9th Level Spells.

Forty pages long, the PDF has full nested bookmarks and allows for copy-and-pasting. The pages have very ornate borders on all sides (standard for Rite Publishing) and there are several black and white illustrations scattered throughout, meaning that this may be tough to print.

The book opens immediately to the spell lists. Unfortunately, the APG classes aren’t given lists here (nor are they in the individual spell level listings) which is hopefully something we’ll see in an update. Having said that, the spells themselves are what you’d expect for the top of the line in spellcasting power.

While it’s impossible to review all of the spells in here, most of what I saw impressed me. Spells like Behind the Curtain basically let the GM tell you a major plot point…but if you tell anyone else you’re instantly destroyed and reality changes to make the revelation untrue. Psychic Clone basically inserts a mental avatar of yourself into someone else’s mind, prodding them and guiding them with various effects and powers in accordance with your wishes. Ultimate Insight lets you know virtually all knowledge for a few seconds, and in that time you can accomplish almost anything. It’s like that for one hundred and one spells.

If you’re about to hit that level where you can cast the strongest spells in the game, you owe it to yourself to pick up 101 9th Level Spells and let the rest of the party know just who’s the archmage now.

Rating:
[5 of 5 Stars!]
Publisher Reply:
I wanted to thank Shane for taking the time to do a review of our product, 5/5 stars snoopy happy dance of joy! Steve Russell Rite Publishing
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