10th Level Spells
Wish is "the mightiest spell a mortal creature can cast", but when more than one of these creatures cooperate, it allows for even higher achievements in magic. These higher spells are 10th-level spells; feats of astounding ability and endless legends are told of them. When performed, they can rival gods.
World. 10th-level spells have a ridiculous amount of power. The DM may rule additional requirements to cast one of these spells. Additionally, how they are discovered in the world is a mystery: some or all could be found as spell scrolls, others as inscriptions inside eons-old monoliths, even others still could be passed down as legends in small isolated tribes.
Casters. To be cast, a 10th-level spell demands more than one caster. The number of casters varies by spell and is included in the spell description. To contribute, a caster must expend a 9th-level spell slot to cast a 10th-level spell. Casters perform the spell's component simultaneously. Only true casters can cast a 10th-level spell: a duplicate created by Simulacrum or another similar effect is destroyed if it attempts to contribute. As long as each caster has the spell on their list, they can contribute, even if the casters aren't all the same class.
Warlocks. A character with at least 17 levels in the warlock class can expend the use of their 9th-level mystic arcanum spell instead of using a 9th-level spell slot.
Components. 10th-level spells demand legendarily rare components to cast. It could take an entire quest to find only one, and some 10th-level spells demand several.
Casting Time. Some 10th-level spells require as much as or more than an entire day of casting. For each day that you spend casting the spell, you must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. You make this saving throw at the end of each day spent casting.
10th Level Spell
Allmage
10th-level transmutation
- Classes: Sorcerer, Warlock, Wizard
- Casters: 4
- Casting Time: 3 days
- Range: 15 feet
- Components: V, S, M (any number of spell scrolls, at least one for each spell level from each class' spell list; the left hand and weapon of a balor or greater demon; and the right hand and weapon of a solar or greater celestial; all of which, except the hands, are consumed by the spell)
- Duration: Instantaneous
During the casting of this spell, you inscribe a triskelion of at least Huge size on the ground. The target of the spell is one of its casters, who stands in the middle while the other three stand in the center of each swirl. One of the three holds the spell scrolls, another holds the hands, and another holds the weapons. The target must be within range of all casters for the casting time of the spell.
When the casting is complete, magic is drained in a 1 mile radius, which falls under the effects of an Antimagic Field, and each caster except the target must make a DC 20 saving throw using their spellcasting ability. On a failure, their maximum number of spell slots for each level are halved, and they lose any excess slots gained through other means. This can only be reversed with Wish or by being the target of this spell.
The target adds every spell known to its spell list, has an unlimited number of 1st, 2nd, and 3rd level spell slots, and gains an additional 6th, 7th, 8th, and 9th level spell slot. The target can immediately change some or all of its spells prepared or known with every list available.
Additionally, the target of this spell loses its hands, which are replaced by the hands used as components of this spell, changing in size as appropriate. Finally the target gains proficiency with the weapon used as components.
Blood Moon
10th-level transmutation
- Classes: Druid, Warlock, Wizard
- Casters: 6
- Casting Time: 6 days
- Range: Sight
- Components: V, S, M (the head of a demon lord submerged in the blood of each caster within a grail forged from metal originating from the moon to be targetted, the contents of which the spell consumes in a red vortex)
- Duration: Instantaneous
During the casting of this spell, you inscribe a six pointed star of at least Huge size on the ground, with each caster performing the rest of the spell's casting on a point of the star. The grail sits in the middle. If a caster or the grail ever moves from their location during the casting of this spell, the spell fails. This spell must be cast so that the final night is a full moon that directly shines onto the star and grail.
When the casting is complete, the moon darkens to blood red. Spells that would bring someone back to life automaticall fail. If True Resurrection is cast, the caster can make a spellcasting ability check agains the highest DC of the casters of this spell, succeeding in the resurrection on a success. Additionally, spells and effects that animate or create undead can create twice as many when cast.
If a person dies under the blood moon, their soul is trapped on this world until the spell is ended. Their body and the bodies of all creatures don't decay upon death.
Finally, you and each other caster gain the ability to take the Veil of the Moon bonus action. Which allows a creature to teleport up to 120 feet to an unoccupied space that they can see that is in moonlight.
While in effect, the regular turn of the cosmos stops: the moon holds in its position and the sun doesn't rise. This spell can be ended by knocking over the grail, spilling out the red vortex, or if the grail is moved outside of the star.
The grail has 5 AC and any attack will knock it over.
When the spell ends, each caster is withered to a shell of what they were, losing their magic and using the Vampire Spawn statblock (Monster Manual 298).
Bubble
10th-level evocation
- Classes: Cleric, Wizard
- Casters: 3
- Casting Time: 1 day
- Range: Touch
- Components: V, S, M (a glass sphere and the clockwork heart of an inevitable, which is consumed by the spell)
- Duration: Instantaneous
You set a glass sphere atop an inevitable's clockwork heart in the middle of a city, and each caster touches the sphere while casting the spell. During the casting, the sphere sinks down and encompasses the inevitable's heart, expanding if necessary, fully encompassing the heart once the spell has completed.
Once cast, a runic bubble expands outward until it encloses the entire city, extending into the air and underground and passing harmlessly through objects, creatures, and structures. You and any other caster can designate any creature or a group of creatures that can pass through the bubble when you cast it or at any point afterwards, however they must make physical contact with the sphere enclosing the inevitable's heart to do so after the spell has been complete. No other creature can pass through, teleport into or out of, or move objects into or out of the area enclosed by the barrier.
The bubble has 1,000 hitpoints and a damage threshold of 100. If it is reduced to 0 hitpoints, the glass sphere shatters and the barrier fades away as the spell ends. The bubble is healed for 20 hitpoints if a creature attempts to teleport in or out of the area enclosed by the bubble with a conjuration spell of 5th level or higher, and the bubble is unaffected by Dispel Magic, Anti-Magic Field, and other similar affects.
The glass sphere has 10 hitpoints and 10 AC. If it is destroyed the bubble disappears and the spell ends.
Ioulaum's Logevity
10th-level transmutation
- Classes: Wizard
- Casters: 7
- Casting Time: 1 day
- Range: Up to 1 mile radius
- Components: V, S, M (at least one living and sentient creature to be sacrificed, and one diamond worth 100 gp for each entity to be sacrificed attached to a necklace or chain to be worn around the neck)
- Duration: Instantaneous
During the casting of this spell, each caster other than the target must stand at the corners of a heptagram that is large enough to enclose each of the sacrifices within the inner heptagon. The target of this spell is one of the casters and must stand in the exact center of the heptagram while wearing the diamond necklace.
While the spell is being cast each of the additional casters must traverse the lines that construct the heptagram, arriving at any given point exactly three hours, twenty five minutes, and forty three seconds after departing the previous point.
As the spell progresses, each living entity within the heptagram besides the target dies, one by one and their souls are trapped into individual diamonds on the diamond necklace.
Once the spell has completed, each diamond darkens, cracks, and crumbles to dust as the energy from the soul trapped within is consumed and transferred to the target.
For each diamond the target has one year added to their natural life span.
Creatures who die to this spell can not be resurrected in any way.
Soul Prison
10th-level necromancy
- Classes: Sorcerer, Warlock, Wizard
- Casters: 5
- Casting Time: 1 day
- Range: 30 ft.
- Components: V, S, M (a mirror that has existed on the Negative Energy Plane for at least one year or a mirror that has existed in the Shadowfell for at least 7 years, feathers of a celestial in the service of a death diety, and a liches empty phylactery)
- Duration: Instantaneous
This spell targets two creatures; the master and the victim. The "victim" of this spell must be a living and sentient creature. During the casting of this spell the "victim" must be positioned in such a way that they can see both their own reflection and the reflection of the "master" in the mirror, and each target must be located at points 30 feet apart.
During the casting of this spell, the remaining casters must traverse a lemniscate around and between the two targets.
Once the spell has completed a shadowy form separates from the "master" and approaches the "victim", as seen in the mirror. This shadowy form reaches into the "victim" and grasps their soul, before extracting it from their still living body. After the soul has been extracted, the shadowy figure retrieves the empty phylactery and stores the soul within before entering the mirror and hiding it somewhere within.
After the "victims" soul has been extracted their body becomes a shell; their physical ability scores remain unchanged and their mental ability scores are reduced to one, they maintain no free will and do not act on their own, and automatically fail any mental based saving throw.
The mirror is forever linked to the body that remains, allowing the "master", so long as the "master" is within 30 ft. of the mirror and the "victim" is on the same plane of existence, to cast Magic Jar at will targeting the mirror. When the mirror is used in this fashion, the "master" automatically possesses the "victims" body.
While possessing the "victims" body, the "master" has access to any and all class features that they have in addition to any class traits or features the "victim" had before being subjected to this spell, including spell casting or other class specific features.
The body continues to age and perform biological processes as normal, but maintains no mental capacity unless possessed.
This process can be reverted by retrieving the phylactery from the mirror, destroying both the phylactery and the mirror, and casting Raise Dead or similar magic on the body.
World Tree
10th-level conjuration
- Classes: Druid, Wizard
- Casters: At least 2
- Casting Time: 1 day
- Range: 60 ft.
- Components: V, S, M (a seed from the first tree, and dirt, rock, or other natural parts from any number of planes, all of which are consumed in the tree's growth)
- Duration: Instantaneous
You plant a seed into ground that has been fertilized with pieces of at least one different plane of existence. The more casters partake in casting this spell, the more planes can be connected to the tree. Each caster must have traveled to and deposited a natural part of any given plane for the world tree to form a connection with.
Over the spell's casting, the seed germinates and grows rapidly from the ground. The tree grows as high as 30 feet per caster. Once the spell is finished, any creature can willingly touch any part of the tree and transport itself to one of the planes connected to the tree. If a creature takes with them a leaf from the tree and burns it once transported, the world tree calls them back to where it is planted.
Every thousand years, one plane at random is disconnected from the world tree, until all have been severed, and the tree slowly withers and dies.