Anyone got ideas for level 10 spells


Advice


My GM just told me he'll be introducing level 10 spells in his campaign, but there arent exactly a lot of those printed.

So doeas anyone have any cool ideas for things that could be a level 10 spell?

Also does anyone remember if any old books from previous editions of d&d might have any level 10 spells in them? We got tons of old books lying around.

I'll definately be memorizing some quickened Heal also, hehe


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AD&D - Forgotten Realms - Arcane Age - Netheril (or what-was-the-exact-name-of-the-spell) and probably one book for Dark Sun... Dragon Kings maybe?

Throws quickened empowered maximized energy drain on Morain for using the m-word in context of spellcasting - this is not how the spellcasting works!

Sovereign Court

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Try looking at some "ultimate abilities" from your favorite shows. I could imagine a Transmutation spell along the lines of some of the "Avatar state" abilities in Avatar, Lost Airbender. Or a Divine spell that calls "god's judgment" and just nukes stuff from orbit.

Dark Archive

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Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Monte Cook's Arcana Evolved had 10th level spells.


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There's always metamagic as well.

Extended Time stop?


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Epic level handbook 3rd edition had some rules for making spells above 9th lv. If I remember correctly you had to take epic feats to get the 10th lv spell slots and the spells required spellcraft checks to cast. I dont remember all that was required to create them but they had several examples.

Dark Archive

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Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Arlandor wrote:
Epic level handbook 3rd edition had some rules for making spells above 9th lv. If I remember correctly you had to take epic feats to get the 10th lv spell slots and the spells required spellcraft checks to cast. I dont remember all that was required to create them but they had several examples.

Epic spells were not 10th level spells. 10th and higher level spell slots were for metamagic'd spells of 0th - 9th level. Epic spells were like True Enchantments from 2e, specific, created spells made from spell seeds and whatnot for each function and facet of the spell. Big, long, complicated mess, and thus easy to achieve both the ridiculously broken and the pointlessly absurd.


Try combining multiple spells effects and run them by the DM.


Quote:
Try combining multiple spells effects and run them by the DM.

Time stop magic missile!

RPG Superstar 2012 Top 32

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I think we had a thread about 10th level spell slots several months ago.

EDIT:

Found it!

http://paizo.com/forums/dmtz47rb?10th-level-spells-Is-this-what-theyd-look- like#13


thanks for the tips guys

Sovereign Court

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Here's an idea that made me laugh maniacally.

Katamari Damacy
School: Conjuration [Earth]
Level: Sorcerer/Wizard 10
Casting Time 1 standard action
Components V, S, M (a perfectly round stone)

EFFECT
Range: Medium (100 ft. + 10 ft./level)
Effect: boulder with a diameter of 5ft/level
Duration: 1 round/level
Saving Throw: Will (partial) Reflex (partial); Spell Resistance no

You throw the stone into the air towards your target area, where it hangs in the air and begins to rotate. As it rotates, it begins to suck up nearby objects and creatures - anything within its final diameter (Will negates). When it reaches its monstrous full size, you can send it rolling in any direction you like (60 ft/round). Those in its path who fail a Reflex save are sucked into the boulder. Anyone stuck in the boulder takes 1d6/level damage each round and must make a Reflex save on their turn as a full-round action to escape.

If not stopped, the boulder continues rolling until the duration expires, and may roll up entire villages or small towns growing bigger as it goes.


True Banishment

Hefty Will save failed?

Critter removed from planar continuum, non-retrievable.

Grand Lodge

about 10th level spells,
firstly there are the obvious extended summon monster IX, or quickened disintegrate and other improved previous spells,
then, you can put things like "ultimate prophecy" that reveals grate future events,
or, say, planer enlightenment that revels all innate properties of a plane,
or, permanent portal\teleportation circle.

[just wanted to say, there is the 12th-level arcanist spell Karsus's avatar thet in it in its 12th level version steals a gods power,
thu its original version only temporerly merged one with the chosen god which wold "only" be a 11th level spell"


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Summon Cthulhus.


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More than one???? O.O


Actually it might be worth looking at some capstone-abilities for ideas here. Things that are theoretically only achievable if you go all the way to level 20 in one class without multi-classing.
Some of them are rubbish.
Some of them are rubbish but thematic (looking at you Alchemist)
I'm sure some of them are actually good.
I'm even reasonably sure some of them will translate fairly well into spells.

Sovereign Court

Eclipse from 3.5e creates a 5-mile radius solar eclipse for up to 8 hours. This is for the 'cool' factor.


Gozer "Bone Splitter" wrote:
More than one???? O.O

Optional three with the 'young' template maybe?

Sovereign Court

1d3 Nyarlathoteps!


You could have summon monster X, you'd have to make up a list though which might be a bit more work than you want.
Fun ideas could be something like a large aoe disintegrate, big enough to level buildings, mass dominate person, a new create pit type spell that creates a massive 40x40 ft pit that's say 15ft deep per caster level that you can drop even colossal creatures into, filled with something damaging of course or maybe that contains an antimagic field or dimensional anchor to make it hard to get out of, maybe a divine spell that asks the gods to destroy the target's soul so they can never be brought back to life, a spell that creates a permanent dead magic zone, maybe a multi target raise dead with standard action cast time.

Sovereign Court

412294 wrote:
maybe a multi target raise dead with standard action cast time.

This I could get behind.


Hand of Death
Level 10
This spell functions as finger of death, except that it targets five creatures within range. For when killing four people just isn't enough.

Sovereign Court

Time Stop, Mass - as Time Stop, except it also affects an extra creature per 5 caster levels for the same number of rounds, and all creatures affected can interact with each other.


Nope!
School: Abjuration; Level 10
Casting Time: 1 immediate action
Components: V, S, F (Harrow Card: The Joke)
Range: Long
Target: one spellcaster
Duration: instantaneous
Saving Throw: none; Spell Resistance: no
This spell can be used to counterspell any spell of 9th level or lower; without a dispel check.

Note: You cast this spell by slamming the harrow card face up onto any surface (your spellbook will suffice) while yelling "Nope!" at the top of your lungs.


For an evocation spell you could take inspiration from the sun and stars :)

Avenger wrote:
Time Stop, Mass - as Time Stop, except it also affects an extra creature per 5 caster levels for the same number of rounds, and all creatures affected can interact with each other.

this is very similar to Mythic time stop :P


Rush of Experience
School: Divination; Level 10
Casting Time: 1 standard action
Components: V, S, M (a scroll containing any 9th level or higher spell)
Range: Long
Target: one creature with fewer than 20 hit dice
Duration: instantaneous
Saving Throw: Will negates; Spell Resistance: yes
The target of this spell is exposed to the every piece of information in the multiverse simultaneously. If they fail their saving throw, their brain explodes from the rush of experience, and they die instantly. If they succeed their saving throw, they gain enough experience points to gain 1 level, or to raise them to 5th level (whichever results in a higher level character).

Alternatively, this spell exposes the target to the knowledge that they are simply characters in a tabletop role playing game being played by a bunch of 2nd and 3rd level commoners.


Create Eternal Chasm: Bigger version of pit/rift of ruin, with more damage and adverse effects, possibly sucks in flying creatures.

Summon Monster X: Easy enough CR 15-16 creatures.

Aqueous Globe: An aqueous orb 40-50 ft. radius, more damage and control.

Forceful Sphere: As freezing sphere but does force damage, caps at 25d6 and causes a dome of force to surround to the surface it hits.

Devastating Cloud: Cloud does 12d6 of untyped damage while in cloud no save or SR and dazes those who fail reflex save for 2d6 rounds.


Summon Bigger Fish: A creature that is two or more sizes larger than target creature and is its natural predator appears and devours the target.

:P


I'm pretty partial to Extended Mass Suffocation for metamagic.

Most mass versions of spells are 4 levels higher, so any good 6th level spells would be epic.

Mass Major Curse anyone?


Mass Icy Prison is a pretty super spell, especially if one has a greater persistent rod (and greater elemental rod in case of immunities.

Daily Teleport: 1/hr level total number of teleports = caster level

Minotaur's Strength: Bull's Strength with a +10 enhancement bonus to STR (use for all stats)

Disguise City: Illusion spell which permits caster to disguise a whole city

Gorgon: Transmutation providing gaze attack for a rd per level, fort save to not be immediately petrified


Raise Deity?


Akkurscid wrote:
Raise Deity?

*Everyone rushes to find Aroden's corpse*


Akkurscid wrote:
Raise Deity?

That might raise some eyebrows...

*bu-dump bump-kish*

But seriously though, resurrection magic is usually Divine in nature (and even witch's get their powers of otherworldly forces), who would want the competition? What deity wouldn't look askance at the cleric praying for this spell?


Track down Arduin Grimoire


Kvantum wrote:
Arlandor wrote:
Epic level handbook 3rd edition had some rules for making spells above 9th lv. If I remember correctly you had to take epic feats to get the 10th lv spell slots and the spells required spellcraft checks to cast. I dont remember all that was required to create them but they had several examples.
Epic spells were not 10th level spells. 10th and higher level spell slots were for metamagic'd spells of 0th - 9th level. Epic spells were like True Enchantments from 2e, specific, created spells made from spell seeds and whatnot for each function and facet of the spell. Big, long, complicated mess, and thus easy to achieve both the ridiculously broken and the pointlessly absurd.

I know I saw some sort of piecemeal 10+ spell crafting guide for 3. One of the sample spells was basically FireIceAcidLightningBall.

In fact, here it is.


You could always take some of the more obscene 9th level spells from other developers and make them 10th level spells.

Ray of Ending, Prismatic Ray, Typhoon, and Entropic Storm are all spells that are insane. You can find them on d20pfsrd, also consider other spells from 3rd party publishers.


Since some of the old 10th level spells (from Netheril's books in early editions of D&D and such) were recreated as epic spells, it's possible to guess what sort of a jump we're looking at in complexity by observing the Spellcraft DCs needed to cast them and what they are. Most spells noted so far in this thread are... well, let's say tame.

So, leveled spells on the left, epic spells on the right:

Create Volcano (10) --> Volcano (DC 56)
Weave Mythal (10) --> Mythal seed (DC varies)
Tolodine's Killing Wind (10) --> Tolodine's Killing Wind (DC 70)
Proctiv's Move Mountain (10) --> Proctiv's Move Mountain (DC 280)
Mavin's Worldweave (11) --> Ice Age or similar spells (DC 323 for Ice Age)
Karsus' Avatar (12) --> Never translated to epic

There are also spells that I wouldn't even know where to start with as far as pricing is concerned. Case in point, the 11th level "Breach Crystal Sphere" spell could close a crystal sphere (or open one). Yes, an entire crystal sphere. For those unaware, that has an area of effect approximating a solar system.


Demi-Ascension
School: Universal; Level 10
Casting Time: 1 year
Components: V, S, M (The blood of a god greater than the caster.)
Target: Personal
Duration: instantaneous
The target of this spell is ascended 1 stage higher on the divine plane turning a Mortal into a Demigod. This spell can only be used once per caster. On spell failure the caster is erased from existence.

Lesser Ascension
School: Universal; Level 11
Casting Time: 10 years
Components: V, S, M (The blood of a god greater than the caster.)
Target: Personal
Duration: instantaneous
The target of this spell is ascended 1 stage higher on the divine plane a Mortal will become a Demigod and a Demigod will become a lesser deity. This spell can only be used once per caster. On spell failure the caster is erased from existence.

Ascension
School: Universal; Level 12
Casting Time: 100 year
Components: V, S, M (The blood of a god greater than the caster.)
Target: Personal
Duration: instantaneous
The target of this spell is ascended 1 stage higher on the divine plane a Mortal will become a Demigod, a Demigod will become a lesser deity and lesser deity's will become an intermediate deity. This spell can only be used once per caster. On spell failure the caster is erased from existence.

Greater Ascension
School: Universal; Level 13
Casting Time: 1000 year
Components: V, S, M (The blood of a god greater than the caster.)
Target: Personal
Duration: instantaneous
The target of this spell is ascended 1 stage higher on the divine plane a Mortal will become a Demigod, a Demigod will become a lesser deity, a lesser deity's will become an intermediate deity and an intermediate deity will become a greater deity. This spell can only be used once per caster. On spell failure the caster is erased from existence.

In the campaign i am currently running the main villain is someone who failed in casting the Lesser Ascension spell because the blood wasn't good enough. They managed to continue existing by draining other peoples existence and using their remains as puppets to continue the draining existence from the world. my players only just found this out as one player remembers the changes, one kind of does and the others don't. I am planning to have them soon fight the shell of a NPC that they were working with that they don't remember in game.


Bargainer's Wish (10th level)
School: Universal
Casting Time: Standard action
Components: V, S, M (see description)
Target: None
Duration: up to 1 year

The caster of a Bargainer's Wish creates a crack in time and space. Through this crack the caster enters into negotiations with a force that can bend reality to the casters wish...for a price.

When the spell is cast, time stops. Nothing can move, no spells can be cast, no items can be used, nothing happens outside of the caster and the GM negotiating over the terms of a Wish.

Unlike Wish, a Bargainer's Wish is a two sided negotiation. The caster says what they want, the GM proposes a cost for the wish granted. The caster may alter the wish or offer a counter proposal for the payment. This continues until such time as both sides come to an agreement, or all other players agree the Wish fails. If the Bargainer's Wish fails, the spell is lost with no effect.

A Bargainer's Wish should be priced according to the guideline from Wish, but with no restriction on what can be wished for. The cost of the wish should always be greater than what is received. Often the caster is given a task to complete instead of demanding material goods. The caster can not offer things that the caster does not own. If any condition has a duration, it can not be longer than a single year.

Once negotiations are complete, the mysterious force carries out its end of the bargain. The caster has 1 year to complete his end of the bargain. If he does not keep his end of the bargain, the caster is utterly destroyed with no possibility of resurrection, recreation, or revival. Once all terms in the bargain have been completed the Bargainer's Wish ends.

Until the Bargainer's Wish ends, the caster may not cast another Bargainer's Wish.

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