How do level 10 spells work?


Rules Discussion


I was wondering whether I should necro the level 10 spell thread in April but I decided to start a new one. Apologies beforehand if necroing is preferred.

My party is approaching the level where level 10 spells become available. As a GM, I want to know how they work. Especially because all 10th level spells have the asterisk:

spells per day table wrote:
The ... class feature gives you a 10th-level spell slot that works a bit differently from other spell slots.

Do cantrips and focus spells auto heighten to 10th?

Can wizards use arcane bond to recast them? Can they use spell blending to create more of them? Does their specialization give more of them?

Can sorcerers use their class feats that let them re-cast spent spell slots on 10th spells?

Do Cleric's divine font grant 10th level harm/heal?

What's are other differences I'm missing between 10th level spells vs 1~9th level spells aside from the number of slots you get?

Horizon Hunters

Cantrips and focus spells heighten to level 10, their level isn't based on your slots, but half your level rounded up.

Arcane Bond should work, as it's letting you re-cast a spell rather than use it without spending the slot, or giving you more slots. I'm not familiar with any method a sorcerer can use to re-use a spell slot.

For Divine Font, the chart on the cleric page suggests that you do indeed get 10th level harms/heals.

The difference is you can't gain more slots or cast without spending a slot, that's pretty much it.


The Cleric spell chart is most likely wrong. The Miraculous Spell ability says

Quote:
You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.

I think this part was introduced in the second round of errata and should thus be more up to date than the chart.

The Archwizard's Spellcraft power has the same wording (also since the errata). Using Drain Bonded Item is also defined as

Quote:
During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot.

So it shouldn't work either.

I think the intent is: You gain one 10th level spell slot per day and can cast axactly one 10th level spells per day, no matter what other abilities you have. The 20th level feat increases this number to two, but you still can't ever cast more than two 10th level spells per day.

Well, not without some external source like a Scroll, anyway.


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It makes sense to not allow other abilities to grant an extra Wish, Miracle or Time Stop per day.
It does not make sense to stop the healing from Divine Font from scaling up, when HP and damage do.
Thus, since I don't play PFS, I will rule differently.


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Cordell Kintner wrote:

...I'm not familiar with any method a sorcerer can use to re-use a spell slot.

...

Arcane and Occult evolution lets you gain an additional spell known.

Divine and Primal evolution gives you an additional spell slot at highest spell level.
Greater Mental evolution gives you an additional spell known at any level.
Greater Vital evolution lets you cast a spell after you've run out of slots.

Do these apply to 10th level spells? I assume Divine and Primal don't.

Edit: Some errata rules I found

1st Errata wrote:

Several classes were accidentally missing an important limitation for 10th level spells. In the following class features, add “You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.”

Page 121: Miraculous Spell
Page 133: Primal Hierophant
Page 207: Archwizard's Spellcraft


Blave wrote:

The Cleric spell chart is most likely wrong. The Miraculous Spell ability says

Quote:
You can't use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.

I think this part was introduced in the second round of errata and should thus be more up to date than the chart.

Yes but the chart is in the updated PDF for the rereleased CRB. So they have shot themselves in the foot here. Its a clear RAW contradiction.


From what I can see Clerical Divine Font (probably), Wizards Arcane Bond, Divine and Primal Evolution, Greater Vital Evolution, are not able to be used with 10th level spell slots.

But Focus spells and Cantrips are fine as they are level not slot based.

But there are a few odities like Plant Shape which is partially affected depending on how you access it.

Personally I really don't see the need for the rule. Its just an odd gotcha that the majority of groups will miss.


Quote:
Yes but the chart is in the updated PDF for the rereleased CRB. So they have shot themselves in the foot here. Its a clear RAW contradiction.

Oh yeah, it's a mistake, no doubt. The text and the chart can't both be right. But since one of them was recently updated, I'd say the updated one shows RAI.

Gortle wrote:
Personally I really don't see the need for the rule. Its just an odd gotcha that the majority of groups will miss.

The Wizard is the need. He could cast up to five 10th level spells if you could get more slots. One base slot, one exta from his school specialization, one extra from the 20th level feat, one extra from his Bond and one more from Spell Blending.


But 5 level nine slots at level 17 are not? You still haven't sold me on problem. We are talking about levels 19 and 20. I'm kind of expecting the game to be a bit over the top at these levels.


Gortle wrote:
But 5 level nine slots at level 17 are not? You still haven't sold me on problem. We are talking about levels 19 and 20. I'm kind of expecting the game to be a bit over the top at these levels.

Sure, but if one class is decidedly over-the-top-er than the rest, that is a problem.

And 9th level spells don't stop time or replicate like 80% of all spells in the game while also ignoring tradition boundries by a good deal.


My final rule will probably be that you can have the extra slots, but only for heightening lower level spells up to 10. This makes everything work well, IMO.


Let's provide a clear answer for the RAW, or at least the RAI:

There is exactly one ability or effect that lets you cast more than a single level 10 spell - the level 20 feat for your class.

For instance Archwizard's Might or Maker of Miracles.

No other ability is meant to influence level 10 spells, or level 10 slots.

You can still heighten spells to 10th level, if you're prepared to waste your single (or two) level 10 slots on a heightened lower-levelled spell.

Cantrips and focus spell autoheighten to half your level but that has nothing to do with either your level 10 spells or your level 10 slot(s).

Just to clarify anyone giving a different answer is talking about their own personal house rules.

Horizon Hunters

I didn't see the wording on Arcane Bond, so yea that wouldn't work.

As for Divine Font...

It says it's heightened to your highest spell level but you can't add level 10 spell slots, so you just get none? The only difference between 9 and 10 is 1d8+8 extra healing, not exactly game breaking.

And what about abilities like the Plant Shape feat that was mentioned earlier? There is literally no difference if it's heightened to level 10, except it's counteract level. It's also not using a spell slot, since it's more of an innate spell, so those should be perfectly fine.

I think the problem is the wording of Divine Font. They wanted to give more heals/harms without making them Innate spells, so they used slot wording, when they shouldn't actually be additional slots.


Cordell Kintner wrote:


As for Divine Font...

It says it's heightened to your highest spell level but you can't add level 10 spell slots, so you just get none?

Yes that would be the technically correct reading of the level 10 slot for Divine font. The cleric gets nothing for their font not even a lower level slot.

I bet that is popular.


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The Divine Font issue annoys me a lot, but as I was rereading the text of the updated Miraculous Spell I noticed that the wording is:

CRB wrote:
You can’t use this spell slot for abilities that let you cast spells without expending spell slots or that give you more spell slots.

Emphasis mine.

Unlike other abilities like, for example, Drain Bonded Item Divine Font does not interact with the spell slot granted by Miraculous Caster at all and so, I would argue, circumvents the restriction.

You mileage may vary.


Yes I think I agree. The errata is totally nuts. In the end it doesn't do what was intended to do. It creates an ugly mess of rules.

3 Issues for the record:

1) It stops Divine Font cold - you just lose your level 9 slots and don't get level 10 replacements - which was probably not intended.

2) The cleric spell tables show the slots in the updated PDF that the errata is supposedly removing.

3) But the errata is almost is almost totally undone when you take the level 20 feat which gives you another level 10 slot. This second level 10 slot has none of the limitations of the first level 10 slot. The wording of the errata clearly applies to class features not feats. So it enables most of the abilities that that the errata was supposed to limit.

Another errata that urgently needs more errata. I suppose they will want to extend the extra wording to the feats Maker of Miracles etc etc as well.

Horizon Hunters

The eratta was just to bring all the classes'S wording in line with each other. The current version is the wordng that should have been there to begin with. That's why only 3 classes were changed, the other 2 had the correct wording. Even Witch and Oracle have the correct wording in their initial prints of the APG.


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Can Spell Blending gnerate an extra lvl 10 spell slot? I'd say the intent is no, but Spell Blending does not interact with the spell slot granted by Legendary Spellcaster so it's technically not affected

Rules are hard to write

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