3 Level 10 Spells


Homebrew and House Rules


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Pathfinder Rulebook Subscriber

Level 10, the best of the best. The most powerful spells available to any spellcaster in Golarian and the top of power for really any player character short of Artifacts. I love level 10 spells. They just feel like they give a PC a great deal of unique and potent narrative and combat potency.

But I also kinda feel like right now we don't have a whole lot of options for them right now. Most level 19-20 spellcasters are going to more or less have the same of several very few options for these ultimate powers. And of the ones that we do have, a lot of them are, for lack of a better term, very obvious. Wish and it's various variants, a super big explosion of every element, a couple crazy battle forms, "Can't touch this", "I can go ANYWHERE", "Everybody back up!", ect. There's a few more interesting ideas, like Fabricate Truth and Time Stop (even if Time Stop is super traditional), but I'm itching for more.

I'm sure we'll have some more new options in Secrets of Magic, and I'm super hyped for that, but in the meantime, here are a few ideas of mine. One that is a recreation of a PF1 spell (and utilizes two currently PF2 spells in it's design), and two that are my own but both heavily inspired by other things (one is based off of one of my favorite Anime powers and another off of one of my favorite 5e homebrews).

Sovereign Soul
Level 10
Rare, Enchantment
Traditions Divine, Occult
Cast 2-actions (verbal, somatic)
Area 100-foot emanation
Saving Throw Will Duration Varies

Your soul carries with it the quality of the true conqueror and the ambition to stand above all others. This power emanates from your body and clashes with the souls of all those around you, forcing their spirit to either align, follow, or rebel. This spell doesn't effect creatures that have no spirit, such as constructs.

Only creatures that were already friendly towards the caster may chose to align with the sovereignty of the caster. Those who pick this option gain 15 temporary hit points, a +1 status bonus to all saves for the next minute, and cannot be inflicted with the frightened condition for one hour from any source except for Artifacts, Deities, and similarly powerful effects.

Creatures that are not friendly towards with the caster may only make the choice to follow or rebel. If a creature follows, they will gain all the benefits of those who align with the caster, but also cannot act in such a way that goes against the will and goals of the caster as the following soul understands them. If they do, they immediately lose the benefits of aligning with the caster and are affected by the rebelling option as if they had chosen to rebel from the beginning. All non-sapient beasts of level 15 or lower will usually automatically follow, unless they are highly trained or are friendly enough with the caster to align.

Creatures that rebel must make a will save as their soul fights against the will of the sovereign. This effect has the incapacitation trait.

Critical Success The creature is frightened 2.
Success The creature is frightened 3 and cannot reduce their frightened condition below 1 until they are more than 30 feet from the caster.
Failure The creature is frightened 4 and cannot reduce their frightened condition below 2 until they are more than 30 feet from the caster. Also, for the next week, any time they are within 30 feet of the caster they become frightened 1.
Critical Failure The creature falls unconscious as their spirit is completely overwhelmed by the sovereignty of the caster. An ally may attempt to wake the creature by spending an action to embolden them, at which point they are immediately effected as if they had failed their initial save.

A creature cannot follow or rebel dishonestly. If a creature intends to act against the will and goal of the sovereign, they cannot temporarily follow in order to gain the benefits of following before they rebel. At the GM's discretion a creature who rebels may switch to following if they genuinely repent of their rebellion through either fear or if their reasons for acting against the sovereign changes.

Polar Midnight
Level 10
Cold, Darkness, Evocation
Traditions Arcane, Primal
Cast 3-actions (material, somatic, verbal)
Range 1,000 feet; Area 30-foot burst
Saving Throw Fortitude; Duration sustained up to 1 minute

You plunge the area into the unforgiving deep chill of the frozen polar night. All lights in the area are snuffed out as if under the effect of a level 2 Darkness spell. Any creature that starts it's turn in the area takes 6d10 cold damage and must attempt a Fortitude save as the deep cold seeps into their body.

Critical Success The target is unaffected.
Success The target takes half damage and becomes drained 1
Failure The target takes full damage and becomes drained 2 or increases their current drained status by 1 to a maximum of drained 4.
Critical Failure The target takes double damage and becomes drained 2 or increases their current drained status by 2 to a maximum of drained 4.

A target that spends it's entire turn within the area of the spell is encased in a sheath of ice. Targets captured in this way are restrained with the Escape or Force Open DC being your spell DC. The ice has Hardness 10 and 20 HP, and it is immune to cold damage but has weakness 10 to fire damage. Breaking the ice frees the creature and ends the spell. If someone other than the target breaks the ice from outside, the target is stunned 1 and takes any damage dealt by the breaking effect in excess of the ice's Hit Points.

When you sustain this spell you may move the area of the spell up to 15 feet in any direction

Singularity
Level 10
Unique, Transmutation
Traditions Arcane, Occult
Cast 3-actions (material, somatic, verbal)
Range 1 mile; Area varies
Saving Throw varies, Duration sustained, up to 1 minute

At a point within range you compress an area of spacetime into a single absolute point. When you first cast the spell it creates a 3-foot in diameter Small black orb that occupies a 5 foot square. The orb generates a 40-foot emanation of gravitational distortion, pulling all creatures and unsecure items towards the orb, based on a Reflex saving throw. This effect works in all ways like the Gravity Well spell. The Orb also generates a 10-foot radius emanation event horizon that consumes all things that pass through it. Non-magical items and magical items of level 14 or lower that are unattended are instantly destroyed upon entering the area, and creatures that pass into the area or start their turn in the area must make a Fortitude save with the following effects.

Critical Success The target takes 1d12 force damage, 1d12 cold damage, and 1d12 bludgeoning damage.
Success The target takes half of the accumulated damage.
Failure The target takes the full accumulated damage and is stunned 1.
Critical Failure The target takes the full accumulated damage, is stunned 2, and one equipped non-magical item or magical item of level 14 or lower is consumed by the orb.

Throughout the duration of the singularity, it continues to grow in size and power. The damage of the singularity starts at 2d12 force damage, 2d12 cold damage, and 2d12 bludgeoning damage. The first time each round that the singularity consumes an item or kills a creature, the singularity grows. If a ranged attack from a weapon or a spell of lower than 7th level passes on it's trajectory through the area of the singularity it's target changes to that of the singularity and causes it to grow. It can also grow if the caster chooses when the spell is sustained. The singularity can never grow by more than 3 stages each round. When it grows the singularity increases in power in the following ways.

The damage increases by 1d12 for each damage type.

The radius of the gravity well effect increases by 10 feet.

The radius of the damaging event horizon increases by 5 feet.

When the singularity ends by most means, whether because the caster stops sustaining the spell or it is forcefully ended through other means, the singularity explodes, effecting the current radius of the gravity well, damaging all creatures with the total accumulated damage of the singularity, subject to a basic Reflex save, and pushing all creatures to the outer edge of the area of the gravity well.

The black orb creating the singularity can be attacked like any normal target. It starts with 250 HP with an AC of 45 and is immune to critical hits, precision, persistent, mental, poison, acid, positive, negative, and all aligned damage. It has weakness 50 to force damage. The singularity recovers 25 HP whenever it grows by 1 stage. A Disintegrate spell heightened to level 10 will instantly destroy the singularity. If the singularity is destroyed by these means, it immediately collapses and detonates. The singularity can also be nullified with a counteract check if targeted by a Dispel Magic spell heightened to 10th level. If dispelled in this manner, the singularity fizzles out without detonating.

The caster may attempt to sustain the singularity past the 1-minute limit to it's duration, but every round that they do so, they must make a Will save against their own spell DC or lose control of the singularity. Once lost control of in this way, the singularity will continue to grow indefinitely unless destroyed.


Keep in mind that critical success on a saving throw must always give no effects in this 2e, regardless the skill/spell/ability used.


Pathfinder Rulebook Subscriber
HumbleGamer wrote:

Keep in mind that critical success on a saving throw must always give no effects in this 2e, regardless the skill/spell/ability used.

For some reason I had thought that at very high levels there were some exceptions to that, but after looking at several spells it seems I was incorrect. I cannot edit the post now to reflect that, but consider Soverign Soul and Singularity to no longer have any effects on a Critical Success save against them.


Vali Nepjarson wrote:
HumbleGamer wrote:

Keep in mind that critical success on a saving throw must always give no effects in this 2e, regardless the skill/spell/ability used.

For some reason I had thought that at very high levels there were some exceptions to that, but after looking at several spells it seems I was incorrect. I cannot edit the post now to reflect that, but consider Soverign Soul and Singularity to no longer have any effects on a Critical Success save against them.

The alternative might be some sort of power word, though it might not be what you are looking for.


Pathfinder Rulebook Subscriber
HumbleGamer wrote:
Vali Nepjarson wrote:
HumbleGamer wrote:

Keep in mind that critical success on a saving throw must always give no effects in this 2e, regardless the skill/spell/ability used.

For some reason I had thought that at very high levels there were some exceptions to that, but after looking at several spells it seems I was incorrect. I cannot edit the post now to reflect that, but consider Soverign Soul and Singularity to no longer have any effects on a Critical Success save against them.
The alternative might be some sort of power word, though it might not be what you are looking for.

I think I might have been remembering some spells having further negative effects for the caster if the target critically succeeds at their save. In my brain the streams got crossed and I just remembered that they had effects on a critical success save.

That aside, are the spells decent? Well balanced and all that?

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