A while back I wrote about 10th level spells in theory, and I’ve noticed that that post gets a little bit of steady traffic, so I thought I’d come up with a few examples of what I had in mind in terms of 10th level spells. I’ll put these in basic layout, and of course you can use them in your games. Quick reminder of the principles I came up with for 10th level spells:
- A 10th level spell can change the setting in some ongoing way.
- 10th level spells must be found, or researched, or earned as part of a quest.
- A 10th level spell can be cast only once, and then it is lost.
- 10th level spells are how you account for magical effects in the setting that aren’t covered by existing spells or magic items.
10th-level evocation (Cleric, Druid, Wizard); Casting time: 1 hour; Range: 500 feet; Components: VSMgp; Duration: concentration, up to 1 hour.
You summon a catastrophic combination of energies that are more than enough to level a town or small city. This spell creates horrific, lethal conditions within a 1000 foot diameter circle that extends 200 feet above and, where appropriate, below ground.
Lightning: any creature that comes within 10 feet of a large metal object risks being struck by static electricity. The creature must make a Dexterity save or take 5d10 lightning damage, or half damage with a successful save.
Rain of acid and fire: The entire area is pelted with a fiery, acidic rain. Every round a character begins or ends out of cover, they must make a Constitution saving throw to resist 3d10 acid and 3d10 fire damage, taking half damage on a successful save. Each minute, the rain will burn through six inches of wood or an inch of stone, meaning there will be less and less cover as the cataclysm continues.
Tremors: The area is wracked by tremors, making all terrain difficult terrain and causing buildings to collapse. Each minute, a given building has a 10% chance to collapse, dealing 4d10 bludgeoning damage to all inside if a wooden structure and 8d10 bludgeoning damage to all inside if a stone structure.
10th-level conjuration (Cleric, Wizard); Casting time: 24 hours; Range: 1 mile; Components: VSMgp; Duration: permanent.
This spell consumes a single magical item that creates or interacts with extra-dimensional space, such as a bag of holding, worth at least 10,000gp.
10th-level transmutation (Druid, Sorcerer, Warlock, Wizard); Casting time: 1 hour; Range: 30 feet; VSMgp; Duration: permanent.
As polymorph, but the change is permanent until it is dispelled by powerful magic.
10th-level abjuration (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard); Casting time: 1 hour; Range: 30 feet; Components: VSMgp; Duration: permanent.
This spell grants a creature resistance against a single damage type from among: acid, cold, fire, force, lightning, necrotic, poison, radiant; bludgeoning, piercing or slashing from non-magical sources. Casting the spell consumes a single gem representing the damage type (ruby for fire, etc.) worth at least 5,000gp.
Raise Flying Citadel
10th-level transmutation (Cleric, Wizard); Casting time: 24 hours; Range: 1000 feet; Components: VSMgp; Duration: permanent (until brought down)
This spell is cast by a single powerful cleric or wizard with the support of at least a dozen fellow clerics and wizards. The spell requires 24 hours to complete, and at the end, a stone keep is ripped free of the earth and allowed to float above the earth. It can be guided by a powerful spellcaster (of 12th level or higher) from the inside thereafter. It has a flying speed of 60′, and if not being guided simply hovers in place. This spell obviously requires a material component of one citadel which is not consumed in the casting.
10th-level conjuration (Sorcerer, Wizard); Casting time: 1 action; Range: self; Components: V; Duration: instantaneous.
This change simply makes the wish spell a 10th level spell so that it can only be cast once, must be found via a quest or deep research, and a DM can be more lenient with the various restrictions on the spell.
10th-level illusion (Bard, Warlock, Wizard); Casting time: 1 hour; Range: self; Components: VSMgp; Duration: instantaneous.
This spell makes one creature permanently immune to being targeted by divination magic. The spell consumes an ingot of adamantine metal worth at least 5,000gp.