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Epic Level Spells

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The text discusses epic level magic and spells and how mortals can gain access to such powerful magic through favors from gods or reaching great levels of power.

The text states that to gain access to epic magic, one must gain the favor of a god, similarly powerful individual, or reach the gateway of power leading to epic magic through their own abilities.

Some epic boons described include the Boon of Ability, Boon of Desperate Power, Boon of Fortitude, and Boon of High Magic. Each boon provides powerful benefits but also has prerequisites that must be met.

Epic Level Spells

Feel the weight of every spell flowing in your - 7th time (33rd Level): All 1st level up to 8th level spell slots gain
veins, remember that the power you have is not 1 extra spell slot.
to be taken lightly. - Magnus 'The Curator of
Infinity'
Epic-level magic is not something to be used lightly. There was a time
when epic magic was available to mortals but due to the dangerous
power it provided, the arbiter of magic, a being who was said to
control magic itself, decided to limit it. Ever since that faithful day,
mortals only have access to 9th level magic and if one should wish to
have 10th level magic or above, they must step up to reach the power
of the gods themselves.
The only way for one to gain access to them is through the favor of a
god, similarly powerful individual, or to reach the gateway of power
leading to epic magic. While there may be long-forgotten scrolls with
their contents, they are so rare as to be dismissed as rumor and
hearsay.

Epic Boons
Boon of Ability
Prerequisite: 20th level, Boon of Immmortality (DMG pg. 232)
Your character can increase one ability score by 2 or two ability
scores by 1 each. The ability score can be increased above 20, up to a
maximum of 30.
You can take this boon more than once.
Boon of Desperate Power
Prerequisite: Caster level of 20 or higher (PHB pg. 165)
You gain one 10th level spell slot, and learn one 10th level spell of
your choice. This spell does not count against the number of spells
you know and this spell slot is separate from the spell slot gained from
the Epic Boon of High Magic. Once you expend this spell slot, you
cannot cast anymore spells for 24 hours and the 10th level spell slot
cannot be regained before 90 days have passed.
Boon OF Fortitude
Prerequisite: 20th level, 20 Constitution (increases everytime you pick
this boon), Boon of Immmortality (DMG pg. 232)
Your hit point maximum increases by 40.
You can take this boon more than once. Your highest maximum hit
point value is determined by your constitution score as follows:
Constitution of 20, maximum bonus hit points cannot exceed 500
hit points.
Constitution of 21 to 25, maximum bonus hit points cannot exceed
750 hit points.
Constitution of 26 to 30, maximum bonus hit points cannot exceed
1000 hit points.
Boon of High Magic
Prerequisite: Caster level of 21 or higher (requirements increase
every time you pick this epic boon); 20 or higher in your Spellcasting
ability score (requirements increase increase every time you pick this
epic boon)
You gain an additional spell slot, assuming you already have one of
that level, at the rate defined below:
- 1st time (21st Level, 20 Spellcasting Ability Score): You gain 1
extra spell slot from 1st level up to 5th level.
- 2nd time (23rd Level, 22 Spellcasting Ability Score): You gain
1 extra 6th and 7th level spell slot.
- 3rd time (25th Level, 25 Spellcasting Ability Score): You gain 1
extra 8th and 9th level spell slot plus 1 extra 6th and 7th level spell
slot.
- 4th time (27th Level, 28 Spellcasting Ability Score): You gain 1
10th level spell slot. 10th level spell slots take 1 month to regenerate.
- 5th time (29th Level, 30 Spellcasting Ability Score): you gain 1
11th level spell slot. 11th level spell slots take 6 months to regenerate.
- 6th time (31st Level, 34 Spellcasting Ability Score): you gain 1
12th level spell slot. 12th level spell slots take 3 years to regenerate.
Boon of True Smiting Prerequisite: 21st level paladin, you must have at least 1 6th level Sta
spell slot a mel
dama

1
Boon of Legendary Mastery Adjusted Spell Damage for spells that deals half
damage on a save.
Prerequisite: Martial level of 20 or higher (requirements increase Spell Level Single Target Several Targets
every time you pick this epic boon); 20 or higher in your Strength,
Dexterity or Constitution ability scores (requirements increase every Cantrip 1d8 1d6
time you pick this epic boon) 1st 2d10 2d6
You determine your martial level by adding together all your levels 2nd 3d10 4d6
in any non-spellcasting class like fighter (if you do not have the
Eldritch Knight), monk, barbarian or rogue (if you do not have the Spell
3rdLevel Single
5d10Target Several Targets
6d6
Arcane Trickster feature), half your levels (rounded down) in the 4th 6d10 7d6
paladin and ranger classes, and two-thirds of your fighter or rogue
levels (rounded down) if you have the Eldritch Knight or the Arcane 5th 8d10 8d6
Trickster feature. 6th 10d10 11d6
- 1st time (21st Level, 20 or higher in your Strength, Dexterity 7th 11d10 12d6
or Constitution ability score): You gain 1 legendary resistance. If you
would fail a saving throw, you can choose to succeed instead. 8th 12d10 13d6
Expended uses recharge after 24 hours. 9th 15d10 14d6
- 2nd time (23rd Level, 22 or higher in your Strength, Dexterity
or Constitution ability score): You gain 1 legendary action. You can 10th 25d10 26d6
use it to make one weapon attack or use the Dash, Use an Object, 11th 40d10 40d6
Dodge, Help, Disengage or Hide action or to make a Wisdom 12th 60d10 60d6
(Perception) check. Only one legendary action option can be used at a
time and only at the end of another creature's turn. You regain spent Adjusted Spell Damage for spells that negates
legendary actions at the start of your turn. damage on a save.
- 3rd time (25th Level, 25 or higher in your Strength, Dexterity
or Constitution ability score): You gain an additional legendary Spell Level Single Target Several Targets
resistance, bringing your number of legendary resistances to 2. Cantrip 1d10 1d6
- 4th time (27th Level, 28 or higher in your Strength, Dexterity 1st 3d8 2d8
or Constitution ability score): You gain an additional legendary
action, bringing your number of legendary actions to 2. 2nd 6d6 6d6
- 5th time (29th Level, 30 or higher in your Strength, Dexterity 3rd 6d10 4d12
or Constitution ability score): You gain an additional legendary
resistance, bringing your number of legendary resistances to 3. 4th 10d8 8d6
- 6th time (31st Level, 34 or higher in your Strength, Dexterity 5th 10d10 10d6
or Constitution ability score): You gain an additional legendary 6th 15d8 14d6
action, bringing your number of legendary actions to 3.
7th 17d8 15d6
8th 15d10 16d6
9th 16d12 11d10
10th 32d10 33d6
11th 50d10 50d6
12th 74d10 60d8
Spell D
s
Dispel Magic & Counter b
S
2
10th Level Spell List Blade of The Heavenly Realms
10th-level Conjuration
Absolute Death
10th-level Necromancy Casting Time: 1 action
Range: Self
Casting Time: 1 action Components: V, S, M (an adamantine longsword gilded with silver
Range: Touch and blessed by a good deity or extremely powerful celestial, worth at
Components: S least 20,000 gold, suspended at least fifty miles in the sky for at
Duration: Instantaneous least one year uninterrupted)
In the end we all die, why not choose how. Duration: 1 hour
You touch a creature and stop their body and soul. A creature must Then I saw it, a beautiful golden sword flying through the sky
succeed on a Constitution saving throw. On a failed save, a creature cutting the heavens itself.
dies and cannot be resurrected by any spell weaker than a 10th level You create a single edged blade made out of the heaven's essence
spell. On a successful save, a creature takes 110 (20d10) necrotic itself. This blade lasts for one hour and you are unable to cast spells
damage. while this spell is active. You can dismiss this spell at any time. Until
At Higher Levels. When you cast this spell at higher levels, this spell ends, you gain wings that give you a flying speed of 30 feet
increase the damage by 10d10 and the resurrection spell required and on your turns, you gain an additional action and whenever you
increases by 1 for every level above 10th level. take the Attack action on your turn you can take an additional attack
(this stacks with extra attack). That action can be used only to take the
Arcane Burst of Destruction Attack (two weapon attacks only), Dash, Disengage, Hide, or Use an
Object action. This sword is considered a +4 legendary longsword
10th-Level Evocation which deals 4d8 + 10 radiant damage, it has the heavy and versatile
Casting Time: 1 action features dealing 4d10 + 10 radiant damage when being used with two
Range: Self hands. In addition, this ignores resistance and treats immunities as
Components: V, S resistance. You are considered proficient with this sword and you can
Duration: Instantaneous choose to give this weapon to anyone but you still cannot cast spells.
In addition, you can instead choose to release all the power of the
You will learn that even the smartest can have unbrindled rage. blade in one attack, dealing 22d10 + 50 radiant damage on a hit. The
You raise up one of your hands and evoke destructive raw magic in blade dissipates once this attack is used.
a 500-foot long and 20-foot wide line. Everything within the line must
succeed on a Dexterity saving throw, taking 33d6 force damage on a Cosmic Javelin
failed save, or no damage on a successful one. If this damage reduces
a creature to 0 hit points, it is disintegrated. In addition, the area 10th-level Conjuration
where the spell was cast is subject to an anti-magic field for 30 days. Casting Time: 1 action
A creature destroyed by this spell can only be brought back by a Range: 1 mile
wish or true resurrection spell. Components: V, S
Duration: Instantaneous
Armor of the First Emperor The stars fly over the cosmic sky bouncing on the void to
10th-level Conjuration sparkle.
Casting Time: 1 Action A brilliant javelin of cosmic light forms in your hand that you can
Range: Self throw at multiple targets target within range. Choose up to 10
Components: V, S, M (a set of full plate armor made from different targets within range of you. Each target, except for the last
indestructible metals worth at least 100,000 gold, which the spell one, must succeed on a Dexterity saving throw, taking 10d8 radiant
consumes) damage and 10d8 cold damage on a failed save, or half as much
Duration: Until dispelled damage on a successful one. They must also succeed on a
Constitution saving throw, becoming blinded and stunned for 1
History shows that there are no invincible armies. minute on a failed save. The javelin bounces and curves from target to
This spell was once a part of an even stronger spell of the 12th level target until it makes it to the final target. Once the javelin reaches the
but it has long been split into many parts to suppress its legendary final target it explodes. It then must succeed on a Dexterity saving
power. It is rumored to be able to reach that level once more if one throw, taking 16d8 radiant damage and 16d8 cold damage and be
manages to fuse all the missing spells. You manifest heavenly golden blinded on a failed save, or no damage and not be blinded on a
plate armor with multiple gems and designs adorning it. successful one.
You gain the following benefits when you're wearing the Armor of
the First Emperor.
Your AC becomes 25 if it wasn't already higher.
Once a day, you can use an action to become immune to spells of
8th level or lower for 1 minute.
You gain immunity to force damage.
Your melee attacks deal an additional 4d12 force damage.
You gain magic resistance, which gives you have advantage on
saving throws against spells and other magical effects.
You count as three times larger in terms of size when determining
your carrying capacity and the weight you can push, drag, or lift.
Your Strength becomes 26 if it wasn't already higher. This has no
effects if your Strength is already 26.
In the process of casting this spell, other than the spell component,
you must sacrifice 1 legendary item that adorns the body, such as
armor.
This spell is one of the ingredients used to recreate the 12th level
spell the First Emperor's Authority.
3
Crown of the First Emperor Fateless
10th-level Conjuration 10th-level Divination
Casting Time: 1 action Casting Time: 1 minute
Range: Self Range: Self
Components: V, S, M (a platinum crown adorned with 13 of the Components: V, S, M (a flawless glass eye worth 50,000 gp)
rarest gems ever, worth at least a total of 100,000 gold, which the Duration: 30 days
spell consumes) I am seeking for the bridge which leans from the visible to the
Duration: Until dispelled invisible through reality.
You need not follow, but you must witness. You change how reality perceives you, hiding you out of fate's sight.
This spell was once a part of an even stronger spell of the 12th level You can return or hide yourself from fate's sight. While you are in
but it has long been split into many parts to suppress its legendary fate's sight, the spell is undetectable, and has no effect. You can
power. It is rumored to be able to reach that level once more if one reactivate it as a bonus action or as a reaction whenever you are
manages to fuse all the missing spells. You create 15 starlike orbs of targeted by an attack or harmful effect.
golden flame that adorn your head as a crown. While you are hidden from fate's sight, you are hidden to anything
You gain the following benefits when the golden starlike crown is not also under this spell, as if you had made a successful check to
around your head. hide, however impossible such a check would've been. Because of
this, you can stand in the open and not be noticed, shout and not be
You know the location of any creature with the power to cast spells heard, attack and not be discovered, and so on. You cannot be tracked,
if they are within 10 miles of you. If a spell is cast within 10 miles and are hidden from all forms of divination magic, except of 11th level
of you, you know everything about that spell and know where it or above.
was cast and what it was targeting. In addition creatures with truesight cannot see you and creatures
You radiate bright light up to 120 feet and dim light an additional with blindsight or tremorsense cannot sense you. If you attack a
120 feet. You can turn this feature on and off as a bonus action. creature with truesight, they can make a Wisdom (Perception) check
Whenever a creature casts a spell of 8th level or lower, or is against your spell DC, if they fail nothing happens but if they succeed
subjected to any type of elemental damage (like a dragon’s breath), they see you but the spell is not dispelled.
within 500 feet of you, you may use your reaction to order an orb to This effect cannot be dispelled, disrupted, or suppressed, and is so
absorb that spell or elemental attack and prevent it from damaging strong, even gods or beings of similar power are often unable to
and affecting anything. The orb that absorb a spell or attack penetrate it but some especially strong beings can try to see you. This
returns to place above your head but it glows brighter, indicating it spell lasts as long as 30 days but you can end it early if you wish.
is currently holding a spell or elemental attack. As an action you At Higher Levels: When you cast this spell using an 11th-level spell
can order an orb that is currently absorbing a spell or attack to slot, the Duration increases up to 1 year. When you cast this spell
release its contents. Once released you can choose to let it deal using a 12th-level spell slot, the Duration is permanent.
10d10 force damage, heal up to 10d10 hit points, cast the 8th level
spell that was absorbed, or release the elemental damage Firmament of Reality
absorbed.
You gain truesight up to 60 feet. 10th-level Transmutation
You gain proficiency in Perception, or if you’re already proficient in
it, your proficiency bonus is doubled for any check you make with Casting Time: 1 hour
it. Range: 1 mile
Components: S
In the process of casting this spell, other than the spell component, Duration: Instantaneous
you must sacrifice a legendary item that adorns the head, such as a Reality is merely an illusion, albeit a very persistent one.
helmet. You alter a physical aspect of any mundane object or area limited to
This spell is one of the ingredients used to recreate the 12th level a size of 10,000 feet in diameter. As long as it is not magical, you can
spell the First Emperor's Authority. change the aspect of an object. You can change an object to any non-
magical form but it cannot be damaging. You can make a door visible
Fact or Fiction but not corporeal. You can make a flat plain into a large labyrinth of
unbreakable adamantine. In addition, if you are to manipulate an
10th-level Illusion object into a specific form, you must be aware of what you're
transforming it into. You cannot simply make a wall fully unbreakable,
Casting Time: 1 reaction you must first liken the unbreakableness into something such as
Range: Touch adamantine. In addition, any creature stuck or crushed by the
Components: V, S manipulation of material is gently shunted outside of the area. This
Duration: 1 minute change lasts forever and cannot be changed back to its original state
Nothing is more sad than the death of an illusion. unless a 10th level wish or dispel magic is used.
You shape an illusory duplicate of a creature with a challenge rating
of 20 or lower or a character with a combined level of 20 or lower that
you know of. The duplicate is a creature, real but formed by your
thoughts and imagination, and it can take actions and otherwise be
affected as a normal creature. It appears to be the same as the
original. It has the creature’s hit point maximum and is formed with its
equipment, if it had any. Otherwise, the illusion uses all the statistics
of the creature it duplicates. The illusion is friendly to you and
creatures you designate. It obeys your spoken commands, moving and
acting in accordance with your wishes and acting on your turn in
combat. The illusion lasts until it drops to 0 hit points, at which point
it vanishes into a puff of smoke and disappears instantly.
If you cast this spell again, any currently active illusions you created
with this spell are instantly destroyed.
4
First Command Harken to Me
10th-level Enchantment 10th-level Necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 500 feet
Components: S Components: V, S
Duration: Until dispelled Duration: Instantaneous
You shall have no other gods before me. Obey me or die...or both.
You forcefully bind your persona to a creature's subconscious within You instantly slay a single humanoid creature within range with 150
range. The creature must succeed on Wisdom saving throw or be hit points or fewer and at the same moment animate the body so that
affected. In addition, creatures with 150 hit points or less it appears that nothing has happened to the creature. Creatures near
automatically fail this saving throw. While affected, a creature regards the creature that just died do not immediately realize what has
you as someone above him by natural order, and someone to be transpired. If the save fails, the target remains in its exact position
trusted, respected, protected at all costs and obeyed absolutely. with no apparent ill effects. In reality, it is now a perfect undead
You have an unbreakable telepathic bond with all the creatures servant under the your control. The target’s companions notice
affected by this spell, and a creature understands the intents of your nothing unusual about the state of the target until they interact with it,
commands and it tries to fulfill it to its utmost capacity. In addition, it at which time each companion can make a Wisdom (Perception)
will never do anything that goes indirectly or directly against your check against your spell DC to notice discrepancies. The undead
command. In combat, you can order up to five creatures you have servant serves the character indefinitely and retains all their abilities
control over with this spell to do your bidding, no action required but during their time alive.
you can affect as many creatures as you want with this spell. The undead creature must first be destroyed and cannot be brought
You can specify a simple and general course of action, such as back to life unless a 10th level wish or true resurrection is used.
Attack that creature, Run over there, or Fetch that object. If the
creature completes the order and doesn't receive further direction Hope
from you, it defends and preserves itself to the best of its ability. 10th-level conjuration
You can use your action to take total and precise control of the
target. Until the end of your next turn, the creature takes only the Casting Time: 1 action
actions you choose, and doesn't do anything that you don't allow it to Range: Self
do. During this time you can also cause the creature to use a reaction, Components: V
but this requires you to use your own reaction as well. Duration: Instantaneous
If a creature affected by this spell dies, you can attempt to transfer
the spell to another creature you can see within 30 feet of the body. When overwhelming power oppresses you hope is the greatest
The creature must make a Wisdom saving throw or be affected, and ally.
creatures with 150 hit points or less fail this saving throw You regain your ability to cast wish again if you lost it due to its
automatically. stress effect or any other reason. You cast the spell wish as a 10th
Each time the target is knocked unconscious with any form of level spell but do not suffer its stress effects.
psychic damage, it makes a new Wisdom saving throw against the
spell. If the saving throw succeeds, the spell ends. In-organic Demiurge
This spell can only be ended with a wish spell or similar magic. All 10th-level Conjuration
other attempts to end it simply fail.
Casting Time: 1 action
Gate Guardian Range: 120 feet
10th-level Abjuration Components: V, S, M (a wooden pendant carved by a master carver
from a tree grown in the Astral plane, worth 100 gp)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Self There is no greater joy than that of feeling oneself a creator.
Components: V, S, M (A holy saint's rib bone) The second summoning spell ever created and imitated. You
Duration: 1 minute summon non-living creatures of challenge rating 20 or lower that
A man's character is his guardian divinity. appear within an unoccupied space that you can see within range. The
You wreath yourself with heavenly lights and bond your soul with 6 summoned creatures are friendly to you and your companions.
creatures of your choosing. While wreathed in heavenly lights, each The creatures are, for all intents and purposes, their own beings.
creature you choose only takes half damage but you take the other Roll initiative for the summoned creatures separately. They
half as long as you are not incapacitated. You regain 4d10 hit point understand and obey any commands that you issue to them without
during the turns of the creatures you choose, and 12d10 during your fail, and you can command them verbally on your turn (no action
turn. required by you). If you don't issue any commands to them, they act
In addition, you lose any resistances, immunities, and according to their nature, and according to the fact that they are
vulnerabilities you have until the end of this spell. friendly to you and your companions. The DM has the creatures'
statistics.
5
Illusion of Choice Praesidium
10th-level Illusion 10th-level Abjuration
Casting Time: 24 hours Casting Time: 1 action
Range: 10 miles Range: Self
Components: V, S, M (a panting that depicts the reality you wish Components: V, S, M (A metal ingot made out of adamantine, mithril
worth 2000 gold) and diamonds worth at least 10,000gp, which the spell consumes)
Duration: Until Dispelled Duration: Concentration, up to 1 hour
Everything's fine today, that is our illusion. Most powerful is he who has himself in his own power.
Generating epic magic you conjure an extremely powerful illusion You cover your body with invisible armor made out of impenetrable
up to the size of 10 miles. You create an illusion of any number of force. While covered in invincible force, you are resistant to all forms
sensory phenomena, which appears at a spot that you can see and of damage. In addition, your touch naturally erases matter. Your touch
lasts for the duration, in which you have perfect control. It seems and melee attacks deal an additional 8d10 force damage. Anything
completely real, and can include sounds, smells, temperature, and killed or destroyed by your touch is disintegrated similar to the
other sensations appropriate to the illusion created. You can't create disintegrate spell.
sufficient heat or cold to cause damage, a sound loud enough to deal While the spell is active, you are immune to any divination magic of
damage or deafen a creature, or a smell that might sicken a creature. 9th level or lower. In the case of a harmful effect that makes you do a
The illusion is not physical, however it can invoke tactile sensations, saving throw, you do it with advantage and a bonus of +5. In addition,
such as a gentle breeze, rough bark, or a prickling as if one was being you have an AC of 30.
watched. It can even emulate arcane sensations, such as the auras
seen when using detect magic. The illusion can appear to move and Reality Cannon
emulate different sensations within itself, such as if you create the 10th-level Transmutation
illusion of a town, complete with people walking and talking as the
smells of a market waft through the air. Casting Time: 1 action
Physical interaction with the illusion may reveal it to be an illusion, Range: 1 mile
because although it can invoke tactile sensations, things can still pass Components: V, S, M (a magically enchanted obsidian sphere
through it. A creature that uses its action to examine the image can perfectly carved from a 9th level disintegrate spell worth 10,000 gp,
determine that it is an Illusion with a successful Intelligence which the spell consumes)
(Investigation) check against your spell save DC. If a creature discerns Duration: Instantaneous
the Illusion for what it is, the creature can see through the image, and
its other sensory qualities become faint to the creature. I do not define time, space, place, and motion, as being well
known to all.
Multiplication of Minds You twist reality with so much force over an unbreakable obsidian
sphere then rubber band it with unparalleled speed towards a
10th-level Enchantment creature of your choice within range. The obsidian sphere strikes the
Casting Time: 1 action creature and releases a powerful shockwave emanating 60 feet
Range: Self around it. The creature hit by the obsidian sphere must succeed on a
Components: V, S Dexterity saving throw or take 10d10 + 100 piercing damage.
Duration: 1 hour Creatures that are in the area of the shockwave must succeed on a
Constitution saving throw, taking 14d8 thunder damage and be
I think, therefore I am. knocked prone on a failed save, or take half as much damage and not
You can concentrate on up to 5 spells at the same time. If you be knocked prone on a successul one. This spell deals double damage
attempt to cast a spell that requires concentration while already to objects and structures.
concentrating on existing spells, you can maintain concentration on If the damage is enough to destroy objects or structures, they are
all spells simultaneously. If you would fail your concentration check obliterated, leaving behind traces of a finely disintegrated rubble. Any
during this time then you only lose your concentration on the oldest creations of magical force are also obliterated. If this damage kills a
spell that you cast. The DC of your concentration check increases by 5 creature or reduces it to 0 hit points it is obliterated in the same way,
for every spell that you concentrate on. along with everything it is wearing and carrying except magical items.
The creature can then only be restored to life by means of a true
Organic Demiurge resurrection or wish spell.
10th-level Conjuration Reality Slash
Casting Time: 1 action 10th-level Transmutation
Range: 120 feet
Components: V, S, M (a wooden pendant carved by a master carver Casting Time: 1 action
from a tree grown in the Astral plane, worth 100 gp) Range: 500 feet
Duration: Concentration, up to 1 hour Components: V, S, M (a small core created from the energies of
The triumph of life is expressed by creation. teleportation worth 3000 gold)
The first summoning spell ever created and imitated. You summon Duration: Instantaneous
living creatures of challenge rating 20 or lower that appear within an I cannot conceive curved lines of force without the conditions
unoccupied space that you can see within range. The summoned of a physical existence in that intermediate space.
creatures are friendly to you and your companions. You rip apart a 10-foot long space in between anything, cutting it. If
The creatures are, for all intents and purposes, their own beings. it is a creature, the existence of the creature is cut. The creature must
Roll initiative for the summoned creatures separately. They succeed on Dexterity saving throw, taking 18d10 + 80 slashing
understand and obey any commands that you issue to them without damage on a failed save, or no damage on a successful one. If the
fail, and you can command them verbally on your turn (no action creature is reduced to 0 hit points, it is erased from existence. The
required by you). If you don't issue any commands to them, they act blade can pass through any magical barrier, save an anti-magic field,
according to their nature, and according to the fact that they are and ignores a creature’s temporary hit points. In addition, the blade
friendly to you and your companions. The DM has the creatures' deals quadruple damage to any non magical object or structure but
statistics. only deals double damage to magical objects or structure. This spell
ignores slashing damage immunity.
A creature erased by this spell can only be brought back by a 10th
level wish or true resurrection.
6
Regalia of The First Emperor A rain of healing energy falls down in a 1 mile area around you. Any
creature of your choice within the area immediately regains 100 hit
10th-level Conjuration points and the same amount at the start of each of its turn. Creatures
healed by this spell are also cured of all diseases and any effect
Casting Time: 1 action making them blinded or deafened. This spell has no effect on undead
Range: Self or constructs.
Components: V, S, M (an assortment of ten beautifully crafted jewelry
each worth 10,000 gold totalling to 100,000 gold, which the spell
consumes)
Duration: Until dispelled
All eyes look to us.
This spell was once a part of an even stronger spell of the 12th level
but it has long been split into many parts to suppress it's legendary
power. It is rumored to be able to reach that level once more if one
manages to fuse all the missing spells. You enchant your ten
beautifully crafted jewelry with the powerful magic the First Emperor
created, embedding his will into every part.
You gain the following benefits when you're wearing the Regalia of
The First Emperor.
You can choose up to 10 5th level spells that you already know and
bind them to the regalia. Each bonded spell can be used once a
day. You do not need to maintain concentration on the spells. At the
start of the day, you can choose to switch out any spell you've
bonded with the regalia. The spells use your spell DC.
When you would be reduced to 0 hit points, you can use your
reaction to use the power in one of your regalia, losing the ability
to cast the spell but instead be reduced to 1 hp.
Once a day and as an action you can immediately cast 3 spells in
one turn that the regalia currently has binded.
You have proficiency on your Charisma based ability checks and if
you’re already proficient in it, your proficiency bonus is doubled
with it.
In the process of casting this spell, other than the spell component,
you must sacrifice 6 very rare items that adorns the body, such as
trinkets.
This spell is one of the ingredients used to recreate the 12th level
spell the First Emperor's Authority.
Rise From the Ashes
10th-level Evocation
Casting Time: 1 reaction
Range: Self
Components: V, S, M (a phoenix's heart)
Duration: Instantaneous
Our greatest glory is not in never failing, but in rising every
time we fall.
At your dying you breath, you invoke the power of the first phoenix
and explode with a fiery re-entrance. If you drop to 0 hit points, die or
are forced to make a death saving throw, you may use a reaction to
come back to life with your maximum hit points, removing the effects
of any spell that reduces your hit point maximum and all your status
conditions are cured.
When you rise up, a fiery explosion in 40-foot radius around you
burns away all creatures. Every creature within the area must succeed
on a Dexterity saving throw, taking 26d6 fire damage on a failed save,
or half on a successful one.
Serenity
10th-level Evocation
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 1 minute
Every breath we take, every step we make, can be filled with
peace, joy and serenity.
Shifting Creation 10th-level Necromancy Rang
Comp
Casting Time: 24 hours con

7
The First Emperor's Mantle Vitrification
10th-level Conjuration 10th-level Transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a beautiful royal mantle made from the most Components: V, S
expensive and rare magical materials, worth at least a total of Duration: Until dispelled
100,000 gold, which the spell consumes) If it cannot bend, then it will break.
Duration: Until dispelled You manipulate the very matter of a large amount of material
For emperors, it's all about how you carry yourself. changing it into a crystalline like material that can be unbreakable or
This spell was once a part of an even stronger spell of the 12th level as fragile as glass.
but it has long been split into many parts to suppress it's legendary Choose one of the following effects to happen:
power. It is rumored to be able to reach that level once more if one
manages to fuse all the missing spells. You manifest a heavenly royal You touch an object, whether as soft as gold or as hard as
mantle that covers your whole body and acts as your noble clothing. oricalcum, to become permanently as fragile as glass. You can
You gain the following benefits when you're wearing the First affect up to 10,000 pounds of material, all on one touch or spend
Emperor's Mantle. the amount on multiple crystallizations. If the object is being held
or worn by a creature, that creature must succeed on a Charisma
You gain a flying speed of 60 feet. saving throw to negate this spell. If the item is magical, the
You project an aura that immediately dispels any 8th level illusion creature has advantage on that roll. The effects of this spell cannot
spell that's within 60 feet of you. be reversed by anything short of a wish spell.
You gain immunity to being charmed. You touch the ground, transforming the area in a 1 mile radius into
Your Charisma becomes 24 if it wasn't already higher. This has no an indestructible crystal wasteland. You may push out any object or
effects if your Charisma is already 24. creature you wish, and all pushed out creatures and objects take
When an area of effect attack such as a dragon's breath is cast 10d12 piercing damage. While in this wasteland you can take an
towards you, you can use your reaction to absorb it and redirect it action to control of the crystal substances and order it to pierce a
towards another area using your spell DC. In addition, You can creature. A creature must succeed on a Dexterity saving throw or
only use this ability 3 times a day. This ability only works against take 10d12 piercing damage. The effects of this spell cannot be
8th level spells and below. reversed by anything short of a wish spell.
You can cast the shield spell as an at-will spell.
You can cast the command spell as an at-will spell, except that it
works on undead and constructs.
You can cast the dominate person spell thrice a day.
In the process of casting this spell, other than the spell component,
you must sacrifice a legendary item that adorns the body, such as
armor.
This spell is one of the ingredients used to recreate the 12th level
spell the First Emperor's Authority.
Time Walk
10th-level Divination
Casting Time: 1 reaction
Range: Self
Components: V, S, M (a beautiful golden clock with platinum
mechanisms worth at least 5,000 gold, which the spell uses up to 12
times)
Duration: Instantaneous
One more time!
You can choose a point in time up to 6 seconds in the past. You
travel back to that point and all your statistics, hit points, equipment
and resources are returned back to their state at that point in time,
except that you do not have the spell slot anymore which you used to
cast time walk. You retain your memories and if you choose a point in
time, when you were able to act or when it was your turn in the
initiative order, you can immediately take your action. You cannot use
time walk again for the next 24 hours after you cast it.
8
11th Level Spell List Create Revenant
11th-level necromancy
Black Death
11th-level Necromancy Casting Time: 1 hour
Range: Touch
Casting Time: 12 hours Components: V, S, M (a dear item from the creature's past life and a
Range: 1 mile small item that can contain souls, which the spell consumes)
Components: V, S, M (a dead heart from a dead Atropal, which the Duration: Instantaneous
spell consumes) Vengeance is bitter as absinthe, but sweet as ambrosia.
Duration: Until dispelled You touch a creature that has been dead for no longer than 500
We tell ourselves that pestilence is a mere bogy of the mind, a years. If it is not an allied creature then its CR or combined levels has
bad dream that will pass away. But it doesn't always pass away to be 20 or lower. While you resurrect the creature you have to assign
and, from one bad dream to another, it is men who pass away. it a creature to kill. The creature is then restored to life with all its hit
A wave of plague radiates outwards from the point of your choosing, points. This spell closes all wounds, neutralizes any poison, cures all
infecting everyone and everything in a 500-foot radius around it. diseases, and lifts any curses affecting the creature when it died. The
Creatures in the area must succeed on a Constitution saving throw or spell replaces damaged or missing organs and limbs. The spell can
become infected. Within 24 hours, everything in the area begins to even provide a new body if the original no longer exists, in which case
show signs of rot and decay. This magical form of the disease is you must speak the creature’s name. The creature then appears in an
contagious and will spread beyond those initially infected up to an unoccupied space you choose within 10 feet of you. No matter if it was
area of 1000 miles beyond its initial area over the course of 10 days. It alive or dead before, the creature is resurrected as an undead
infects water sources and spreads through the air. Plants infected revenant in addition to its other creature types but it retains all his
with it are unfit for consumption, as are disease-ridden animals. If a other statistics. As a revenant it doesn't require air, food, drink, or
creature breaths, eats or drinks from an infected source it has to sleep It has resistance against necrotic and psychic damage and is
make a Constitution saving throw or be infected. An affected creature immune to poison damage. In addition it is immune to being charmed,
has disadvantage on all of his ability checks and has his movement exhausted, frightened, paralyzed, poisoned and stunned. It has the
speed halved. Every 24 hours a victim has to repeat its saving throw, regeneration, rejuvenation, turn immunity and vengeful tracker trait of
having its maximum hit points reduced by half (rounded up) and the revenant creature and has 1 year to complete its vengeance. The
taking 2 necrotic damage on a failed save, or not having its hit points revenant is compelled to kill the creature you assigned it to but after
reduced and taking no damage on a successful one. This spell ignores the chosen creature dies the revenant also dies.
damage and condition immunities. Undead and constructs are
immune to this effect. A creature can only be cured through the use of Destiny
a 9th level greater restoration spell or similar magic. The disease only 11th-level Divination
ends after 10,000 years have passed or through the use of a 11th level
wish or similar magic. Casting Time: 1 action
Range: Self
Blade of the Abyssal King Components: V
11th-Level Conjuration Duration: Instantaneous
It is not luck, it is destiny.
Casting Time: 1 Action Describe an event which can only last up to 1 minute or name a
Range: 300 feet creature or an object. You can then decide a time frame between 1
Components: V, S, M (a red orichalcum greatsword, worth at least minute to 1 year from now on. This event or the meeting with the
100,000 gp, bathed in the scorching heat of the Plane of Fire for at creature or object will happen within this time frame. State the event
least 10 years uninterrupted) clearly to the DM as precisely as possible. The DM has great latitude
Duration: 1 hour in ruling what occurs in such an instance, the greater the event, the
Become the evil you fear the worst, so that evil won't overtake greater the likelihood that something goes wrong.
you.
The Blade of the Abyssal King is the mythical blade of the first Illusion of grandeur
demon king, a demon lord so powerful that it managed to subdue the 11th-level Illusion
abyss in its entirety. When it was destroyed by an extremely powerful
being, it's mythical weapon was said to have disappeared. You Casting Time: 1 Bonus action
summon the legendary blade of the firrst demon king and manifest its Range: Self
fiendish power. Once summoned any non demon prince that uses it Components: V, S, M (a book that pertains to the perfect idol that
must succeed on a DC 35 Constitution saving throw or burn to ashes. creature has worth at least 8,000 gp)
While this spell is active you gain demon-like wings that give you a Duration: Concentration, 1 minute
flying speed of 120 feet and on your turns, you gain an additional If there is sin against life, it consists… in hoping for another life
action and whenever you take the Attack action on your turn you can and in eluding the implacable grandeur of this life.
take an additional attack (this stacks with extra attack). That Your cast an illusion around yourself that is so powerful that it not
additional action can be used only to take the Attack, Dash, only convinces others but also yourself. While this illusion is active
Disengage, Hide or Use an Object action. This sword is considered a you can use a bonus action to apply one of the following effects to
+5 legendary longsword which deals 10d8 + 10 fire damage, it has the yourself, without having to hold concentration on them:
heavy and versatile feature, dealing 10d10 + 10 fire damage when • You cast the spell shapechange or true polymorph on yourself.
being used with two hands. In addition, this ignores resistance and • You cast enlarge reduce on yourself. You size can be between tiny
immunities. You are considered proficient with this sword. or gargantuan and you add 4d10 to your extra damage.
In addition, you can instead choose to release all the power of the • You cast haste on yourself, but do not suffer the negative effects
blade in one attack. You slash the blade in a direction of your choosing when it ends and can cast a spell as a haste action.
releasing a powerful burst of energy 1 mile long and 10 feet wide. • You increase the modifier of one of your stats except your
Each creature in that line must succeed on a Dexterity saving throw, constitution by +5. You can only do this once per stat.
taking 40d10 + 100 fire damage on a failed save, or no damage on a
successful one. The blade dissipates once this ability is used. You can have multiple effects active at the same time.
9
Instant Kingdom Rewrite
11th level Conjuration 11th-level Enchantment
Casting time: 1 Minute Casting Time: 1 Action
Range: Unlimited Range: 120 feet
Components: V, S, M (a letter of passage created from paper that was Components: V, S, M (a parchment filled with all the things you wish
infused with magical energies for at least 10 years while in a to change about the creature written with their blood mixed with
demiplane) ink)
Duration: Instantaneous Duration: Until dispelled
Must be the reason why I'm king of my castle. I will remake you!
You conjure up to 3000 simple houses, 5 fortresses and 1 Castle in Choose a creature you can see. It must make a Charisma saving
a 1000 square mile area. The location where you place them has to be throw. If it fails you can change its personality, gender, alignment,
unoccupied by another creature or you have to be given allowance if it memories, attributes, up to a maximum of 20 and other statistics but
belongs to another creature. You make all decisions about their they cannot be higher than yours. You can also decide to change its
appearance and where to place them. The interior is enclosed by a appearance if you change it to a humanoid. The creature is Charmed
floor, walls, and a roof, with doors granting access to the interior and by you.
as many windows as you wish. The houses are all the same and This effect can only be removed by an 11th level greater restoration
simple in nature. The area is 30 feet on each side with up to 5 rooms or wish spell.
and they are empty inside. The fortresses are the same as the ones
created by by the mighty fortress spell, except that they are Special Relativity
permanent. The castle takes up an area of up to 40000 square feet 11th-level transmutation
and up to 200 feet on each side. You can create any floor plan you like.
The place is furnished and decorated as you choose. It contains Casting Time: 1 Action
sufficient food to serve a nine-course banquet for up to 100 people. A Range: 120 ft
staff of 100 near-transparent servants attends all who enter. You Components: V, S
decide the visual appearance of these servants and their attire. They Duration: Concentration, Up to 1 hour
are completely obedient to your orders. Each servant can perform any
task a normal human servant could perform, but they can’t attack or Blink and you miss me.
take any action that would directly harm another creature. Thus the Choose a willing creature that you can see within range. Until the
servants can fetch things, clean, mend, fold clothes, light fires, serve spell ends, the target's speed is quadrupled, it gains a +4 bonus to AC,
food, pour wine, and so on. The servants can go anywhere in the it has advantage on Dexterity saving throws and checks and when it is
castle but can’t leave it. subjected to an effect that allows it to make a Dexterity saving throw
to take only half damage, it instead takes no damage if it succeeds on
Living Bomb the saving throw, and only half damage if it fails. This creature can
take two turns per round. It takes its first turn at its normal initiative
11th-level Evocation and its second turn at its initiative minus 10.
Casting Time: 1 action Spell Immunity
Range: 120 feet
Components: V, S, M (a diamond infused with magical sulfur that 11th-level Abjuration
came from the elemental plane of fire worth at least 10,000 gold)
Duration: Until Dispelled Casting Time: 1 action
Tick, tock, your time is up. Range:: Self
You attempt to infuse a creature with concentrated destruction. It Components: V, S
must succeed on a Constitution saving throw. On a failed save you Duration:: Until dispelled
turn it into a living bomb. As long as you are on the same plane, you Your attack has been rendered harmless. It is, however, quite
can use a bonus action every turn to deal 165 (30d10) fire damage to pretty.
it. This damage ignores resistance and immunity. If this would kill the You cannot be affected or detected by Spells of 9th level or lower
creature its body explodes into pieces and is disintegrated. Every unless you wish to be. You have advantage on saving throws against
creature within 100 feet of the explosion must succeed on a Dexterity all other Spells and magical effects. As long as you are under this
saving throw, taking half the creatures maximum hit points as fire effect you cannot regain the spell slot that was used to cast this spell.
damage on a failed save, or half as much damage on a successful one. You can regain it again if this effect is dispelled or you choose to end
This effect can only be removed by an 11th level greater restoration or it.
wish spell.
Refresh
11th-level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V, S
Duration: Instantaneous
Rest when you're weary. Refresh and renew yourself, your body,
your mind, your spirit. Then get back to work.
You instantly gain the benefits of a long rest. This includes all your
magical items that recharge on a long rest.
10
Take What is Others True Manipulation
11th-level Illusion 11th-level Transmutation
Casting Time: 1 Action Casting Time: 1 action
Range: 500 feet Range: 1 mile
Components: V, S Components: V, S, M
Duration: Until dispelled Duration: Concentration, up to 1 hour
Your mind is a field, ripe for harvest. Own nothing, control everything.
You choose a creature within range and pluck one of its memories You can alter any physical properties of an area that you want to.
and make it into reality. When choosing a memory, these are the Choose an area of up to 1000 feet in diameter. When you cast the
following effects: spell you can alter the appearance, texture, color, odor, melting point,
boiling point, density, solubility and many other physical properties of
Creature: You pluck out a creature from the memories of your the non-living matter in the area. Any environmental change that
target and manifest it into reality within range. The creature's would damage a creature can only deal up to 55 (10d10) damage per
statistics and general strength is based on how the target sees it. round to it and the maximum AC and hit points of the matter is 30 AC
The DM holds its statistics. The creature's CR can only go up to 20. and 200 hit points per 100-foot cube. At the start of your turn you can
Location: You pluck out a place or location from the memories of change one physical property of matter in a 100-foot cube centered on
your target and manifest it into reality within range. The area it a point you can see. This effect can not change magical properties of
takes up can only be a 10 mile radius. You can copy any form of objects or terrains but can still change their physical ones.
location without limitation such as a great castle, a huge city or These changes to the terrain are permanent until dispelled by a
even a mountain. Creating these locations shift reality to 11th level dispel magic, wish or similar magic."
accomodate the new additions. In addition, these locations you
create will not be filled with any living creatures.
Event: You pluck out an event or situation from the memories of
your target and manifest it temporarirly into reality within range.
You can manifest a whole year's worth of memories and it will play
exactly as the target remembers. The memory you brought to
reality is real in the case that their are living beings but after 24
hours the event dissipates. If you change anything in the event it
changes the memory of the target as well. If the memory is too
damaged or altered to extreme levels, it could damage the
creature's mind.
Copy: You pluck out the creature's self image and create a perfect
simulacrum of the creature. The simulacrum has the same
statistics of the creature and can learn, grow, and regenerate their
abilities like a normal creature would. This cannot affect CR 21
creature or above.

Time Travel
11th-level Divination
Casting Time: 10 Minutes
Range: Touch
Components: V, S, M (an object of some kind that had a significant
impact at that point in time you want to travel)
Duration: Instantaneous
You should find your past before your past finds you.
Up to nine willing creatures of your choice, including you, who link
hands in a circle are transported to a different point in time which is
up to 100 years in the past. After you have stayed 3 days in the past
you and everyone you brought with you are transported back to the
present again to the location where you first cast the spell. If this
location no longer exist you are transported to a random location
close to it. You cannot cast time travel again until you are back to your
present.
You can also use this spell to transport an unwilling creatures to a
point in time up to 100 years in the past. The casting time becomes
one action then. Choose a creature within your reach and make a
melee spell attack against it. On a hit, the creature must make a
Charisma saving throw. If the creature fails the save, it is transported
to the point in time you specify. A creature so transported, if it is still
alive then, will return after spending 3 days in the past and 3 days
after you cast this spell in the present.
11
12th Level Spell List First Emperor's Authority
12th-level enchantment
Big Bang
12th-level Evocation Casting time: 1 Action
Range: Plane
Casting time: 1 Action Components: V, S, M
Range: 1 mile Duration: Until Dispelled
Components: V, S, M (the condensed core of a star) You take on the rights, responsibilities and authority of the first
Duration: Concentration, up to 1 minute ruler of the mortals in existence. You are older than any god, any
In the beginning there was nothing and in the end there will be primordial and all the realms were young when you were a monarch.
nothing. You are now an extremely powerful being but with all your power, you
A beam of white light flashes from your pointing finger, then now have the responsibility to protect your kingdom which appears in
condenses to linger at a chosen point within range as a dying star in a any plane you choose. There can only be one emperor per plane. The
40-foot radius sphere for the duration. Every creature within a 50-foot effects of the spells you cast to create the First Emperor's Authority
radius of the sphere is dealt 33 (10d6) fire damage at the start of its become permanent and can't be dispelled anymore. While you are
turn. When the spell ends, either because your concentration is within your plane you can cast hope at will. It can only be used in the
broken or because you decide to end it, the star collapses with the protection of your plane.
sound of a giant explosion of pure energy that spreads around
corners. Each creature within 1 mile of the sphere must succeed on a Heat Death
Dexterity saving throw. A creature takes fire damage equal to the total 12th-level Transmutation
accumulated damage on a failed save, or half as much damage on a
successful one. This fire damage ignores resistance and immunity. Casting Time: 1 Action
This spell deals triple damage to objects and structures. Creatures, Range: 1 mile
objects or structures destroyed by this spell is reduced to dust. Components: V, S, M (a star's dead core)
The spell’s base damage is 60d6. If at the end of your turn the star Duration: Concentration, up to 10 minutes
has not yet detonated, the damage increases by 16d6. The star also I am the spirit that negates. And rightly so, for all that comes to
increases in size by 40 feet at the end of your turn. be Deserves to perish wretchedly.
Choose a 200-foot radius area. You deprive the area of any energy.
Create World/Plane Anything in it immediately stops moving and anything that would pass
12th-level Conjuration trough it stops and falls down or dissipates dealing no damage. No
effect that would create matter or energy has any effect within this
Casting Time: 7 days field. All creatures of your choosing in the area during the initial cast
Range: Sight and at the start their turns there must succeed on a Constitution
Components: V, S, M (a divine spark of a greater deity) saving throw, having their movement speed reduced to 0 on a failed
Duration: Instantaneous save, or not having their movement speed reduced on a successful
I am prepared to meet my Maker. Whether my Maker is one. On a failed save they are also under the effect of slow and are
prepared for the great ordeal of meeting me is another matter. restrained. A creature affected by this spell must make another
Over the duration of 7 days you create your own world or plane with Constitution saving throw at the end of each of its turns. On a success,
its own geography, atmosphere and other properties. You can also add the effect ends on the target. On a failure, the target is incapacitated,
specific flora and fauna to it according to your own knowledge. The cannot move or speak, and is unaware of its surroundings. Attack rolls
radius of this world or plane is 3000 miles. As part of being the against the creature have advantage and the creature automatically
creator of this location you can use an action to change a 1-mile- fails Strength and Dexterity saving throws. It is also takes 90 (20d8)
radius area of it anytime after you have created it. The mineral wealth cold damage at the end of each of its turns. This damage ignores
of this location cannot exceed 1.000.000 gp. At the start you can only resistance and immunity. If this damage reduces the target to 0 hit
create up to 1000 creatures with CRs lower than 10. These creatures points, it is frozen to its core and shatters into small particles. You can
are not necessarily friendly towards you, but instead the creatures use a bonus action to move the area up to 200 feet.
choose whether to be friendly to you, based on how you treat them.
You can choose as much flora as the area can provide as long as the Inevitable Entropy
worth of everything does not exceed 1.000.000 gp and the CR of an 12th-level Necromancy
individual is lower than 10. Describe your world or plane clearly to the
DM as precisely as possible. The DM has great latitude in ruling what Casting Time: 1 Action
is allowed for the world or plane. Range: Touch
Components: S
Divine Gate Duration: Instantaneous
12th-level Abjuration They say you die twice. One time when you stop breathing and
a second time, a bit later on, when somebody says your name for
Casting Time: 1 action the last time.
Range: 120 feet You touch a creature and fill them with the absolute meaning of the
Components: V, S, M (a lock and key created from solidified soul of a inevitableness of death. In the end, everyone dies. The creature must
primordial and a greater deity) succeed on a Constitution saving throw or wither to nothingness. A
Duration: Instantaneous creature that succeeds must make a Wisdom saving throw or be
The greatest fear of immortals is not death, but eternal mentally shattered by the pure meaning of entropy. A creature that
isolation. fails their second saving throw will be afflicted with the feeblemind
You can target a creature with 200 or less hit points. It has to make spell.
a Charisma saving throw. If its fails it will be banished behind the Creatures that die by this spell will have all information and
Divine Gate, a place with no escape. No magic or being can resist or memory about them removed from history. Even their closest and
dispel this effect. Not even the gods or other divine beings can escape dearest family members will not remember them. Even the gods will
it or reach beyond it. If it manages to succeed the saving throw it has have no memory of the creature.
to repeat it at the start of its turns as long as the caster is alive and on
the same plane as the creature. The DC increases by 10 every time it
succeeds.
12
Illusionary World
12th level illusion
Casting time: 1 Action
Range: 1 Mile
Components: V, S, M
Duration: Until Dispelled
Ignorance is bliss.
You choose any amount of creatures you can see. They must make a
Wisdom saving throw. On a failed save they are thrown into an
illusionary world according to your imagination. While inside the
illusionary world they can not be damaged or harmed but they also do
not notice that they are in an illusion and any attempt of them to break
free fail. An extended stay in this world drives a creature mad. At the
start of every day it has to repeat its saving throw or acquire an
indefinite madness. Every time it acquires 3 indefinite madnesses or
at the the end of every 30 days, a creature can repeat their saving
throw against this spell. If it succeeds on its saving throw, the spell
ends and it reappears where it was originally or if the location no
longer exist, it reappears in a random location close to it. The spell
can also be ended by a 12th level greater restoration or a 12th level
wish but only from someone outside of the illusionary world.
Making History
12th-level Divination
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
The main thing is to make history, not to write it.
Choose an event that happened at least 1 year ago. You can choose
to change the sequence or results of this event as well as the creatures
that were present at that time so you can achieve your desired
outcome for the present. State your changes clearly to the DM as
precisely as possible. The DM has great latitude in ruling what occurs
in such an instance, the greater the change, the greater the likelihood
that something goes wrong.
13
Credits
Some People I took inspiration and help
from.
kirbysag = Reddit user that created his own epic level
spell work.
Nerdkh = Reddit user that took the time to help and edit
my work.

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