10th - Level - Spells UPDATED
10th - Level - Spells UPDATED
10th - Level - Spells UPDATED
Spells
for 20th level characters
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authors. Such material is used with permission under the Community Content
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All other original material in this work is copyright 2021 by Georgina Young and
published under the Community Content Agreement for Dungeon Masters Guild.
10 Level Spells
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On reaching Level 20, any character who can already cast 9th level spells (either through
the Spellcasting or Pact Magic feature) gains knowledge of one 10th level spell. This spell
cannot be replaced or re-learnt, including by characters who usually prepare their spells.
There are no class restrictions on 10th level spells, so long as the character can already cast
9th level spells.
Casting a 10th level spell requires magic from multiple casters. The spellcaster who
knows the specific spell is considered the Main Caster, while others contributing spell slots
are Participating Casters.
To cast a 10th level spell, the Main Caster must have a 9th level spell slot still available,
or the 9th level Mystic Arcanum for a Warlock. Any Participating Casters must have a spell
slot of 1st level or higher still available, which is expended by participating in the casting of
the 10th level spell — this includes the once a day ability to cast a Mystic Arcanum for
Warlocks. Any other source of magic that does not require the use of a spell slot (such as
racial traits or magic items) cannot be used to participate in the casting of a 10th level spell.
For the Main Caster, casting a 10th level spell expends the use of their 9th level spell slot.
Some 10th level spells have a cost to the casters in the form of exhaustion lasting
for a certain number of days. Where this happens, roll the number of dice specified,
and divide the total number by the number of casters (Main and Participating). If the
total rolled does not divide by the number of casters evenly, the remainder goes to the
Main Caster.
Alternatively, some spells add the combined levels of all the spell slots (or Mystic
Arcana) used to determine the effectiveness of the spell. In this case, the Main Caster
contributes 10, while the Participating Casters can choose how much to contribute
based on the spells slots (or Mystic Arcana) available to them at the time.
In either case, having more casters and more spell slots is beneficial.
Environmental Mastery
Level: 10th Duration: Indefinite
Casting time: 1 hour School: Conjuration
Range/area: Self Attack/save: None
Components: V, S, M* (a handful of clay)
Crudely shaping an image from clay, the Main Caster creates an environment of their liking, centred
on themself. Regardless of the current environment, they conjure the terrain, weather, flora, and fauna
(beasts only). Any beasts conjured are real animals, not spirits. The Main Caster can create a permanent
weather effect, an impossible flying tower, the perfect subterranean lair, or anything else they desire as
their environment.
This effect ends only when the Main Caster dies or chooses to allow the conjured environment to
dissipate, returning the area to its previous state.
The number of spell slots contributed determines the size of the area that can be included in this
spell. At 11 spells slots (the minimum), the environment has a radius of 1 mile, 15 slots gives 1.5 miles, 20
slots gives 2 miles, 25 slots gives 2.5 miles, 30 slots gives 3 miles, and so on.
Invulnerable Barrier
Level: 10th Duration: 24 hours
Casting time: 1 hour School: Abjuration
Range/area: 100 feet Attack/save: None
Components: V, S, M* (a glass sphere 1 inch in diameter)
Spinning a tiny glass sphere, a huge protective barrier surrounds an area, at least part of which
must be within 100 feet of the main caster. The spell lasts for 24 hours from completion, or until the Main
Caster dies—whichever is soonest.
No living or undead creature can pass through the barrier once it has been put in place. In addition,
spells lower than 9th level cannot pass through the barrier. The barrier forms a sphere, extending
underground and into the sky.
The casters must decide whether they wish to be inside the sphere or outside—they must all be on
the same side, and they will not be able to pass through once the spell is completed.
The number of spell slots contributed determines the size of the area that can be covered by the
Invulnerable Barrier. At 11 spells slots (the minimum), the sphere has a radius of 1 mile, 15 slots gives 1.5
miles, 20 slots gives 2 miles, 25 slots gives 2.5 miles, 30 slots gives 3 miles, and so on.
Oblivion
Level: 10th Duration: 24 hours
Casting time: 1 hour School: Enchantment
Range/area: 100 feet Attack/save: None
Components: V, S, M* (a knotted handkerchief)
Unravelling thread from a knotted handkerchief while describing in detail an event that occurred
within the past year, at the completion of casting, a number of people specified will have forgotten the
event. If these people are within 100 feet of the Main Caster while the spell is cast, they are charmed and
willing to remain close by for the casting time. Alternatively, people can be specified by name by the Main
Caster if they are too far away.
In addition to losing their memories of the event, any records that these people have made
regarding that event, or have on their person at the time, are also destroyed. Note that the GM decides how
total Oblivion’s effect is at a wider level—it is likely that more people than those targeted by the Oblivion spell will
be aware of an event further in the past and/or larger in scale.
The number of people affected by this spell is equal to the number of spells slots contributed,
multiplied by 5 (so for the minimum 11 slots 55 people can be targeted, for 20 slots 100 can be targeted).
At the end of the casting time, roll 3d6 and divide by the number of casters (Main and
Participating). Each caster takes one level of exhaustion for this many days. If the total does not divide
evenly among the casters, the remainder goes to the Main Caster. The Main Caster cannot cast the spell
again until they have recovered from this exhaustion.
Second Chance
Level: 10th Duration: Instantaneous
Casting time: 1 hour School: Transmutation
Range/area: Self Attack/save: None
Components: V, S, M* (a pocket watch)
Rewinding a pocket watch, the world reverts to how it was exactly 24 hours before the start of the
casting time. The casters can choose to remain where they are during the casting, or all be transported to
where they were at that time (i.e., if they are currently on a ship and choose to remain where they are they
may find themselves in the ocean unless another ship happens to be in that exact place). The Main Caster
can also nominate up to 10 allies they can see, along with the casters, to retain their memories of these 24
hours and be transported or remain stationary along with the casters.
When the spell is complete, roll 3d6 and divide by the number of casters (Main and Participating).
Each caster takes one level of exhaustion for this many days. If the total does not divide evenly among the
casters, the remainder goes to the Main Caster. The Main Caster cannot cast the spell again until they
have recovered from this exhaustion.