10th level SPELLS??? [Archive] - Wizards Community

Post/Author/DateTimePost
elven warriorXX

06-16-05, 06:29 PM
i was thinking...why just 9?? i should try and make a 10 that epic spell casters gain as the go up in levels. and the spells should be VARY powerful. like my idea??
Bane

06-16-05, 06:35 PM
Epic Spellcasters make their own spells. Besides which, if you start making 10th level spells, you have to worry about Mystra's Ban.
elven warriorXX

06-16-05, 06:46 PM
i see.... i did not know that epic spellcasters make there own spells :) thanks now i won't have to make 10th level spells :dancin:
SwitchUK

06-16-05, 08:11 PM
If you have a copy of the epic level handbook, now would be a good time to turn to page 71... the epic level spell rules are there.

I especially like "hellball", though considering that you need about seventy or so ranks in spellcraft to be able to cast it, that there is a spell that has to be WORKED for.

And God knows what sort of level a caster of "Vengeful Gaze of God" would have to be...
elven warriorXX

06-16-05, 08:43 PM
nope don't got that one :weep: i wish i did but i am saving up for the DMG2 i will get it next month :smirk: eheh god help my players :evillaugh :evillaugh
SwitchUK

06-16-05, 09:35 PM
They're fairly simple - you'll need the actual table, and a list of the "seeds" but basically, it's a construct-a-kit for spells. Say you want an epic-level spell that will automatically restore any character to full HP, restore lost levels, ability damage/drain, cure blindness, poison and disease, and reattach any severed arms.

Luckily, there's a nice, ready-made spell seed that'll do that job for us - the "heal" seed, which instantly wipes away all hit point damage, disease, blindness, deafness and temporary ability damage. If we make the spell somewhat more difficult to cast, then we can remove negative levels and cure permanent ability score drains

epic spells are all about spellcraft - any spell is possible, but to cast it requires a spellcraft check versust eh created spell's DC.

my spell starts with the heal seed, plus some of the optional increases in power. this results in a touch-range spell with a spellcraft DC of 33. (25 basic, +6 for restoring permanent ability drain, +2 for dispelling negative levels incurred the alst 20 weeks). let's say I want my cleric to be able to cure his friends at without having to chase around after them and deliver the touch-ranged spell - I want a ray.

I check the table, and discover that changing from a touch to a short-ranged ray increases the DC of the spell by +4. That's good enough for me.

unfortunately, the "heal" seed takes a full minute to cast - too long. I want it to be a standard action. this increases th DC by +20. my spell now has a DC of 57 to cast. that's a little high for my tastes, I'd like to drop it to a nice, round 50. I need to take a few mitigating factors - in this case, a 500 XP burn seems adequate - my cleric is channeling his own energy to aid another. The process is also physically harrowing, and so he takes 2d6 damage in the process. These downsides to the spell reduce the DC by 7 (-1 per 100 points XP burn, -1 per d6 HP damage) to a round 50. if the cleric can succeed on a DC 50 spellcraft check in future, he'll pass. With a skill modifier of +40, he could even take 10 on the spell.

simple, huh? not to mention neat.
Fenris Frost

06-17-05, 02:41 AM
Whoa! Holy crap that's handy....
stealth_monkey

06-17-05, 03:20 AM
Whoa! Holy crap that's handy....
Indeed, epic level spells are only limited by your imagination and your spellcraft score. I even developed an epic level spell to duplicate the ancient netherese tradition of using floating mountains as strongholds, until I got a damn supplement with the spell already in it :banghead:
ssvegeta555

06-17-05, 03:32 AM
Thing is though, epic spells are really exspensive. It can easily hit over 500,000gp, if I remember correctly.
katarl

06-17-05, 08:18 AM
There are, or at least were many 10th, 11th and even a 12th level spell/s available for use until the fall of Mystryll (before Mystra) because of the whole Netheril thing (in FR). If you are playing another campaign setting, then you are perfectly justified in using them.

Mavins Create Volcano, Mavins Earthfast, Proctivs Move Mountain, Tolodines Killing wind and Valdicks Spheresail are all level 10. Mavins World Weave and Proctivs Breach Crystal Sphere are 11th level spells and there is only one 12th level spell- Karsus' Avatar, which steals power from a god of your choice and places it inside yourself (but requires insane components - the pituary gland of the tarrasque!?)

Epic spells aren't great, but spells beyond level 9 are limited and terribly FR specific. Its probably best to just use the EL rules, or make your own level 10 spells.

Spells quoted from Netheril Empire of Magic (which is available free!)
VirgilCaine

06-17-05, 08:35 AM
Spells quoted from Netheril Empire of Magic (which is available free!)

...from the Previous Edition Downloads page in the D&D section. It's available free along with several old adventures--the Ravenloft Grand Conjunction series, lots of old 2e Forgotten Realms books (including a few of "Volo's Guides..."), a few Dragonlance items, two Al-Qadim boxed sets (Corsairs of the Great Sea and Caravans), the Savage Coast campaign setting (it used to be Red Steel ), the EX1 and EX2 modules based on Alice and Wonderland and Through the Looking-Glass, and lots of other free stuff.
CzarGarrett

06-17-05, 09:01 AM
Thing is though, epic spells are really exspensive. It can easily hit over 500,000gp, if I remember correctly.



When you're Epic enough, 500k isn't much.
MrkGrismer

06-17-05, 10:01 AM
Epic spells are also in the SRD. (http://wizards.com/default.asp?x=d20/article/srd35)
elven warriorXX

06-17-05, 10:21 AM
uh.. that is cool! i am writing that book down on the top of the "want list" lol, i am making a campaign setting my self and i wanted to have 10th level spells, butonly like 3 or 4 of them now i don't have to do the work :P hehehe my campaign setting focuses on arcane magic so i was thinking about it and on i find that there is a book :w00t: :w00t:

oh and yes i hate it when you go and make somthing that you think is good and just for you campaign, THEN you find out it is in a book :twitch: and you put all that working to it and the WoTc guys got it frist :weep: i went to the trouble of making the old "Necrophdius golem" and the "bone golem" for my ravenloft campaign AND THEN i get the fiend folio :hoppingma :headexplo :banghead: :banghead: :banghead: :censored: :censored:
Kheldren

06-17-05, 10:35 AM
Don't confuse Epic spells with 10th, 11th etc level spells!
With a different feat (or 2) these spell levels become available for metamagic-adjusted spells (e.g. a maximised meteor swarm).
This is also all in the SRD :)
Eliza_Stormwhisper

06-17-05, 10:42 AM
Don't confuse Epic spells with 10th, 11th etc level spells!
With a different feat (or 2) these spell levels become available for metamagic-adjusted spells (e.g. a maximised meteor swarm).
This is also all in the SRD :)

The book, Deities and Demigods has a chart for spell slots of 10th level or higher. It requires an ability score of at least 30 or 31 (I think) to get that high, though, although it isn't a feat of any kind.
Mirikon

06-17-05, 10:58 AM
http://srd.pbemnexus.com/epicSpells.html

This is the SRD page on epic spells. Has the seeds there, along with the modifiers. Enjoy.
elven warriorXX

06-17-05, 11:01 AM
http://srd.pbemnexus.com/epicSpells.html

This is the SRD page on epic spells. Has the seeds there, along with the modifiers. Enjoy.
thanks :D that helps and i am sorry i mean "EPIC" spells