10th level spells

***Disclaimer: These are....well they're really powerful spells. If you use them, the recommended process is for a spellcaster (full casters only, obviously) to forgo a 20th level in that class in exchange for a 10th level spell slot, essentially acquiring an alternate 20th level ability for that class.***

## Ascendance

*10th level transmutation*

Casting Time: 6 days

Range: self

Components: V, S, M (precious metals and oils worth at least 100,000 gp)

Duration: instantaneous

Easily surpassing *Wish* (and it's variant, *Double Wish*), *Ascendance* is the most powerful spell a mortal can cast. Although there is some debate over whether or not the caster would be considered mortal, on account the spell is an attempt to ascend to godhood.

The Casting: The spell requires 6 full days to cast, during which the caster is fully submerged in a pool of precious metals and oils and may not break concentration, cast spells, eat, sleep, or drink. At the end of each day, you must make a constitution saving throw (DC=10+the number of days that have passed). On a success, you continue in the casting. On a failure, the spell ends and you take a number of levels of exhaustion equal to the number of days that have passed since the casting began.

Failure: If you fail the saving throw on the final day, you take 6 levels of exhaustion at once and subsequently die. A creature that dies while casting this spell loses its soul beyond the divine gate and cannot be restored to life by any means short of divine intervention.

Success: Should the spell succeed, the caster ascends to godhood. It is up to the DM to determine exactly what that means, but the benefits include immortality in some form or another as well as a great deal of power in your chosen domain or skillset.

Variant Rules (Druids): Should this spell be cast by a Druid, they will instead take the form of a Primordial, in the form of an elemental, tree, or beast.

-Elemental: As an elemental, they would assume control of one elemental energy (water, fire, air, earth) and be considered a native of their chosen plane.

-Tree: As a tree, they would be rooted in place but immortal and unkillable, as well as aware of and able to communicate with any plant on the same plane of existence or in the Fey-wild.

-Warden: As a warden, they would take the form of some beast, and become as close to god status as any servant of the Old Faith.

Variant Rules (Clerics): Should this spell be cast by a Cleric, it must be sponsored by an existing deity. Clerics may also cast this spell on other creatures, but they must have been chosen as champions by an existing deity and the result of a Cleric casting this spell will be a Divine Champion, transforming the target into something closer to a powerful celestial, such as a solar angel. **Classes: Sorcerer, Wizard, Bard, Warlock, Druid, Cleric**

## Clone Army

*10th level necromancy*

Casting Time: 1 hour/clone

Range: touch

Components: V, S, M (at least 1 cubic inch of flesh of the creature that is to be cloned, 100 gp worth of diamond dust per clone, both of which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water. )

Duration: Instantaneous

Tap into the powers of life and death to create up to 100 identical replicas of a target humanoid. Each of these clones have the same stats as the cloned humanoid. The clones are soulless and incapacitated upon creation, but the cloned creature can possess them all simultaneously. While controlling the clones, the cloned humanoid is incapacitated, and takes 1 level of exhaustion every hour the clones are possessed. Regardless of their state of possession, if the cloned creature dies and its soul is free and willing to continue living, it transfers to the nearest clone.
**Classes: Sorcerer, Wizard, Cleric, Warlock**

## Create Artifact

*10th level conjuration*

Casting Time: 8 hours

Range: touch

Components: M (a well-crafted weapon worth at least 10,000 gp)

Duration: Instantaneous

Call upon cosmic forces to imbue a weapon with incredible power. casting this spell will grant the chosen weapon up to three major abilities and up to three minor abilities. Speak with your DM as to the specifics of the object you create.
**Classes: Druid, Cleric, Wizard, Bard, Sorcerer, Warlock**

## Create Life

*10th level transmutation*

Casting Time: 8 hours

Range: 60 feet

Components: V, M (enough material to form the body of the chosen creature, worth at least 100 gp per hit dice of the shaped creature)

Duration: Instantaneous

Exert your will over the dusts of the earth, influencing the innate magic of all things to create life. This spell can be used to accomplish two main things:

* Rebirth: Form a body for a creature you know of that has since died. This body can be anything, as long as it is within the parameters listed. If the creature's soul is free and willing to return, it is restored to life in the body of your making upon finishing the casting of this spell. It does not matter when or how the creature died. If the soul is not free, either in the clutches of a Demon Lord or under the effects of *Imprisonment*, make a spellcasting ability check against the captor's spell DC. On a success, the soul may be freed.
* Unbounded Genesis: Create a creature. Its hit dice, ability scores, proficiencies, racial or natural traits, spell-like abilities, etc. are at your command but able to be vetoed by the DM. It must be within the parameters listed, but is otherwise entirely customizable. You can choose whether to predetermine the creature's alignment or let the DM decide it as your relationship with your creature unfolds.

Parameters:

* The creature or body cannot have more hit dice than your current level.
* It may not have a number of class levels surpassing your own.
* Its ability scores cannot exceed a total of 144, and each score cannot exceed 30.
* It's speed cannot exceed 150 ft. per round in any manner.
* It's AC cannot exceed 25 purely relying on natural armor and dexterity.
* It may not have more than 3 damage immunities (for which piercing, slashing, and bludgeoning from non-magical attacks counts as one)
* It may not have more than 5 damage resistances.
* It may not have legendary actions.

**Classes: Druid, Cleric**

## Create Plane

*10th level conjuration*

Casting Time: 24 hours

Range: n/a

Components: V, S, M (a forked metal rod worth at least 1,000 gp, not attuned to any particular plane)

Duration: Instantaneous

Weave and shape the threads of the cosmos to piece together a dimension of your own design, a new plane. The limits to the nature of this dimension are essentially nonexistent. All of its geography, physics, rules, and potential life are at your will, but able to be vetoed by the DM. You cannot create sentient life with this spell, but plants, animals, and other flora and fauna are well within it's range. As the creator of this plane, you can create a portal there as per *Arcane Gate* using a 6th level slot or higher.

**Classes: Wizard, Druid, Bard, Sorcerer**

## Double Wish

*10th level conjuration*

Casting Time: 1 action

Range: self

Components: V

Duration: Instantaneous

The second most mighty spell a mortal can cast, *Double Wish* functions much the same as *Wish* but with far less restrictions. The main function of this spell is to replicate the effects of any other spell of 9th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

* You create one object of up to 50,000 gp in value that isn't a magic item. The object can be no more than 600 feet in any dimension.
* You allow up to forty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
* You grant up to twenty creatures that you can see resistance to two damage types you choose.
* You grant up to twenty creatures you can see immunity to two spells or other magical effects for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack and *Power Word Kill*.
* You undo a single recent event by forcing a re-roll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the re-roll or the original roll. If you don't like the outcome of the reroll, you can cause a second re-roll and choose your favorite of the three rolls.
* You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. Whatever happens, it will happen with close to twice the intensity of a normal *Wish*.

**Classes: Wizard, Sorcerer**

## Knowing

*10th level divination*

Casting Time: 1 minute

Range: unlimited

Components: none

Duration: 8 hours, concentration

Project your mind into the plane of dreams, making all of consciousness and knowledge available to you. As long as the spell is active, you can do any of the following:

* Enter the consciousness of any intelligent creature in any plane of existence. Until you leave their mind or the spell ends, you can feel their thoughts and communicate with them, even across language barriers. If they have an intelligence score of 6 or less, you also gain absolute control over the creature. If their intelligence score is between 7 and 10, they may attempt an intelligence save to avoid being controlled. Creatures with a higher intelligence than that have advantage on the save. This save can be made again whenever the target takes damage.
* Immediately become aware of any knowledge you seek.

**Classes: Wizard, Druid, Cleric, Sorcerer**

## Mighty Force

*10th level conjuration*

Casting Time: 1 action

Range: self (1 mile radius)

Components: V, S, M (a bone, metal, or crystal staff worth at least 5,000 gp, and at least 5,000 gp worth of precious gems)

Duration: 1 week

Call upon powerful magic to unleash an arcane army of mighty proportions, which appears at any point you choose within range. All the soldiers do not have to appear at the same point; you may place them wherever you choose. The members of your Mighty Force are sworn to your service and obey your commands (mental or verbal) without question. This spell may be used to achieve any of the following:

* Army of Death: Summon from the ground an army of souls from Carceri, creating up to 1,000 skeletons. When a skeleton of this force is killed, it falls to the ground in a heap of bones. If these bones are not destroyed by *Dispel Magic* or a similar spell, they can be reanimated using this spell in one week's time. If any still stand in one week's time, they collapse if not reanimated.
* Terra-Cotta Soldiers: Form from the clay of the earth a mighty legion of Terra-Cotta warriors, 1,000 in number. If any remain alive at the end of one week, they fall still and become indistinguishable from a regular statue, lifeless until you call upon them again using this spell or by using a command word or phrase you choose. If you use a command word or phrase for reanimation, you cannot cast this spell again until the army is dispelled.
* Phantasmal Force: Call upon the Shadowfell to form a battalion of spectral warriors that number 500 strong. These spectral warriors have an AC of 18, 20 hp, Strength, Dexterity, and Constitution scores of 16, and are immune to mental effects. They are each wielding either a short bow or a shield and a simple weapon, which deal force damage. They also have resistance to slashing, piercing, and bludgeoning damage from non-magical weapons. At the end of the week, they fade into nothingness.
* Nature's Servants: Summon up to 1,000 beasts of a CR 1 or less from the Feywild. At the end of the week, they fade into the wilderness.
* Heavenly Host: Open a doorway to heaven, unleashing up to 500 Battleforce Angels. At the end of the week, they return to the upper planes.

**Classes: Druid, Cleric, Wizard, Cleric, Warlock, Sorcerer**

## Planecall

*10th level conjuration*

Casting Time: 1 minute

Range: 100 feet

Components: V, S, M (an iron fork attuned to the chosen plane worth at least 1,000 gp, as well as at least 10,000 gp worth of precious gems, which the spell consumes)

Duration: Instantaneous

Bend extra-dimensional space to cause a non-euclidean inter-planar rift up to 1,000 feet in diameter. This rift connects a plane of your choice with the plane you are currently on. Once opened, this doorway cannot be closed by anyone or anything but you (short of divine intervention) and may be passed through by anything that fits. Each time you cast this spell, there is a 25% chance you will be rendered unable to cast it again.

**Classes: Wizard, Druid, Sorcerer, Cleric, Warlock**

## Poison Sky

*10th level conjuration*

Casting Time: 1 minute

Range: 10 miles

Components: V, S, M (A vial of powdered scales from an Ancient Green Dragon, which the spell consumes)

Duration: 10 days

Choose a point within 10 miles of you, transforming the atmosphere in a 5 mile radius sphere from that point into a toxic smog. All plant life in that area withers and dies in 1 minute. All creatures with 1 hit dice take 2d4 points of constitution drain every round. All creatures with 5 or less hit dice must make a constitution save against your spell DC at the start of each turn they begin in the cloud, taking 2d4 points of constitution drain on a failure. All other creatures must make a constitution save against your spell DC at the start of each turn they begin in the cloud, taking 6d12 poison damage and 1d4 points of constitution drain on a failure, and half as much on a success.
**Classes: Wizard, Druid, Cleric, Warlock**

## Possession

*10th level enchantment*

Casting Time: 1 action

Range: 1 mile

Components: V, S, M (an object the target has touched recently or a piece of their organic material)

Duration: Instantaneous

Dominate the mind of a creature within range. While possessing it, you cannot cast other spells, but you gain complete control over the target's body and mind. A creature with 15 hit dice or less immediately succumbs to your control, a creature with more may attempt a wisdom save at the start of each of its turns, resisting your control for that turn on a successful save. The possessed creature gains all of your mental skill proficiencies during the possession and may cast any spells you know using your spell slots as well as any spells it knows using its own.
**Classes: Wizard, Bard**

## Power Word Destroy

*10th level evocation*

Casting Time: 1 action

Range: 1 mile

Components: V, S

Duration: Instantaneous

Utter a word from the beginning of the universe containing the power to annihilate anything. Choose a target object, creature, or surface within range.

* If the target is an object, it turns to dust in a flash of bright light. Any creature within 5 feet of it must make a constitution save, taking 8d8 force damage on a failed save and half as much on a success.
* If the target is a creature with less than 100 current hit points, it dies instantly and turns to dust in a flash of bright light. If it has more than 100 current hit points, it takes 12d12 force damage.
* If the target is a surface, all material within 100 feet in any direction in direct or indirect contact with the point you choose turns to dust in a flash of bright light. All creatures in contact with something that was destroyed must make a constitution save, taking 6d6 force damage on a failed save and half as much on a success.

A creature reduced to 0 hit points or outright killed by this spell cannot be returned to life, as attempting to do so will cause the fragile remnants of its soul to shatter.

**Classes: Wizard, Warlock, Sorcerer, Bard**

## Purity

*10th level abjuration*

Casting Time: 1 action

Range: self (1 mile radius)

Components: V, S, M (At least a cup of holy water)

Duration: 1 minute, concentration

Release a wave of purifying power, sending all outsiders within 1 mile of you back to their native plane. While you maintain concentration, creatures that are banished in this way that have more than 15 hit dice may attempt a charisma save against your spell DC, remaining in place on a success. However, they must repeat the save at the start of each of their turns while in range and while you are concentrating on this spell, being banished on a failure. Creatures with more than 20 hit dice that are banished initially may attempt the save at the end of each of their turns. On a success, they reappear at the point they left. If any creature is banished when the spell ends, they remain banished. If you break or lose concentration, all banished creatures that could still be making saves return to the point they left.

**Classes: Cleric**

## Speak With God

*10th level divination*

Casting Time: 10 minutes (ritual)

Range: self

Components: M (A holy symbol of the chosen deity)

Duration: 1 hour

Project your consciousness into the presence of a chosen deity. If they are willing, you can converse with them face to face for 1 hour. This hour passes in a extra-temporal location and no time passes in the material plane during the conversation.
**Classes: Cleric, Druid, Warlock**

## Summon Titan

*10th level conjuration*

Casting Time: 1 action

Range: 1,000 feet

Components: V, M (a carved totem of the chosen titan worth at least 100 gp per hit dice of the titan)

Duration: concentration, up to 1 minute

Summon to your aid one of the most powerful non-celestial beings in the planes, a titan (such as an Atropal, an Empyrean, a Kraken, or even a Tarrasque). The titan appears at a an unoccupied point you choose within range, and disappears either when the spell ends or when it is reduced to 0 hit points.

Roll initiative for the titan, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the titan's turns, it makes a Charisma saving throw. The titan has disadvantage on this saving throw if you say its true name. On a failed save, the titan continues to obey you. On a successful save, your control of the titan ends for the rest of the duration, and the titan spends its turns pursuing and attacking the nearest non-titans to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled titan doesn't disappear for 1d6 rounds if it still has hit points.

**Classes: Warlock, Wizard**

## Super-Duper-Mega-Ultra-Fireball

*10th level evocation*

Casting Time: 1 action

Range: 900 feet

Components: V, S, M (a tiny ball of bat guano, sulfur, and gunpowder)

Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a roar into an blindingly hot explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 60d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. Flammable objects in the area that aren't being worn or carried instantly turn to ash. Anything that can melt within the sphere does so.
**Classes: Wizard, Cleric, Warlock, Sorcerer, Druid**

## Time-weave

*10th level transmutation*

Casting Time: 1 action

Range: self

Components: V, S, M (an ornate hourglass filled with diamond dust worth at least 5,000 gold pieces instead of sand)

Duration: Instantaneous

Reach out to cosmic forces to bend time to your will. The main function of this spell is to rewind time up to 24 hours. Doing so generates no penalties and has no cost. However, this spell can also be used to achieve any of the following effects:

* Age or de-age a target creature by a chosen amount. They may attempt a constitution save against your spell DC to avoid this if they are unwilling. Immortal creatures are immune to this effect.
* Weather or renew a target building, object, or plot of land by a chosen amount.
* Time travel. (Talk to your DM. A lot can go wrong.)

**Classes: Wizard, Cleric, Sorcerer**

## Incineration

*10th level evocation*

Casting Time: 1 action

Range: 10 miles

Components: V, S

Duration: 1 hour, concentration

Create a line of flame 10 feet wide and up to a mile long at a point within range. It can travel up to 65 feet per round using your bonus action. Any flammable material that comes into contact with the fire ignites instantly. Any creature that comes into contact with the fire must make a dexterity save, taking 12d12 points of fire damage on a failed save and half as much on a success. You and up to ten creatures you choose are immune to damage from this fire.
**Classes: Cleric, Druid, Wizard, Bard, Warlock, Sorcerer**