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Spells: 10th level and higher, a proposal
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<blockquote data-quote="Vrecknidj" data-source="post: 3266288" data-attributes="member: 7301"><p>It has been my contention, pretty much since the ELH came out, that there was a better way to handle epic spells. In fact, I've pretty much always had 10th and higher level spells in my own campaign, and, while I've tried to make epic spells work to that end, it hasn't worked so well.</p><p></p><p>I have a proposal, which I'm sure will be received with criticism. But, I'm posting it with the complete knowledge that it will be criticized. Hopefully, this makes it better.</p><p></p><p>First, I'm using the fighter's reduced attack progression as a guide. Since the game ultimately reduces to combat, the fact that classes with the best attack bonuses suffer a 50% decrease in combat prowess progression (in terms of attack rolls) after 20th level is a good measure for spell progression. Second, I think that if 10th level spells will be included for sorcerers, wizards, clerics and the rest, that paladins, rangers, bards, and other classes should also have access to spells that are higher level than normal. Third, the existing spell modifications (lesser, normal, greater; regular, mass; etc.) and the spell damage caps in the DMG provide a guideline for my project.</p><p></p><p>As to the the wizard's spell progression... I believe that the rate at which new level spells should be gained should drop from one new spell every other level to one new spell every fourth level. This keeps the power curve in line with the fighter's lower attack progression. And, it allows for the epic feats which grant higher level spells to still retail some usefulness. So, using this system, a wizard gets a 10th level spell at 21st level, an 11th level spell at 25th level, a 12th level spell at 29th level, etc. In each case, the progression can proceed as the DM sees fit, presently, I'm planning to try 1, 1, 2, 2, 3, 3, 4 (which differs from the rate of other levels of spells). I have not bothered to work out any other class' progressions.</p><p></p><p>Now, some example spells.</p><p></p><p>10: Break Enchantment, Greater; Disintegration Cone; Regenerate, Mass; Summon Monster X; True Seeing, Mass; True Strike, Mass</p><p></p><p>11: Antimagic Field, Greater; Advanced Wish; Resurrection, Mass; Summon Monster XI; True Seeing, Mass (Druid)</p><p></p><p>12: Summon Monster XII</p><p></p><p>13: Antimagic Field, Greater (Cleric); Summon Monster XIII</p><p></p><p>14: Energy Drain, Mass; Summon Monster XIV</p><p></p><p>15: Summon Monster XV</p><p><strong></strong></p><p><strong>Break Enchantment, Greater</strong></p><p>Abjuration</p><p>Level: Brd 9, Clr 10, Luck 10, Pal 9, Sor/Wiz 10</p><p>Components: V, S</p><p>Casting Time: 1 minute</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Targets: Up to one creature per level, all within 30 ft. of each other</p><p>Duration: Instantaneous</p><p>Saving Throw: See text</p><p>Spell Resistance: No</p><p></p><p>This spell frees victims from enchantments, transmutations, and curses. Break enchantment, greater can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +25) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. </p><p></p><p>If the spell is one that cannot be dispelled by dispel magic, break enchantment, greater works only if that spell is 7th level or lower. </p><p></p><p>If the effect comes from some permanent magic item break enchantment, greater does not remove the curse from the item, but it does frees the victim from the item’s effects.</p><p></p><p><strong>Disintegration Cone</strong></p><p>Transmutation</p><p>Level: Destruction 11, Sor/Wiz 10</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: Cone-shaped burst</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partial (object)</p><p>Spell Resistance: Yes</p><p></p><p>A coruscating, green field emanates from your outstretched hands. The field creates a cone of destructive power that disintegrates everything in its path. Any creature struck by the cone takes 2d6 points of damage per caster level (to a maximum of 50d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is treated as unattended objects (see below).</p><p></p><p>When used against an object, the cone simply disintegrates everything within the area, subject to the dimensions of the cone. Thus, objects very close to the caster may lie wholly or partially outside the effect area, whereas items in the middle of the burst are probably entirely subjected to the effect. The cone even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.</p><p></p><p>A creature or object that makes a successful Fortitude save is partially affected, taking only 10d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. </p><p></p><p>Arcane Material Component: A lodestone and a pinch of dust.</p><p></p><p><strong>Regenerate, Mass</strong></p><p>Conjuration (Healing)</p><p>Level: Clr 10, Drd 12, Healing 10</p><p>Casting Time: 5 full rounds </p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One or more creatures, no two of which can be more than 30 ft. apart </p><p></p><p>This spell functions like regeneration, except as noted above. And, this spell cures 8d8 points of damage +1 point per caster level (maximum +60).</p><p></p><p>Summon Monster X</p><p>Conjuration (Summoning) [see text for summon monster I]</p><p>Level: Chaos 10, Clr 10, Evil 10, Good 10, Law 10, Sor/Wiz 10</p><p></p><p>This spell functions like summon monster I, except that you can summon one creature from the 10th-level list, 1d3 creatures of the same kind from the 9th-level list, or 1d4+1 creatures of the same kind from a lower-level list.</p><p></p><p>Monster Alignment</p><p>LG Gold dragon, juvenile, celestial</p><p>LG Lammasu, golden protector</p><p>CG Ghaele</p><p>CG Unicorn, celestial charger</p><p>NN Elemental, elder (any)</p><p>LE Devil, ice</p><p>(obviously incomplete)</p><p></p><p><strong>True Seeing, Mass</strong></p><p>Divination</p><p>Level: Clr 10, Drd 11, Knowledge 10, Sor/Wiz 10</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One or more creatures, no two of which can be more than 30 ft. apart</p><p></p><p>This spell functions exactly as true seeing except as indicated above.</p><p></p><p><strong>True Strike, Mass</strong></p><p>Divination</p><p>Level: Sor/Wiz 10</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One or more creatures, no two of which can be more than 30 ft. apart</p><p></p><p>This spell functions exactly as true strike except as indicated above.</p><p></p><p><strong>Antimagic Field, Greater</strong></p><p>Abjuration</p><p>Level: Clr 13, Magic 11, Protection 11, Sor/Wiz 11</p><p>Components: V, S, M/DF</p><p>Casting Time: 1 standard action </p><p>Range: 20 ft. </p><p>Area: 20-ft.-radius emanation, centered on you </p><p>Duration: 10 min./level (D) </p><p>Saving Throw: None </p><p>Spell Resistance: See text </p><p></p><p>An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. However, any spells, spell-like abilities, and supernatural abilities that you use or have access to remain fully functional within this space.</p><p></p><p>An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it; unless that effect was created by you. Time spent within an antimagic field counts against the suppressed spell’s duration. </p><p></p><p>Summoned creatures of any type (except those summoned by you) and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) </p><p></p><p>A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that); if that magic sword is wielded by you, it retains its magical properties. The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might. </p><p></p><p>Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. </p><p></p><p>Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. </p><p></p><p>Arcane Material Component: A pinch of powdered iron or iron filings. </p><p></p><p><strong>Advanced Wish</strong></p><p>Universal</p><p>Level: Sor/Wiz 11</p><p>Components: V, XP </p><p>Casting Time: 1 standard action </p><p>Range: See text </p><p>Target, Effect, or Area: See text </p><p>Duration: See text </p><p>Saving Throw: See text </p><p>Spell Resistance: Yes </p><p></p><p>Advanced wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. </p><p></p><p>Even advanced wish, however, has its limits. </p><p></p><p>An advanced wish can produce any one of the following effects. </p><p></p><p>Duplicate any wizard or sorcerer spell of 10th level or lower, provided the spell is not of a school prohibited to you. </p><p>Duplicate any other spell of 7th level or lower, provided the spell is not of a school prohibited to you. </p><p>Duplicate any wizard or sorcerer spell of 9th level or lower even if it’s of a prohibited school. </p><p>Duplicate any other spell of 6th level or lower even if it’s of a prohibited school. </p><p>Undo the harmful effects of many other spells, such as geas/quest or insanity. </p><p>Create a nonmagical item of up to 250,000 gp in value. </p><p>Create a magic item, or add to the powers of an existing magic item. </p><p>Grant a creature a +1 inherent bonus to any two ability scores. Two to five advanced wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to any two ability scores (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies. </p><p>Grant a creature a +1 inherent bonus to any one ability score. The power of the advanced wish can exceed the normal +5 limit to an ability score—the limit of an advanced wish is +10.</p><p>Remove injuries and afflictions. A single advanced wish can aid two creatures per caster level, and all subjects are cured of the same kind of affliction; or you could aid one creature per caster level of two different afflictions. For example, you could heal all the damage you and your companions have taken (and several others), or heal all the damage you and your companions have taken and remove all poison effects from everyone in the party. An advanced wish can never restore the experience point loss from casting a spell, but it can remove the Constitution loss from being raised from the dead. </p><p>Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. An advanced wish can even revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. An advanced wish can prevent a character who was brought back to life from losing an experience level so long as that character's body was intact at the the the advanced wish is cast.</p><p>Transport travelers. An advanced wish can lift two creatures per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. </p><p>Undo misfortune. An advanced wish can undo a single recent event. The advanced wish forces a reroll of any roll made within the last five rounds (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. </p><p>You may try to use an advanced wish to produce greater effects than these, but doing so is dangerous. (The advanced wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment and it may be granted by a deity or power that you'd prefer not to have disturbed.) </p><p></p><p>Duplicated spells allow saves and spell resistance as normal (but save DCs are for 11th-level spells). </p><p></p><p>Material Component</p><p>When an advanced wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component. </p><p></p><p>XP Cost</p><p>The minimum XP cost for casting advanced wish is 10,000 XP. When an advanced wish duplicates a spell that has an XP cost, you must pay 10,000 XP or that cost, whichever is more. When an advanced wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 10,000 XP.</p></blockquote><p></p>
[QUOTE="Vrecknidj, post: 3266288, member: 7301"] It has been my contention, pretty much since the ELH came out, that there was a better way to handle epic spells. In fact, I've pretty much always had 10th and higher level spells in my own campaign, and, while I've tried to make epic spells work to that end, it hasn't worked so well. I have a proposal, which I'm sure will be received with criticism. But, I'm posting it with the complete knowledge that it will be criticized. Hopefully, this makes it better. First, I'm using the fighter's reduced attack progression as a guide. Since the game ultimately reduces to combat, the fact that classes with the best attack bonuses suffer a 50% decrease in combat prowess progression (in terms of attack rolls) after 20th level is a good measure for spell progression. Second, I think that if 10th level spells will be included for sorcerers, wizards, clerics and the rest, that paladins, rangers, bards, and other classes should also have access to spells that are higher level than normal. Third, the existing spell modifications (lesser, normal, greater; regular, mass; etc.) and the spell damage caps in the DMG provide a guideline for my project. As to the the wizard's spell progression... I believe that the rate at which new level spells should be gained should drop from one new spell every other level to one new spell every fourth level. This keeps the power curve in line with the fighter's lower attack progression. And, it allows for the epic feats which grant higher level spells to still retail some usefulness. So, using this system, a wizard gets a 10th level spell at 21st level, an 11th level spell at 25th level, a 12th level spell at 29th level, etc. In each case, the progression can proceed as the DM sees fit, presently, I'm planning to try 1, 1, 2, 2, 3, 3, 4 (which differs from the rate of other levels of spells). I have not bothered to work out any other class' progressions. Now, some example spells. 10: Break Enchantment, Greater; Disintegration Cone; Regenerate, Mass; Summon Monster X; True Seeing, Mass; True Strike, Mass 11: Antimagic Field, Greater; Advanced Wish; Resurrection, Mass; Summon Monster XI; True Seeing, Mass (Druid) 12: Summon Monster XII 13: Antimagic Field, Greater (Cleric); Summon Monster XIII 14: Energy Drain, Mass; Summon Monster XIV 15: Summon Monster XV [B] Break Enchantment, Greater[/B] Abjuration Level: Brd 9, Clr 10, Luck 10, Pal 9, Sor/Wiz 10 Components: V, S Casting Time: 1 minute Range: Close (25 ft. + 5 ft./2 levels) Targets: Up to one creature per level, all within 30 ft. of each other Duration: Instantaneous Saving Throw: See text Spell Resistance: No This spell frees victims from enchantments, transmutations, and curses. Break enchantment, greater can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +25) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25. If the spell is one that cannot be dispelled by dispel magic, break enchantment, greater works only if that spell is 7th level or lower. If the effect comes from some permanent magic item break enchantment, greater does not remove the curse from the item, but it does frees the victim from the item’s effects. [B]Disintegration Cone[/B] Transmutation Level: Destruction 11, Sor/Wiz 10 Components: V, S, M/DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Fortitude partial (object) Spell Resistance: Yes A coruscating, green field emanates from your outstretched hands. The field creates a cone of destructive power that disintegrates everything in its path. Any creature struck by the cone takes 2d6 points of damage per caster level (to a maximum of 50d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is treated as unattended objects (see below). When used against an object, the cone simply disintegrates everything within the area, subject to the dimensions of the cone. Thus, objects very close to the caster may lie wholly or partially outside the effect area, whereas items in the middle of the burst are probably entirely subjected to the effect. The cone even affects objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field. A creature or object that makes a successful Fortitude save is partially affected, taking only 10d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. Arcane Material Component: A lodestone and a pinch of dust. [B]Regenerate, Mass[/B] Conjuration (Healing) Level: Clr 10, Drd 12, Healing 10 Casting Time: 5 full rounds Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like regeneration, except as noted above. And, this spell cures 8d8 points of damage +1 point per caster level (maximum +60). Summon Monster X Conjuration (Summoning) [see text for summon monster I] Level: Chaos 10, Clr 10, Evil 10, Good 10, Law 10, Sor/Wiz 10 This spell functions like summon monster I, except that you can summon one creature from the 10th-level list, 1d3 creatures of the same kind from the 9th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Monster Alignment LG Gold dragon, juvenile, celestial LG Lammasu, golden protector CG Ghaele CG Unicorn, celestial charger NN Elemental, elder (any) LE Devil, ice (obviously incomplete) [b]True Seeing, Mass[/b] Divination Level: Clr 10, Drd 11, Knowledge 10, Sor/Wiz 10 Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which can be more than 30 ft. apart This spell functions exactly as true seeing except as indicated above. [b]True Strike, Mass[/b] Divination Level: Sor/Wiz 10 Range: Close (25 ft. + 5 ft./2 levels) Target: One or more creatures, no two of which can be more than 30 ft. apart This spell functions exactly as true strike except as indicated above. [b]Antimagic Field, Greater[/b] Abjuration Level: Clr 13, Magic 11, Protection 11, Sor/Wiz 11 Components: V, S, M/DF Casting Time: 1 standard action Range: 20 ft. Area: 20-ft.-radius emanation, centered on you Duration: 10 min./level (D) Saving Throw: None Spell Resistance: See text An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines. However, any spells, spell-like abilities, and supernatural abilities that you use or have access to remain fully functional within this space. An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it; unless that effect was created by you. Time spent within an antimagic field counts against the suppressed spell’s duration. Summoned creatures of any type (except those summoned by you) and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that); if that magic sword is wielded by you, it retains its magical properties. The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field, though Mage's Disjunction might. Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Arcane Material Component: A pinch of powdered iron or iron filings. [b]Advanced Wish[/b] Universal Level: Sor/Wiz 11 Components: V, XP Casting Time: 1 standard action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Spell Resistance: Yes Advanced wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even advanced wish, however, has its limits. An advanced wish can produce any one of the following effects. Duplicate any wizard or sorcerer spell of 10th level or lower, provided the spell is not of a school prohibited to you. Duplicate any other spell of 7th level or lower, provided the spell is not of a school prohibited to you. Duplicate any wizard or sorcerer spell of 9th level or lower even if it’s of a prohibited school. Duplicate any other spell of 6th level or lower even if it’s of a prohibited school. Undo the harmful effects of many other spells, such as geas/quest or insanity. Create a nonmagical item of up to 250,000 gp in value. Create a magic item, or add to the powers of an existing magic item. Grant a creature a +1 inherent bonus to any two ability scores. Two to five advanced wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to any two ability scores (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies. Grant a creature a +1 inherent bonus to any one ability score. The power of the advanced wish can exceed the normal +5 limit to an ability score—the limit of an advanced wish is +10. Remove injuries and afflictions. A single advanced wish can aid two creatures per caster level, and all subjects are cured of the same kind of affliction; or you could aid one creature per caster level of two different afflictions. For example, you could heal all the damage you and your companions have taken (and several others), or heal all the damage you and your companions have taken and remove all poison effects from everyone in the party. An advanced wish can never restore the experience point loss from casting a spell, but it can remove the Constitution loss from being raised from the dead. Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. An advanced wish can even revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. An advanced wish can prevent a character who was brought back to life from losing an experience level so long as that character's body was intact at the the the advanced wish is cast. Transport travelers. An advanced wish can lift two creatures per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. Undo misfortune. An advanced wish can undo a single recent event. The advanced wish forces a reroll of any roll made within the last five rounds (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies. You may try to use an advanced wish to produce greater effects than these, but doing so is dangerous. (The advanced wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment and it may be granted by a deity or power that you'd prefer not to have disturbed.) Duplicated spells allow saves and spell resistance as normal (but save DCs are for 11th-level spells). Material Component When an advanced wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component. XP Cost The minimum XP cost for casting advanced wish is 10,000 XP. When an advanced wish duplicates a spell that has an XP cost, you must pay 10,000 XP or that cost, whichever is more. When an advanced wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 10,000 XP. [/QUOTE]
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Spells: 10th level and higher, a proposal
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