Aegis of the Gods
10th-level Abjuration
Casting Time: 1 reaction, which you take when you are hit by
an attack or suffer force damage
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of pure magic protects you. Until the
start of your next turn, your AC is doubled and you have
immunity to force damage.
Allmage
10th level Transmutation
Casting Time: 2 actions
Range: 15ft for the caster and 1 mile for everything else
Components: V, S, M (any number of spell scrolls, at least one for each spell level from each class's spell list; the left hand of a greater demon and the right hand of a greater celestial; all but the hands are consumed by the spell)
Duration: Instantaneous
When the casting is complete, all magic within 1 mile radius is drained, the same effects of an Antimagic Field. Anyone other than the caster must make a WIS saving throw against their Spell DC or have the maximum number of spell slots per level be halved and they lose any excess slots gained by other means. This can only be reversed by a Wish spell or the caster themselves when alive, if they die they can't reverse the effect.
The caster gained an unlimited amount of 1st, 2nd, and 3rd level spell slots, and gained an additional 6th, 7th, 8th and 9th level spell slot. Also the target loses their hands and are replaced by the demon's and celestial's hand
Ashes to Ashes
10th level Necromancy
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous
You speak aloud the words, ‘Ashes to ashes,’ and make a melee spell attack on a single creature. On success the target takes 100 hit points of force damage and must succeed on a Constitution saving throw, or else take necrotic damage equal to three times your caster level. If a creature’s hit points are reduced to 0 by the necrotic damage, the creature is instantly disintegrated, leaving just a pile of fine ash behind. Non-magical items are also affected but magical items are not. Constructs are unaffected.
Blood Moon
10th level Transmutation
Casting Time: 2 actions
Range: Sight
Components: V, S, M (the head of a demon lord submerged in the blood of the caster within a grail forged from metal originating from the moon to be targeted, the contains of which the spell consumes in a red vortex)
Duration: Instantaneous
This spell must be cast so that the final night is a full moon that directly shines onto the stars and grail. When the casting is complete, the moon darkens to blood red. Spells that would bring someone back to life automatically fails. If True Resurrection is cast, the caster of it must make a spell casting ability check against the other caster's DC to see if it fails or not. Additionally, spells and effects that animate or create undead creates double when cast. If a person dies under the blood moon, their soul is trapped in this world until the spell ends. Their body and the bodies of all creatures don't decay upon death. The caster now gains Veil of the Moon bonus action, which allows them to teleport within 120ft that is in the moonlight. This spell also halts the moon's position. The spell can end early if an attack knocks the grail over, spill out the red vortex or the grail is moved out of the stars. When the spell does end, the caster withers to a husk, gaining the vampire spawn statblock
Bubble
10th level Evocation
Casting Time: 10 minutes
Range: Touch (City)
Components: V, S, M (a glass sphere and the clockwork heart of an inevitable, which is consumed by the spell)
Duration: Instantaneous
Once cast, a runic bubble expands outwards until it encloses the entire city, extending into the air and underground, passing harmlessly through objects, creatures and structures. You and any other creature you designate can pass through the bubble. No other creature can pass through, teleport into or out, or move objects into or out of the area enclosed by the barrier. The bubble has 2000 HP and a damage threshold of 100. If it is reduced to 0 hp, the bubble shatters and fades away. The bubble heals for 20 if someone tries to teleport into or out of it with a 5th level spell or higher. It is unaffected by Dispel Magic, Anti-Magic field or any other similar effect. The glass sphere has 10 hp and 10 AC. If that is destroyed, the bubble disappears and the spell ends
Ioulaum's Longevity
10th-level Transmutation
Casting Time: 1 action
Range: 120-feet
Components: V, S
Duration: Instantaneous
You unleash an all consuming blast of magic in an area
around you, all creatures and objects within the spells range
must succeed on a Constitution saving throw, suffering
10d10 Force damage on a failed save, or half as much on a
successful one.
Creatures and nonmagical objects reduced to 0 HP by this
spell are killed and reduced to a pile of fine grey dust.
For every non-construct or undead creature killed by this
spell, your lifespan is increased by 1 year.
At Higher Levels. When you cast this spell using a spell slot of
11th level or higher, the damage increases by 5d10 for each
slot level above 10th.
Magic Feast
10th-level Abjuration
Casting Time: 1 action
Range: 30-feet
Components: V
Duration: Instantaneous
By targeting a caster within the spells range, you can
attempt to replenish your own magic. The target must
succeed on a Charisma saving throw, on a failed saving throw,
you roll 3d8. The targeted creature loses spell slots whose
collective level is equal to or less than the total rolled (You
choose what levels the spell slots lost are)
You recover expended spell slots equal to the collective
level of spell slots you made the targeted creature lose.
This spell cannot force creatures to lose epic magic spell
slots, nor can it allow the caster to regain them.
At Higher Levels. When you cast this spell using a spell slot
of 12th level, you roll 5d8 instead of 3d8. It can also force
creatures to lose 10th-level spell slots and allow the caster to
regain 10th level spell slots.
Send to the Sky
10th-level Transmutation
Casting Time: 1 action
Range: 60-feet
Components: V, S
Duration: Concentration, up to 1 minute
As apart of the action used to cast this spell and as an
action on subsequent turns, you may target a creature within
range and attempt to launch them into the sky. The targeted
creature must succeed on a Dexterity saving throw to grab
onto an object to remain grounded, on a failed save they are
launched 1000 feet into the air.
If the creature collides into a ceiling, they are immediately
stopped and suffer 1d6 bludgeoning damage for every 10-feet
they did not travel (Maximum of 20d6)
Once the creature collides with a ceiling or goes the full
distance, if they have nothing else to hold them aloft they fall,
suffering falling damage as normal upon impacting the ground.
At Higher Levels. When you cast this spell using a spell slot
of 11th level or higher, the distance increases by 3000-feet
for each slot level above 10th.
Unleash Pain
10th-level Abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
When you cast this spell, you roll 20d10. This represents a
pool of hit points that you can use to protect yourself.
Whenever you would suffer damage while this spell is active,
you instead subtract the damage taken from this pool of hit
points.
At the end of any creatures turn, you may choose to end
this spell. If you do so, all creatures other than yourself within
15-feet of you suffer force damage equal to the amount of
damage this spell absorbed.
If the hit point pool reaches 0, the spell immediately ends
and you suffer all damage if the spell is blocked.
At Higher Levels. When you cast this spell using a spell slot
of 11th level or higher, you roll an additional 10d10 for each
spell slot level above 10th.
Ultimate Power
10th-level Transmutation
Casting Time: 1 action
Range: Self
Components: V, S, M (A lock of hair from a deity of magic)
Duration: Concentration, up to 1 minute
You imbue yourself with true magical power for the duration
of the spell. When you cast this spell, you may choose any
spell of 5th-level or lower. For the duration of this spell, you
may cast the chosen spell as a bonus action, you ignore any
components required for the spell.
Casting the spell as a bonus action from this does not
inhibit your ability to use your action to cast a non-cantrip
spell.
At Higher Levels. When you cast this spell using a spell slot
of 11th level, you may choose any spell of 7th-level or lower.
When you cast this spell using a spell slot of 12th level, you
may choose any spell of 9th-level or lower.
Words of Power
10th-level Enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Choose a Power Word spell of 7th-level or lower. This spell
takes on that spells effects, however it may target an
additional number of creatures within the spells range equal to
your spellcasting ability modifier (Minimum of 3)
You do not need to know the Power Word spell chosen in
order to cast it using this spell, however if you do know it, this
spell range is increased to 120-feet.
At Higher Levels. When you cast this spell using a spell slot
of 11th level, you may cast a Power Word spell of 8th-level or
lower. When you cast this spell using a spell slot of 12th level,
you may cast a Power Word spell of 9th-level or lower
World Tree
10th level Conjuration
Casting Time: 1 day
Range: 60ft
Components: V, S, M (a seed from the first tree, and dirt, rocks, or any other natural parts from any number of planes, all of which is consumed by the spell)
Duration: Instantaneous
You plant a seed into the ground that has been fertilized with pieces of at least one different plane of existence. The more casters that partake in this spell, more planes can be connected to the tree. Each caster must have traveled to and deposited a natural part of any given plane for the world tree to form a connection with. Once the spell fin
Yggdrasil's Sap
10th-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (bark from a tree on the upper planes)
Duration: Instantaneous
You fill a container you are touching with up to 2 liters of
sap. A creature can drink 50ml of the sap as an action.
Drinking this amount provides enough nourishment to last a
creature 7-days.
A creature who drinks the sap is also immediately cured of
any disease they may have, remove all levels of exhaustion and
are cured of the Poisoned condition if they have it. They may
also choose one of the following effects to remove:
All effects charming or petrifying the creature.
All curses, including the creatures attunement to a cursed
magic item(s)
Any reduction to all of the creature's ability scores.
Any effects reducing their hit point maximum.
All undrunken sap loses all properties when you cast this
spell again.
At Higher Levels. When you cast this spell using a spell slot
of 11th level or higher, you produce an additional 2 liters of
sap
11th level Conjuration
Casting Time: 1 action
Range: Touch
Components: V
Duration: Instantaneous
Classes: Cleric, Warlock
You banish a single creature to the Hells, with almost no possibility of return. If you succeed at a melee spell attack, the target must make a Wisdom saving throw. Failure means the creature is dragged to the Hells by shadowy creatures, to be tormented and ultimately devoured by fiends.
A creature succeeding at its save is nonetheless exhausted from resisting so powerful an enchantment, and it is incapacitated until the start of its next turn.
Creatures with the Unconquerable trait that are damned to the Hells may repeat the save at the end of each of its turns, returning on 3 successes. If the creature scores 3 fails before 3 successes, it only returns on half of its maximum hit points. If the creature was already on fewer, in this instance, it does not return. The fails or successes need not be consecutive.
Constructs are unaffected.
Death of Time
11th-level Necromancy
Casting Time: 1 action
Range: 60 feet
Components: M, S, V
Duration: Instantaneous
You attempt to age a creature within the spells range. The
target must succeed on a Constitution saving throw, on a
failed save they suffer 20d12 necrotic damage and age a
number of years equal to half the damage dealt (Rounded
down) They return to their normal age upon completing a long
rest. On a successful save, the damage is halved and they do
not age.
At Higher Levels. When you cast this spell using a spell slot
of 12th level, it deals an additional 8d12 damage.
11th level Conjuration
Casting Time: 1 action
Range: 40 feet
Components: V, S
Duration: Up to 1 hour
Classes: Druid, Wizard
You conjure two elder elementals, choosing from air, earth, fire and water. The elder elementals must be different types and they appear at a spot you can see of your choosing within range. When one of them dies, another elder elemental appears in its place; it must be of a type not yet conjured by this spell. When a second dies, a final elder elemental appears in its place, and its type is whichever of the four not yet conjured by this spell.
You have absolute control over the elder elementals you conjure with this spell and you may give instructions to them as a whole by telepathy as a bonus action. There is no range restriction on this, though you must be on the same plane of existence as the elemental created.
In the absence of instruction, the elementals behave according to type but will not harm anyone you forbid them to. The elementals remain for 1 hour, until slain, you or they travel to a different plane of existence, or you are rendered unconscious or slain, at which point they disappear.
11th level Transmutation
Casting Time: 1 action
Range: 40 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
You obliterate a creature’s soul and compel its body to metamorph into a creature of wild destruction. Make a melee spell attack. If you succeed, the target must succeed on a Constitution saving throw. On success, the creature resists the decimation attempt on its soul, but such are the physical demands of doing so that it is subject to the spell power word pain.
On a fail, the creature’s soul is instantly annihilated, and its body is animated by primal entropy. For the next minute, the creature becomes a juggernaut of destruction. Its hit points increase to 200 if its current hit points are lower. It gains a +8 bonus to its AC, Strength and Constitution, and randomly attacks former allies and enemies alike.
It loses any abilities it once had, such as spellcasting, and instead relies only on taking the Attack action. It now makes 3 attacks per turn, regardless of how many it was able to make previously. After 1 minute has passed, the entropic force animating the creature’s body burns itself out and the creature collapses into dust.
Creatures with the Unconquerable trait that fail the initial save do not immediately succumb to the spell’s effect, and may repeat the save at the end of each of its subsequent turns, ending the spell on 3 successes. If the creature scores 2 more fails before 3 successes, it is subject to the effect of the spell as above if it remains on the same plane of existence. The fails or successes need not be consecutive.
This spell has no effect on demipowers or deities, or any creature that does not possess its own soul in its body.
11th level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
You open a portal to the Lower Planes and calls forth a balor to assail your foes for the duration. If it is slain, a second one is immediately summoned in its place. The strength of this conjuration is such that the demons are bound to your will, and you need not have cast any spell or maintain concentration to prevent them from attacking you. The balor always attacks whichever of your enemies is closest.
A summoned balor disappears back through a portal 1 minute after you cast this spell.
Alternatively, you can summon any creature by speaking its name, which includes psuedonyms or nicknames. The deity or planar ruler cannot prevent this portal. You gain no special powers over this creature, and it desummons after an hour.
At Higher Levels: If cast at 12th level, the Epic Gate spell summons a creature, which you explicitly have special power over, making it entirely loyal to you. It does not desummon unless killed.
Eternal Subjugation
11th-level Enchantment
Casting Time: 8 Hours
Range: 5-feet
Components: V, S, M (A collar with the targets name inscribed
on it in their blood, which is placed on them)
Duration: Instantaneous
Over the course of the spells casting time you may attempt
to completely dominate the target of the spell. The target
must make five Wisdom saving throws. If they fail three of
these saves, they fall under the effects of the spell. If they
succeed three of these saves, they resist the effects and the
spell fails.
Creatures who fall under this spell are Charmed by you,
which ignores immunity to the charmed effect if they possess
it. While charmed by you, you share a telepathic link with them
that can persist across any distance-even if you are on
different planes.
The charmed creature must obey your every command and
can not resist your orders, they will carry your orders out not
as you worded them but what your intention with the orders
were (They will not try to find loopholes or "Monkeys paw"
style effects in your wording)
If the creature succeeds on three Wisdom saving throws
before they fail three, you can never attempt to use this spell
on that creature again.
If the creature dies, is targeted by the Panacea of Creation
spell or targeted with a Wish spell with the sole intentional of
ending this effect, they are freed from this spell and you can
never use this spell on them again.
As an action you may end this spell on any creature you
have casted it on, if you do so you may still cast it again on
them in the future.
False Prophet
11th-level Enchantment
Casting Time: 1 minute
Range: 300-feet
Components: V
Duration: Varies
As apart of the casting of this spell, you deliver a statement
regarding a topic of your choice. The statement cannot exceed
100 words. All creatures within range who hear the statement
must succeed on a Wisdom saving throw, on a failed save they
immediately believe everything you just said.
If the statement was true, this effect is permanent. If the
statement was technically true (DM discretion) it lasts 24
hours. If it was entirely false, it lasts 1 hour.
At Higher Levels. When you cast this spell using a spell slot
of 12th level, the range is increased to 600-feet and its
duration is doubled.
Genocide
11th-level Evocation
Casting Time: 1 Hour
Range: Entire Plane of Existence
Components: V, S, M (an artifact sacred to the targeted race)
Duration: Instantaneous
Upon casting this spell, you must declare a specific race
(Such as Goblins, Wood Elves, Firbolg, ect) Upon completing
this spell, all creatures of the chosen race on the same plane
of existence of you who have a CR or level equal to or lower
than 1 are instantly killed and disintegrated into nothing.
After this spell is cast, every surviving member of the race is
immediately made aware of your exact location, and are aware
of it at all times. They are able to recognize you on sight, and
even creatures not belonging to the affected race are able to
recognize you committed an act of mass xenophobia.
When you die, all creatures killed by this spell are brought
back to life in the location in which they died at the exact
same state they were in before they were killed by this spell. If
a creature would be brought back in an object, they are safely
moved to the nearest unoccupied space.
At Higher Levels. When you cast this spell using a spell slot
of 12th level, it affects any creature of the targeted race of
CR/Level 3 or lower.
11th level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous
Classes: Warlock, Wizard
You unleash a powerful blast of energy that detonates at a point you can see within range. Each creature within a 20’ radius of the blast point must succeed at a Dexterity save, or take 12d8 acid, 12d8 fire, 12d8 lightning and 12d8 thunder damage. On success, creatures take half damage. Hellball ignores evasion.
11th level Evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Up to 1 minute
Classes: Sorcerer, Wizard
You call on the Weave to flood you with a portion of Mystra’s own power, infusing your damaging spells with unearthly potency. For the next minute, for each evocation spell of 1st to 8th level you cast at its default level that involves rolling damage dice, you roll double the usual number of damage dice, and each such spell attracts the epic level modifier to your spell save DC (i.e. +1).
Starting from the second time you choose to invoke this ability and each time thereafter, roll a d6. On a 1 or 2, either you again one level of exhaustion, or this spell ends early (your choice).
Planar Exile
11th-level Abjuration
Casting Time: 1 action
Range: 60 feet
Components: M, S, V
Duration: Instantaneous
You attempt to forbid a creature not native to the plane you
are on from ever returning. The target must succeed on a
Charisma saving throw or be sent back to their native plane of
existence (This spell fails if they are currently on their native
plane of existence)
If the creature is successfully sent back to their native plane
by this spell, they are unable to return to the plane they were
on when this spell was cast on them for 100-years. Any
attempts to move them to that plane automatically fail.
If a creature affected by this spell has the spell Panacea of
Creation cast on them, this effect ends.
At Higher Levels. When you cast this spell using a spell slot
of 12th level, the effect is permanent (Or until Panacea of
Creation is cast on them)
11th level Abjuration
Casting Time: 1 reaction
Range: Self
Components: V or S
Duration: Instantaneous
Classes: Wizard
The caster may choose to absorb any number of effects or amount of damage for 1d4 rounds, granting a semblance of invulnerability, and reflecting them back at the targets responsible.
As an epic level spell, this spell cannot be counterspelled using a spell slot lower than the casting of this spell.
Summon Army
11th-level Conjuration
Casting Time: 1 minute or 8 Hours
Range: 300-feet
Components: V, S
Duration: Concentration, up to 24 Hours
Upon casting this spell, you may choose either Celestials,
Elementals, Fey or Fiends. You summon any number of
creatures of the chosen creature type within the spells range
whose collective CR is no greater than 100. Creatures less
than CR 1 can not be summoned with this spell.
The summoned creatures are friendly to you and obey your
every command, they take their own turns in initiative and
unless given orders, will do their best to defend you, favoring
your life over their own.
If you cast this spell for 8 hours instead of 1 minute, the
spell does not require concentration. If you cast this spell
again, all creatures previously summoned by it vanish.
At Higher Levels. When you cast this spell using a spell slot
of 12th level, the collective CR of creatures you can summon
is increased by 50, and its duration is increased to up to 7
days.
Create Bloodwell
12th-level Necromancy
Casting Time: 8 Hours
Range: 120-feet
Components: V, S, M (A phylactery from a lich who has been defeated and is still regenerating, 2 litres of blood from a demon lord, archdevil and solar, all of which the spell consumes)
Duration: Permanent
The first time you cast this spell, it consumes all of the material components. However in order for the spell to work, you must cast this spell at the same location every day for 1 year. Castings beyond the first do not require material components. Failure to do so will result in the spell failing, and you needing to retrieve the material components again. Once the spell has been successfully completed, a pool of blood thirty-feet in diameter forms in the designated location. This blood is self replenishing and disappears when more than 10-feet away from the pool.
Whenever you would die, your body disintegrates and your soul immediately appears in the blood well, nothing can stop your soul from entering the bloodwell (Not even divine intervention, meaning nothing can cage your soul) The bloodwell then begins to build a new body for you. After 1d6 years have passed, you are brought back to life, the bloodwell having created an entirely new body for you. You gain the benefits of a long rest and are cured of any negative effects that may have still been affecting you. At any point while you are alive (No action required) You may choose to cause your body to disintegrate and regenerate a new body within the bloodwell as if you had died. You need not be conscious to use this feature, you may even use it while under the control of another creature (Such as from the Suggestion or Eternal Subjugation spells) The bloodwell can only be destroyed if a creature casts the True Wish spell while within 30-feet of it with the sole purpose of destroying the bloodwell. If your soul is not currently in the bloodwell, the attempt to destroy the bloodwell fails. If the bloodwell is destroyed, your soul is instantly and permanently destroyed.
Panacea of Creation
12th-level Necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (1 pound of material from the center of a planet, which the spell consumes)
Duration: Instantaneous
With your touch, you spread the true purification of creation throughout a creature. If the creature you touch is willing, they are immediately cured of any curses, diseases, conditions, or any other negative effects they may possess. They receive the benefits of a long rest and their ability scores return to normal if they were lowered. Their lifespan is also increased by 100 years. By touching a piece of a creatures dead body (No matter how small) This spell can immediately return them to life, restoring their body for them at their peak age in an unoccupied space within 5-feet of the body piece. This can even revive them if they died of old age. They also receive all previously mentioned benefits of this spell. Once a creature receives the benefits of this spell, they are no longer able to do so. If they willingly accept a second casting of it on them at any point, they instantly die and can not be brought back to life by any means.
Raise Land
12th-level Abjuration
Casting Time: 24 Hours
Range: 100 miles
Components: V, S, M (100,000 gp worth of precious gemstones, which they spell consumes)
Duration: Until Dispelled
Over the course of the spells casting time, you may target an area of land whose radius is no greater than 10 miles in diameter and no smaller than 1 mile in diameter. You attempt to raise the land mass and turn it into a floating island. Upon the spells completion, the designated area is uprooted from the earth and begins to float into the sky. The spell raises enough ground to reasonably support any buildings on the land raised. The land can float no higher than 15,000 feet above sea level, and as an action you can cause the land to move 1000 feet in any direction over the course of a minute. As an action, you may target a creature you can see and grant them the ability to take an action to move the floating land mass as well. At any point you may use an action to revoke a creatures ability to move the land mass. This spell can only be dispelled by casting Dispel Magic at 12th-level every day for 30-days, failing to do so for one of these days results in you needing to start over again. No check is needed to be made for Dispel Magic however.
Rapture
12th-level
Necromancy
Casting Time: 1 action
Range: 120-feet
Components: V, S, M (1 million gp worth of diamonds, which the spell consumes)
Duration: Instantaneous
Upon casting this spell, all creatures within the spells range who have died within the past 7 days are immediately brought back to life. They return to life with 1 HP and have all grievous wounds (Such as punctured organs or severed body parts) restored. They do not need to be willing to be brought back by this spell. Creatures who died of old age are not brought back to life when using this spell. All creatures restored to life with this spell have disadvantage on attack rolls, ability checks and saving throws until they complete a long rest.
Traverse Time
12th-level Transmutation
Casting Time: 1 minute
Range: Self
Components: V, S, M (a bone from a deity who represents time)
Duration: Instantaneous
As apart of the casting of this spell, you may target a point in time within the past 100-years and state your intentions for traveling to that time, which must be truthful. Every other creature who knows this spell hears your intentions. You then immediately travel back in time to the point in time you targeted, you may remain in this time period for as long as you wish, although the DM has great latitude in what kind of consequences your actions on the past could bring on the future. Any creature who also knows this spell is aware of you when you cast it, and may choose to travel to that time with you without expending any spell slots (No action required) At any point, you may perform a 1 minute ritual to travel back to the exact moment at which you cast this spell, upon doing so, any creature who traveled to this time with you also returns.