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10 Level th

Spells
for 20th level characters

Second Edition
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authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Georgina Young and
published under the Community Content Agreement for Dungeon Masters Guild.

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10 Level Spells
th

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.

2
Ageless Guardian
Level: 10th Duration: Indefinite
Casting time: 1 hour School: Necromancy
Range/area: Touch Attack/save: None
Components: V, S, M* (an item to represent what the guardian will protect)

Touching the dead remains of a beast, humanoid, or plant, the Main Caster describes its object of
protection—an area, person, item, or anything else that the Main Caster chooses. At the end of the casting
time, the remains rise up as an undead creature, the Ageless Guardian (stat block below). It is an
independent being with a single focus, and cannot be controlled by the casters after its creation.
The Guardian will tirelessly protect the object from any threats. The Guardian is single-minded and
absolutist, it will kill any who threaten the object of protection, though will not chase down those who
cease to be a threat. The Guardian will fight to the death if necessary.
As the Guardian is immortal unless it is killed, the object of protection may change greatly over
time—if the object is an area of land, that could become a town that the Guardian will now protect; if the
object is a person, the Guardian may protect their descendants. If the object of protection is destroyed, the
Guardian may devolve to aimless wandering, choose to protect what it sees as the next best thing, or seek
revenge on those it considers responsible for this destruction.
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.

Ageless Guardian
Medium undead, lawful neutral
Armour Class: 17 (natural armour) Ageless Resilience. The ageless guardian is
Hit Points: 179 (21d8 + 81) immune to disease. Magic can’t put it to sleep. It
Speed: 30 ft. does not need to eat, drink, or breathe.
Str: 22 (+6) Dex: 14 (+2) Con: 18 (+4) Legendary Resistance (3/Day). If the ageless
Int: 4 (-3) Wis: 11 (+1) Cha: 6 (-2) guardian fails a saving throw, it can choose to
Saving Throws: Wis +6 succeed instead.
Skills: Insight +6, Perception +6 Magic Resistance. The ageless guardian has
Damage Resistances: Necrotic, Psychic; advantage on saving throws against spells and
Bludgeoning, Piercing, and Slashing from non- other magical effects.
magical attacks Magic Weapons. The ageless guardian’s weapon
Damage Immunities: Poison attacks are magical.
Condition Immunities: Exhaustion, Frightened, Turn Resistance. The guardian has advantage on
Poisoned, Unconscious saving throws against any effect that turns
Senses: Darkvision 60 ft., Passive Perception 16 undead.
Languages: Understands the languages of its Wounded Fury. While it has 30 hit points or
creator but cannot speak fewer, the guardian has advantage on attack
Challenge: 16 rolls. In addition, it deals an extra 7 (2d6) necrotic
Proficiency Bonus: +5 damage to any target it hits with a melee attack.

3
Actions
Multiattack. The ageless guardian makes two half as much damage. The stunned creature can
melee attacks. repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 16 (2d8 + 7) bludgeoning damage.
(Beast form only) Claw. Melee Weapon Attack: +11 Legendary Actions
to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) The ageless guardian can take 3 legendary
slashing damage. actions, choosing from the options below. Only
(Humanoid form only) Longsword. Melee Weapon one legendary action option can be used at a time
Attack: +11 to hit, reach 5 ft., one target. Hit: 20 and only at the end of another creature's turn.
(3d8 + 7) slashing damage. The ageless guardian regains spent legendary
actions at the start of its turn.
(Plant form only) Branch. Melee Weapon Attack:
+11 to hit, reach 5 ft., one target. Hit: 20 (5d4 + 8) Attack. The ageless guardian makes one attack or
bludgeoning damage. uses its Stunning Scream.
Stunning Scream (Recharge 5–6). The ageless Regeneration. The guardian regains 20 hit points.
guardian emits a scream in a 60-foot cone. Each Channel Negative Energy (Costs 2 Actions). The
creature in that area must make a DC 18 ageless guardian magically unleashes negative
Constitution saving throw. On a failed save, a energy. Creatures within 60 feet of the ageless
creature takes 28 (8d6) thunder damage, drops guardian, including ones behind barriers and
everything it’s holding, and is stunned for 1 around corners, can’t regain hit points until the
minute. On a successful save, a creature takes end of the ageless guardian’s next turn.

Continuous Cartography
Level: 10th Duration: Indefinite
Casting time: 1 hour School: Divination
Range/area: 5 feet Attack/save: None
Components: V, S, M* (a rough map of the area)

Drawing an approximate map, at the end of the casting time a perfect replica of the area appears.
The map is a physical object, a floating disc 5 feet in diameter. The map is a fully accurate, to scale, bird’s
eye view of the area, including raised mountains, buildings, trees, and so on. Creatures are shown on the
map, and move as those creatures move. Anything not in contact with the ground or water (flying birds,
airships, etc.) is not shown. Creatures or structures below the water are shown only if they would be
visible from the water’s surface. Touching or damaging the map does not impact the real area.
The map lasts indefinitely until it is destroyed, continuing to display the same area in real time. A
creature touching it can use an action to shrink it to a 2-inch disc with a tiny representation of the map,
increasing back to its full size in the same way. At either size, the disc has an AC of 20 and 100 hit points.
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 area has a radius of 10 miles, 15 slots gives 20 miles, 20 slots
gives 40 miles, 25 slots gives 80 miles, and 30 slots gives 160 miles.

4
Illusory Avatar
Level: 10th Duration: 8 hours
Casting time: 1 hour School: Transmutation
Range/area: 30 feet Attack/save: None
Components: V, S, M* (a small figure representing each avatar)

The casters create illusory avatars of themselves at a destination the Main Caster selects. The chosen
destination must be known to the Main Caster, on any plane of existence. Their familiarity with the
destination determines whether the avatars appear successfully. The GM rolls d100 and consults the table.
All avatars appear within 30 feet of each other.
Avatars are illusions identical to the real creature, but they are insubstantial and cannot interact
with objects. Physical interaction with the avatar reveals it to be an illusion, because things can pass
through it. A creature that uses its action to examine the avatar can determine that it is an illusion with a
successful Intelligence (Investigation) check against the Main Caster’s spell save DC.
These avatars are controlled by the creatures they represent. The creature can speak through and
move the avatar as if it were themselves, and use the
Familiarity Similar Area Off Target On Target
avatar’s senses while remaining semi-aware of their
Associated
own surroundings. They have a –5 to Wisdom - - 01-100
object
(Perception) checks made from their physical body.
A creature can choose to let their avatar drop Very familiar 01-05 06-13 14-100
without disrupting the spell, but they cannot recreate Seen casually 01-33 34-43 44-100
their avatar. The Main Caster can end the spell early for
Viewed once 01-43 44-53 54-100
all creatures if they choose, no action required.
For every caster who contributes a spell slot, two Description 01-53 54-73 74-100

avatars can be created—one for the caster, and one for False
01-100 - -
another creature they can see within range. destination

Nature’s Reclamation
Level: 10th Duration: 8 hours
Casting time: 1 hour School: Evocation
Range/area: 100 feet Attack/save: None
Components: V, S, M* (a handful of soil from the area)

Letting a handful of soil fall from their hand, the Main Caster calls upon the destructive force of
nature to reclaim the area in front of them. The casters must be within 100 feet of the area that they are
seeking to affect. At the end of the casting time, the nature in the area starts to reclaim it, rapidly
overtaking man-made structures and accelerating a cycle of decay and regrowth. Buildings are assaulted
by sandstorms, pulled down by vines, or any other natural effect appropriate to the area, reducing them
to rubble and then dust that is re-incorporated into the earth. This process takes 8 hours, and does not
harm creatures in the area, though they may be displaced. At the end of this time the nature in the area is
flourishing, the most fertile it has ever been, while any sign of humanoid or extra-planar presence has
been destroyed and cleansed.
The number of spell slots contributed determines the size of the area that can be included in this
spell. The area has a radius equal to the number of spell slots included, in miles.

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