Dungeons & Dragons 5e: 10th Level Spells by ChatGPT

In Dungeons & Dragons, the most powerful spells you can cast are 9th level spells. This includes the likes of True Resurrection and Wish. I asked ChatGPT to write some hypothetical 10th level spells, and this is the result.

Feel free to use these in your epic-level games, but be wary they may need some fine tuning.

______________________________

Ethereal Apocalypse
10th-level necromancy

Casting Time: 1 action
Range: Self (100-foot radius)
Components: V, S, M (a vial of demon's blood)
Duration: Concentration, up to 1 minute

You unleash a wave of dark energy that tears open a rift between the Material Plane and the Ethereal Plane, causing them to merge together in a cataclysmic explosion of arcane power.

All creatures within a 100-foot radius centered on yourself must make a Constitution saving throw or take 10d10 necrotic damage and become ethereal until the end of their next turn. If they fail the saving throw by 5 or more, they also gain a level of exhaustion. Undead creatures automatically succeed on the saving throw.

During the spell's duration, you gain the ability to see and interact with both the Material and Ethereal Planes simultaneously, and can move through both planes as if they were one. Additionally, you can cast spells that target creatures on either plane, and any creature that dies while ethereal under the effects of this spell is trapped between the planes and cannot be resurrected by any means until the spell ends.

While the spell is active, the area within the 100-foot radius becomes twisted and distorted, as the two planes merge together. Creatures and objects may become partially ethereal, and may have trouble moving or interacting with their surroundings. Additionally, any spell or magical effect that is active within the area is subject to a Wild Magic Surge, as the unstable energy of the two planes interacts chaotically.

If you lose concentration on the spell, the two planes immediately separate and all creatures that were ethereal return to the Material Plane. Additionally, any creature that was trapped between the planes is released, and any spell or magical effect that was subject to the Wild Magic Surge immediately ends.

At Higher Levels: When you cast this spell using a spell slot of 11th level or higher, the damage increases by 1d10 for each slot level above 10th.

Editor's Note: ChatGPT assumes the existence of 11th level spells.

______________________________

Soul Reaver
10th-level necromancy

Casting Time: 1 action
Range: Touch
Components: V, S, M (a black diamond worth at least 10,000 gp)
Duration: Instantaneous

You reach out and touch a creature, instantly draining their life force and causing their soul to be ripped from their body.

The target must make a Constitution saving throw. On a failed save, they take 15d10 necrotic damage, and their soul is instantly pulled from their body, which falls lifeless to the ground. The target's soul is then bound to the black diamond used as the spell's material component.

While bound to the diamond, the soul is unable to be resurrected by any means, and the body of the target remains lifeless until a new soul is implanted within it. The diamond can be used as a material component for the True Resurrection spell, which will restore the soul to the target's body and bring them back to life.

If the target succeeds on their saving throw, they take half damage and their soul remains within their body.

At Higher Levels: When you cast this spell using a spell slot of 11th level or higher, the damage increases by 1d10 for each slot level above 10th. Additionally, for each slot level above 10th, you can target an additional creature within 5 feet of the original target. Each target must make a separate saving throw. If a target fails, their soul is bound to the same black diamond.

Editor's Note: This is strikingly similar to the usage of black soul gems in the Elder Scrolls series.

______________________________

Time Rift
10th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (an hourglass filled with diamond dust worth 50,000 gp)
Duration: Concentration, up to 1 minute

You open a rift in time and space around yourself, allowing you to step out of the normal flow of time and manipulate the very fabric of reality.

While concentrating on this spell, you gain the following benefits:

  • You can take two additional actions on each of your turns. These actions can be used to cast spells or attack, or to take any other action that would normally require an action on your turn.
  • You are immune to all damage and effects from spells and attacks that target a specific point in time. This includes effects that attempt to undo or alter the past or future, or that attempt to erase or alter your existence in time.
  • You can manipulate time itself within a 30-foot radius around you. You can use a bonus action on your turn to accelerate or slow the flow of time in this area, effectively giving allies or enemies advantage or disadvantage on attack rolls, ability checks, and saving throws, or causing them to take extra damage from attacks or spells. This effect lasts until the end of your next turn.
  • You can use an action to move up to 60 feet through time and space, effectively teleporting yourself to a new location. You cannot use this action to travel back in time or to change events that have already occurred.

Once this spell's duration ends or you lose concentration, you are returned to the normal flow of time and cannot use the spell again for 24 hours.

At Higher Levels: When you cast this spell using a spell slot of 11th level or higher, the duration increases by 1 minute for each slot level above 10th.

Editor's Note: Hey ChatGPT, you don't need to include upcasting for every single spell.

______________________________

Transcendence
10th-level transmutation

Casting Time: 1 hour
Range: Self
Components: V, S, M (a diamond worth at least 100,000 gp, which the spell consumes)
Duration: Permanent

You undergo a profound transformation, transcending mortal limitations to become a being of pure magic and energy.

When you cast this spell, you permanently gain the following benefits:

  • Your physical form is replaced by a shimmering, humanoid shape made entirely of magic and energy. You are immune to all physical damage, as well as exhaustion, disease, and poison.
  • You gain a fly speed of 120 feet and can hover indefinitely.
  • You can pass through solid objects, as if they were not there.
  • You have resistance to all damage from spells and magical effects.
  • You can cast any spell you know, regardless of whether or not you have the appropriate spell slots, and you can do so without using material components.

In addition, you gain access to the following abilities:

  • Magic Blast: As an action, you can unleash a blast of pure magic energy at a target within 120 feet of you. The target must make a Dexterity saving throw or take 10d12 force damage. You can use this ability once per turn.
  • Magic Shield: As a reaction, you can create a barrier of pure magic energy around yourself, granting you immunity to all damage until the end of your next turn. You can use this ability once per short rest.

Once you have cast this spell, you become a being of pure magic and energy, and you can never again return to your former mortal form. You are forever changed, and your existence is tied to the fabric of magic itself.

Editor's Note: This is badass.

Comments