What They Don't Tell You About 10th level Spells - D&D

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
so this video is going to be a little bit loaded because I have to give you some context before I start rambling on about tenth level spells see the the gist of it is that tenth level spells and anything above that they are essentially barred from being used this comes from the highest authority in the matter mistre the goddess of magic now do not fret there are actual ways in which you can cast spells such as these though it is kind of a workaround but we will cover that in about two videos from now today I want to focus on these very specific tenth level spells even though you cannot cast them any more they still exist they got names spell effects durations the whole thing and they are pretty crazy as you can imagine but first let's actually go with the context so this is the map of faroan basically everything that has to do with fifth edition is set on this map at least the vast majority of it from two of annihilation to Dragon heist to descend into a furnace the Dungeons & Dragons MMO called Neverwinter is set here and the new baldur's gate game coming soon will also be sit here now about 5,000 years before any of that before any of your campaigns before any of the events that transpired in any of those adventures or games back then existed a human Empire and a pretty cool one too the Empire was called the Empire of NARAL this place used to be right here where the desert of an ark is located though back then it actually wasn't a desert natural was incredible I mean when you think about a high magic Empire this is probably what you're gonna think about their cities floated in the sky their mages could cast tenth and eleventh level spells hell even their commoners could cast magic when you look at the players handbook and you see elves and you see that it doesn't matter what kind of elf you want to play you still know a few ken trips maybe even some first level spells it's almost as if they teach that stuff in grade school or something well that's how humans used to be as well every single human could cast can trips and most people could cast first level spells those that lived in etheral were technically more advanced than and the elvish civilization at the time there were however two things that led to their demise as a country the first were the Ferrum a raise of underground monsters that were attracted to the magic that the new theories were casting the two fought in brutal wars that exhausted the Empire the second was cares' glasses was the best mage in the Empire and erudite even amongst sages see he casted the first and only twelfth level spell which backfired it ended up resulting in magic basically just failing all across the globe essentially magic just turned off for a few hours thanks to the spell now the Ferrum have powers that drain magic and life out of things so wherever they went the land decayed when you combined that with the some of the leftover spells from the threes well it turned the otherwise verdant temperate land into a scalding hot magical desert which it still is up to this day most of the ruins from the Empire were absorbed by the sands which is why they're not self-evident you can't however if you pay close attention fine pieces of this once powerful Empire scattered all across the map for example if you play lost minds a Faton delivered you can actually find a side quest that can take you in to old owl well a deserted and broken-down outpost tower with a magical well see that place used to actually be a frontier outpost of Missouri's Empire school board to the port of shadows on the third level of under mountain was also actually built by a group of notorious wizards looking for a place to work their experiments when magic stopped working for a few hours thanks to their effects of narcissus massive 12 little spell all the wards that protected skull port from cave-ins stopped working and 2/3 of the place collapsed the nether is Wizards died and turned into the floating green skulls that you see floating around skull port nowadays but that's not where it ends the methi's were actually the inventors of many of the spells that you use nowadays for example the magic missle and shield spell were both invented by general mattock Anna theories arcanist if you ever wondered why the shield spell specifically works with magic missle is because of this they were both made together the light spell for example could only be cast back then by clerics until bright finger and Arcanist from the notorious empire he invented the wizard version now you're not casting charm person really you're casting key units charm human orc units Jia's orc units confusion unit basically invented every famous charming effect the spell fireball was invented by the arcanist no on are as well as many other fire spells like fire shield and wall of fire both actually called no honors shield and no honours wall I could actually go on and on and I would basically cover over 80% of the spells on the players handbook hell maybe even more modern wizard magic was basically invented by the nether EES now I can see some people confused so I do want to clarify that I'm strictly talking about Wizards spells not Sorcerer's Devils could cast fireballs long before no on are they do that the other sorcerers blood they can just innately do it as sorcerers turning the magical weave into fire like a wizard does is something entirely different than yeah before the nether EES nobody really knew how to do any of these spells but that brings me to the crux of the video tenth level spells minnetarees were so skillful many of them ended up learning and using 10th and 11 level spells many of those spells were lost in the fall of the Empire but some still remain even if they are unusable we still know what they used to do and if anything they give great context as to what kind of power a tenth level spell is supposed to give you you know just in case once again though I would like to remind you all that all of the spells that I'm about to give you cannot be used anymore mistre the goddess of magic banned any mortal from casting 10th level spells or higher but anyways here we go the first Bell we got is called leafy verse we've missile level 10 spell duration permanent area of effect is 300 feet radius sphere per level that is per level of the caster and the casting time is three days quote this spell created a spherical force of magic that required an activation of some sort to allow entry all living creatures undead creatures animated creatures and the like unfamiliar with the activation key were unable to penetrate the perimeter of the spell the method used to penetrate a metal included somatic movement word or phrase activator proper alignment or motivation writing a specific kind of mount humming a few bars of a song or an item with a magical imprint of some sort end quote what we're talking about here is a force field that surrounds a town or a city something akin to Liam and tiny hot but massive and even better because you can enchant the force field as part of the spell to damage interlopers casting the spell however required part of your life force which meant that the caster would lose a level every time the spell was cast next we got mavens create volcano now maven himself was incredible I mean this guy invented two level 10 spells and a level 11 spell he was also the inventor of meteor swarm stoned flesh and wall of iron which we actually don't have in fifth edition but anyways create volcanoes had a range of a mile per caster level a duration of a year and the casting time of a day quote this spell was never cast on natural but every Arcanist that looked at its formula was convinced that it would do as promised create a volcano numerous ideas were brought forward to ridden etheral of the threat of the orcs goblins and other undesirable creatures but the threat to other ground dwelling creatures including the dwarves elves and other grounding cities was too great according to spell notes the casting of the spell would produce a minor earthquake in the effects area within a week ash and steam would be seen pouring through the earth within a month a complete erupting volcano would be present the material components of the spell included a mantle of soon diamonds that acted as double strength ring of fire resistance a helm of brilliance and a methyl R which was placed at the site of the volcano and quote see now I should explain what a methyl R is the Midler was the greatest of all of the mysteries creations though it is difficult to explain in short terms imagine if you could create an orb that could hold concentration for you well that that's basically what I'm Ethel or is except that it could hold all of the concentrations the methyl R was like the engine to their car in their civilization like the battery to their machines the heart of their body the Miller had the ability to grab raw magic from the weave and hold that for use in spells or abilities and they created tons of them to help them run their cities anyways next we got mavens earth fast its range is one mile per caster level duration is a year per caster level and the area of effect was a mile per caster level the casting time was nine minutes quote this spell was initially created to allow further mining of areas that were too dangerous to work otherwise by casting the earth fast spell large areas of underground tunnels became impervious to cave-ins and other similar catastrophes the magic supporting the ceiling so that additional mining could continue the spell was also used for other purposes since it also drastically halted the weathering of city streets and buildings many cities sought out arch wizards who would cast the earth fast to preserve important areas of their community the material components for the spell were a stone of controlling earth elementals six charter lands each of which were imbued with a transmute mud to Rock spell and then earth elemental all the components were consumed during the casting like I said mavin also created a level 11 spell but we will cover those on the next video so next we got proc tips move Mountain a personal favorite it's range is as far as you can see duration permanent and the area of effect is well the whole targeted Mountain the casting time was two hours quote this spell was vital in the construction of enclaves without this spell there was no simple way for severed mountains to be turned over and set afloat above the landscape when this spell was cast the arch wizard simply viewed the mountain he wanted to effect and the mountain was severed from the earth leaving a flat meza behind the mountain was then turned over so that the flat side was up and the move Mountain spell allowed this new structure to levitate once this was accomplished the arch wizard could begin constructing a city upon its smooth surface the material components for the spell were a methyl art which needed to be placing the new city within two weeks a magical device that allowed flying or levitation and a crystal ball and quote see the kingdom of NARAL was divided into the upper natural which were the floating cities and the lower nethra which were these cities down on the ground as you can imagine the affluent and the nobles lived on the floating cities while the arrests lived down on the earth but next we got Teledyne skilling wind the range is 300 feet per caster level the duration of one hour per Kassar level an area of effect of 300 feet per caster level and the casting time of a single round quote total dines killing wind was designed to kill large numbers of creatures and it worked well when cast billowing vapours moved away from the caster at an incredible rate of speed overtaking anything within the area of effect unless magical means were used to escape creatures cut within the cloud were entitled to a single saving throw versus spells to resist being killed by the spell creatures made a saving throw with a modifier based on the caster's sacrifice the casting of this spell automatically drained to life levels from the caster though for purposes of area of effect range and duration the casters original level was used in addition the caster could opt to sacrifice more life energy imposing a -1 penalty to all saving throws for every two levels so sacrificed up to a maximum of -10 the one side effect this however was that there was a 5% chance per level drained voluntarily that the casters essence would be pulled into the negative energy plane forever if pulled into the negative material plane one of two things occurred if the caster was alive the essence was consumed and the caster killed the spell caster was lost forever and could not be resurrected or brought back to life in any way if the spell caster was on dead the essence continued to exist but it was trapped in the negative material plain and quote the negative energy plane doesn't exist anymore after the events of the spell plague so now in fifth edition all we have is the shadow file which is essentially the same thing but anyways this is the second time where you hear the concept of sacrificing levels in order to cast a powerful spell this was actually something very common back in those days when there were no restrictions to magic see a wizard back then didn't really have a limit into how much magic that could harness from the weave in order to cast their spells the only limiting factor was how skilled they were if they were very skilled then you could reach levels unimaginable I mean that's how these people managed to learn tenth and eleventh level spells theoretically speaking I mean if you were good enough you could turn into a demigod just out of sheer skill in manipulating the weave obtaining such levels however hurt the caster tremendously as as it was possible to sacrifice your life essence in order to compensate for lack of skill after Carson's Caston is 12th level spell and the subsequent breakdown of the weave however the measure of the goddess of magic and abandoning any mortal from being able to manipulate too much of the we've essentially meaning that we can only cast spells up to ninth now it doesn't matter how good you are however and this is part of the workaround that I was talking about at the beginning of the video you can still up to this day hurt yourself in order to achieve power greater than ninth level but that's what we call epic magic which is a cannon thing by the way that you can do inland sand dragons but but we will talk about that maybe about two videos from now anyways the next spell is Val Dick's sphere sail but we will also cover that one actually on the next video because it it deals with spell jamming which is the art of traveling through the prime material planes essentially it deals with going from the Forgotten Realms to the rabbinate cow or wherever on for example if you wanted to go from water deep to salt marsh then you would have to travel in this manner since salt marsh is actually set on Grayhawk not in the Forgotten Realms now keep in mind that this is not like traveling using plane shift its it's actually a lot more complicated but yeah we will cover that in the next video don't worry about it the last level 10 spell that we have is called lowlands longevity now this guy is considered to be probably one of the top three of the best mages of mithril certainly considered to be the father of NARAL that is because he was the creator of the myth alar alongside the creator of the very first floating city now we don't have the full information of this palace we have for the others but we know that the range was 12,000 feet with an area of 112 feet radius and the casting time of around the spell dealt massive damage to every creature within his area of effect but the twist was that every creature slain by this spell would add one year of permanent life to the caster the spell damaged constructs in undead but those wouldn't add to the longevity of the caster it's interesting that lowlands is one of the only notorious wizards of those days that actually still lives turned out that the very same life and magic sucking abilities of the Ferrum that cost the nether lands to turn into a desert also sucked the life extending magic that kept him alive so he turned himself into a lich and left the kingdom he actually abandoned his end clave for the seclusion of the sword coast and he was never again his fate remains a mystery up to this day thank you guys so much for watching the video there were a lot of really cool spells today crazy ass spells but tomorrow we're gonna talk about level 11 spells and we're also gonna have to talk about spell jamming which for those of you who they're not now is essentially space you know what happens if you actually go to space in the Forgotten Realms ignorance and Dragons which is a thing you'll be surprised how much how crazy things can get which is all kind of by the way all of this I'm gonna talk about on the next episode is cannon but it is gonna get pretty crazy so I please don't don't miss that video I would like to thank my patron supporters Ricardo fan Daniel Luna doctor cowbell skits your boy major fail gaming Sayle ugh berry mask and Fife a magic shop dog feeder Daniel Umar Morgan Johnson sack bowel salmon Holman rusty rein biotech no frog crush Bane and mediocre at best for supporting me and patron at the $25 level if you would like to support me as well then please head on over to patreon calm slash mr. Rex to support guys once again thank you so much make sure to go ahead and watch the playlist and as you can see all of my awesome awesome D&D videos please do not miss them anyways see you all on the next video guys bye bye
Info
Channel: MrRhexx
Views: 449,870
Rating: 4.9399137 out of 5
Keywords: mrrhexx, rhexx, dungeons and dragons, d&d, 10th level spell
Id: sbBkpwnFxqk
Channel Id: undefined
Length: 18min 14sec (1094 seconds)
Published: Wed Nov 13 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.