11th Level Spells (3.5e Variant Rule)

From D&D Wiki

Jump to: navigation, search

11th-Level Spells[edit]

Why the 11th Level?[edit]

After the fall of the Netherese Empire, the rules of magic as they knew it was drastically changed to what we are more familiar with today. Due to Karsus's Folly and the the death of their goddess of magic (Mystryl), her successor (Mystra) enforced much stricter rules upon the weave such that such a tragedy could never occur again. The weave became much more difficult to access and magic which was ubiquitous became limited to only those with the great talent. Arcanists were abolished and spellscasters could only cast a regimented number of spells of each level each day. All spells of the 10th level and higher for strictly forbidden and in addition to all this, spellcasters were now forced to memorize their spells daily

After centuries of recovery, spellcasters figured out a method to exceed the enforced limits of 9th level spells through the discovery of Epic Magic, also known as High Magic to the elves. However, all developed epic spells still only qualify as spells of the 10th level and the miraculous feats of the past seem to be lost to time forever.

This variant rule adds a supplement to the already existing methodology for the creation of epic spells such that the ludicrously powerful could hypothetically develop true 11th-level magic. 11th-level spell development will thus most likely be limited to deities, primordials, elder titans, and advanced or epic dragons.

Acquiring 11th-Level Spells[edit]

A character must first acquire the Epic Spellcasting feat and is able to successfully cast at least three epic spells. Much like epic spells, using 11th-level spells is a two-step procedure thereafter: development and spellcasting.

Developing 11th-Level Spells[edit]

Before it can be cast, an 11th-level spell must be developed. This process is similar to that of epic spells and can be both time-consuming and expensive. However, only those with a caster level of at least 35 may even attempt to do so. During this development the caster determines whether a given 11th-level spell lies within his or her abilities or beyond them. The basis of that determination lies in an 11th-level spell's spellcraft DC.

The only way to develop an 11th-level spell is to research an already existing 11th-level spell from the past and use try to rework old insights into something functional within the current magical paradigm. The research and description of each of these ancient spells gives the amount of gold, time, and experience points required to develop the spell. If a character pays a spell’s development cost, he or she develops (and thus knows) that spell.

The development process itself roughly matches that which already exists for developing epic spells barring three exceptions.

The first is that before even beginning the developmental process they must successfully pass a Knowledge (history) SRD:DC of at least 50. They may only attempt this check once a week.
The second is that all 11th-level spells automatically have an additional +100 SRD:DC added to their spellcraft check. This is in addition to whichever |spell seeds or spell factors are included.
The third is that the material cost for developing an 11th-level spell is 27,000gp × the final spellcraft DC instead of the 9,000gp × the final spellcraft DC which is used for epic spells.


Casting 11th-Level Spells[edit]

Once an 11th-level spell is developed, the caster knows the spell in a similar fashion to an epic spell. It becomes an indelible part of their being. However, as stated earlier, only a those with a caster level of at least 35th are able to cast an 11th-level spell. Due to the immense fatigue involved spellcaster can prepare or cast any 11th-level spell he or she knows a limited number of times.

A spellcaster who can cast 11th-level spells is able to cast them a number of times daily equal to one-fiftieth (rounded down) their ranks in the Knowledge skill appropriate to the spell and the caster’s class. Knowledge (arcana) is appropriate for arcane casters, and Knowledge (religion) or Knowledge (nature) is appropriate for divine casters. The rules for rest between casting a day’s allotment of 11th-level spells s are the same as for rest required to prepare standard spells.

Much like epic spells, in order to successfully cast an 11th-level spell, a caster must also succeed at a spellcraft check against the 11th-level spell's Spellcraft DC in order to succeed at casting the spell. If they fail to do so, the spell fizzles but still counts against the maximum number of 11th-level spells they may cast that day.

For purposes of Concentration checks, spell resistance, and other possible situations where spell level is important, 11th-level spells are all treated as, unsurprisingly, 11th-level spells. The saving throw against a character’s 11th-level spell has a DC of 20 + double the character’s relevant ability score modifier. It’s possible to develop 11th-level spells that have even higher DCs, however, by applying the appropriate factor.

Metamagic feats and other epic feats that manipulate normal spells cannot be used with 11th-level spells. It is simply impossible for a character to craft a magic item that casts an 11th-level spell, regardless of whether the item is activated with spell completion, a spell trigger, a command word, or simple use.

If an 11th-level spell is directly contested by a spell of the 9th level or lower, it automatically succeeds. If it is directly contested by an epic spell, the epic spell's numerical results hare halved for the purpose of defeating an 11th-level spell's Spellcraft DC. If directly contested by another 11th-level spell, things proceed are normal.



Back to Main Page3.5e HomebrewRules

Home of user-generated,
homebrew pages!


Advertisements: