Spells of Legend (5e Reward)
From D&D Wiki
- 1 Spells of Legend
- 1.1 The Nature of Spells of Legend
- 1.2 How Does One Cast a Spell of Legend?
- 1.3 A List of Spells of Legend
- 1.3.1 Age
- 1.3.2 Binding
- 1.3.3 Colossal Aether Cannon
- 1.3.4 Planar Kill
- 1.3.5 Conjure Pit Fiend
- 1.3.6 Conjure Solar
- 1.3.7 Creation Ultima
- 1.3.8 Dread Curse
- 1.3.9 Elemental Army
- 1.3.10 Enboon
- 1.3.11 Form of the Ancient Dragon
- 1.3.12 Glorious Citadel
- 1.3.13 Great Wall
- 1.3.14 Greater Meteor Swarm
- 1.3.15 Greater Time Stop
- 1.3.16 Greater Whirlwind
- 1.3.17 Holy Army
- 1.3.18 Iron Legion
- 1.3.19 Invulnerable Armor
- 1.3.20 Planetary Creation
- 1.3.21 Mass Power Word Kill
- 1.3.22 Subjugate Monster
- 1.3.23 Superior Demiplane
- 1.3.24 True Divinity
Spells of Legend
Spells of Legend are spells with effects drastically more powerful than anything a mortal spellcaster can currently achieve (that isn't to say they used to be able to cast them - the idea of a "golden age" in the past where magic was more powerful is a familiar device). It might be useful to think of them as higher than 9th-level spells, but that's not quite an accurate analogy as they fulfill a completely different narrative purpose.
The Nature of Spells of Legend
By their nature, Spells of Legend cannot ever be dispelled, suppressed, or maliciously altered or manipulated! It's impossible with any amount of effort. It simply can't be done. Exceptions, of course, include the powers of artifacts, deities, or other Spells of Legend. Furthermore, any Spells of Legend which deal damage bypass the damage resistances of any creature, object, or structure.
How Does One Cast a Spell of Legend?
Spells of Legend cannot simply be learned through study or normally cast. So how do you go about casting such a spell? Well, just like acquiring an artifact, or receiving a great blessing, going through the hoops to find and use a Spell of Legend is an adventure (or, more likely, a series of adventures) in and off itself. Here are some typical ways of utilizing a Spell of Legend:
- By Artifact. Ultra-rare devices may be able to replicate the effects of a Spell of Legend.
- By Divine Miracle. In times of great need, deities may require their servants to perform a miracle of Biblical proportions. Thus, a cleric or some other holy type is flat-out given the knowledge and ability to cast a Spell of Legend by fiat.
- Finding a Physical Copy. For whatever reason, some Spells of Legend are written down and permanently recorded. This is a rare event, and spells recorded this way are without exception heavily guarded or far from civilization. At the bottom of the ocean, or in the hottest stretch of land in an uncrossable desert, for example. No paper scroll can hold the power of a Spell of Legend; recorders instead use bulky stone tablets or metal plates at least 20 pounds in weight. How long it takes for an aspiring caster to learn the spell is at the DM's discretion.
Even if a player character has access to a Spell of Legend, the DM is free to impose additional barriers to casting such as absurdly expensive or rare material components. After all, the casting of a Spell of Legend should be a world-shaking event, not to be undertaken lightly.
A List of Spells of Legend
Here are some Spells of Legend ready-made for you to include in your game:
You touch a creature. You force it to age an infinite number of years, causing all living material of the target to disintegrate into nothing. Any non-living materials are left behind. A wish spell cannot prevent the effects of this spell, or undo it, as with all other spells except for a spell of legend. This spell has a required material component, which is a bone that is solid, won't disintegrate because it is too old, but it must be at least one thousand years old. Some examples would include bones of dragons, krakens, tarrasques, fallen gods, and other creatures that survive for that long.
You summon a powerful planar lord, such as a god or a demon prince. This spell requires a cubic gate, a pigment make out of diamond dust worth at least 200,000 gp and sovereign glue. All components are consumed after the casting.
The spell requires two 9th level spell slots, therefore most likely requiring two spellcasters casting the spell at the same time.
The summoned being is friendly towards the summoner(s) and the summoners' allies, but this may fluctuate as with a normal NPC. However, if the dust used was worth at least 1 million gp, the summoned being will always be friendly towards the summoner(s) and the summoners' allies.
A being summoned by this spell cannot be banished in any way short of a wish spell.
Colossal Aether Cannon
A continuous beam of cosmic power forming a line up to 1 mile long and up to 50 feet wide blasts out from you in a direction you choose. Each creature in the line must make a DC 30 Dexterity saving throw. A creature takes 150 force damage and 150 radiant damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, the creature is atomized. An atomized creature and everything it is wearing and carrying, except magic items, are obliterated, leaving no remains. The creature can be restored to life only by means of a true resurrection or a wish spell.
You speak a of such death, that even some gods of death are uncertain about this spell. You speak this word as an action, and everyone on the same plane of existence as you dies if they have 1000 hit points or less. Also, that plane of existence is uninhabitable by all living, dead, and constructed beings for 10,000 years. This spell cannot be undone in any way. To cast, you must be a high form of unholy being, such as a demon lord or archdevil. You must also have the spell scroll for it, which is not destroyed after usage.
Conjure Pit Fiend
You summon a pit fiend which appears in an unoccupied space that you can see within 500 feet of you. The pit fiend disappears when it drops to 0 hit points or after 24 hours, whichever comes first. The pit fiend is friendly to you and your companions for the duration. Roll initiative for the pit fiend, which has its own turns. It obeys any verbal command that you issue to it (no actions required by you), as long as they don't violate its alignment. If you don't issue any commands to the pit fiend, it defends itself from hostile creatures but otherwise takes no actions.
You summon a solar which appears in an unoccupied space that you can see within 500 feet of you. The solar disappears when it drops to 0 hit points or after 24 hours, whichever comes first. The solar is friendly to you and your companions for the duration. Roll initiative for the solar, which has its own turns. It obeys any verbal command that you issue to it (no actions required by you), as long as they don't violate its alignment. If you don't issue any commands to the solar, it defends itself from hostile creatures but otherwise takes no actions.
You conjure one or more inanimate objects, which appear in any location you choose within 500 feet of you complete with your own specifications of quality and craftsmanship. Unlike a creation spell, you really are creating very real somethings out of nothing, so the items you create with this spell are permanent and can be used as material components. You may create the following quantities of items with a single casting of this spell:
- Food, liquids, vegetable matter, stone, or crystal: 1,000 tons. To give you an idea of the scale of this spell, you could build yourself a decently-sized castle with 500 tons of stone.
- Precious metals, gems, adamantine, mithril, etc: 10,000,000 gp worth, go nuts.
- Magical items: Up to three items no rarer than Legendary in rarity (no artifacts, sadly).
You curse all creatures with a common bond or allegiance with a terrible curse. For example, you could curse all members of an alliance of merchants, all descendents of a named person unto the tenth generation, or you could curse every inhabitant of a city. Choose the nature of the curse from the following options, or a nasty of your choice with equivalent power:
- Choose physical (Strength, Dexterity, and Constitution) or mental (Intelligence, Wisdom, and Charisma) ability scores. While cursed, the cursed creatures have disadvantage on ability checks and saving throws using those ability scores.
- The cursed creatures are permanently affected with a character flaw of your choice representing madness.
- The cursed creatures have vulnerability to bludgeoning, slashing, and piercing damage.
- The cursed creatures raise from the dead as ghasts or wights when they die.
- The cursed creatures are petrified whenever they are exposed to sunlight.
- The cursed creatures are marked for death; all worshipers of your deity can instantly recognize the creatures for what they are and know that they have committed a terrible crime against your deity and must die.
The curse lasts forever, or until a condition you specify is fulfilled.
You conjure 5d4+5 elementals of challenge rating 10 or lower, all of which appear in unoccupied spaces of your choice within 500 feet of you. The elementals disappear when they drop to 0 hit points or after 24 hours, whichever comes first.
The elementals are friendly to you and your companions for the duration. Roll initiative for the elementals, which have their own turns. They obey any verbal commands that you issue to them(no action required by you). If you don't issue any commands to an elemental, it defends itself from hostile creatures but otherwise takes no actions.
You permanently grant a creature within 60 feet of you an epic boon of your choice, subject to the DM's permission.
Form of the Ancient Dragon
You magically assume the form of a dragon. The dragon has the statistics of an ancient red dragon, but you can decide what the cosmetic appearance of your dragon form, including color, and you can decide the element of your dragon form (choose from acid, cold, fire, or lightning - your form has immunity to the element you choose, and it deals the damage type you chose instead of fire damage). You can stay in the dragon's shape for 24 hours, after which you revert to your normal form. During this spell's duration, you can use a bonus action on your turn to revert to your normal form or re-assume the dragon's form. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the dragon, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. You can use the dragon's legendary actions, but not it's lair actions.
- When you transform, you assume the dragon's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in dragon form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
- You retain the benefit of any features from your class, race, or other source and can use them if your dragon form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your dragon form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your dragon form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the dragon form to wear a piece of equipment, based on the dragon's shape and size. Your equipment doesn't change size or shape to match the dragon form, and any equipment that the dragon form can't wear must either fall to the ground or merge with it. Equipment that merges with the dragon form has no effect until you leave the form.
A faintly shimmering barrier of force springs into existence at a point you choose within 10 miles. The dome is a hemisphere up to 10 miles in radius, and it lasts for 30 days. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically or magically pass through the barrier, except for yourself and any creatures or objects you allow. The barrier is immune to all damage, and spells of 9th level or lower cannot affect or detect anything within. Similarly, the dome blocks all forms of ethereal or planar travel.
A magical wall of solid stone springs into existence at a point you choose within 1 mile. The wall is 10 feet thick and composed of 528,000 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Thus, you can create a wall that is 10 feet thick, 100 feet tall, and 1 mile long.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a DC 30 Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
The wall is an object made of stone that can be damaged and thus breached. Each 10-by-10 foot section of the wall has AC 20 and 500 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.
Greater Meteor Swarm
Blazing orbs of fire plummet to the ground at six different points you can see within 10 miles. Each creature in a 60-foot-radius sphere centered on each point you choose must make a DC 30 Dexterity saving throw. The sphere spreads around corners. A creature takes 30d6 fire damage and 30d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
Greater Time Stop
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. You can even attack other creatures! All creatures other than you are effectively paralyzed for this duration, even if they are normally immune to paralysis.
A massive whirlwind with the power to tear cities apart and destroy whole armies howls down to a point that you can see on the ground within 1 mile. The whirlwind is a 100-foot-radius, 300-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 300 feet in any direction along the ground. The whirlwind sucks up any Huge or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a DC 30 Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 20d10 wind damage on a failed save, or half as much damage on a successful one. In addition, a Gargantuan or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 50 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay a loft. A restrained creature can use an action to make a DC 30 Strength or Dexterity check. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d10 x 10 feet away from it in a random direction. The whirlwind lasts for 1 minute.
You present your holy symbol before up to 1,000 creatures within 1 mile of you. Your voice magically amplified to such a degree that it is audible for miles away, you bellow a prayer for victory and channel your deity's power to create an invincible army. Each creature you chose gains the following benefits for 30 days or until your deity is satisfied, whichever comes first:
- The creature has immunity to necrotic damage, as well as to the charmed and frightened conditions. It cannot be possessed.
- The creature has proficiency with all armor, shields, simple weapons, and martial weapons.
- The creature emits bright light in a 60-foot radius and dim light for an additional 60 feet. The light is sunlight, and if it overlaps with an area of darkness created by a spell of 9th level or lower, the spell creating the darkness is dispelled.
- The creature gains a +4 bonus to AC and a +4 bonus to all saving throws.
- The creature's weapon attacks and unarmed strikes are magical weapons with a +4 bonus to attack rolls and damage rolls. In addition, the creature's attacks deal an additional 4d8 radiant damage on a hit.
Choose up to twenty-five willing creatures within 500 feet of you. Each creature you choose assumes the form of an iron golem for 24 hours. A creature's game statistics are replaced by the statistics of an iron golem, though it retains its alignment and Intelligence, Wisdom, and Charisma scores. A creature also retain all of its skill and saving throw proficiencies, in addition to gaining those of the iron golem. If the iron golem has the same proficiency as the creature and the bonus listed in its statistics is higher than the creature's, the creature uses the iron golem's bonus in place of its own.
Each creature assume the hit points and Hit Dice of an iron golem with maximum hit points for its hit dice. When it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce its normal form to 0 hit points, the creature isn't knocked unconscious.
Each creature retains the benefit of any features from its class, race, or other source and can use them, provided that its iron golem form is physically capable of doing so. It can't use any special senses it has (for example, darkvision) unless its new form also has that sense. In its iron golem form, a creature is able to speak. Anything a creature is carrying merges with its form, with the exception of weapons and ammunition, which change in size and shape so that the creature's new form can wield them. Any such weapon is treated as a Huge weapon, i.e. its base weapon damage is triple that of a normal Medium-sized weapon.
You touch a willing creature, and the creature is surrounded by a protective magical force which lasts for 24 hours. Until the spell ends, the creature gains the following benefits:
- It's AC can't be less than 30, regardless of what kind of armour it is wearing.
- It has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and resistance to all other damage.
- It can't be affected by spells of 6th level or lower, unless it wishes to be, and it has advantage on saving throws against all other spells and magical effects.
You speak a word of such power that reality shifts to create an entire plane of existence. While on the plane, you can alter the plane in any way, creating or destroying. You can also control access to the plane. The plane itself is about 100,000 miles wide. To cast this spell, you must have at least 1,000,000 xp or any tier of divinity. The spell scroll for this spell is currently lost. For the sake of this spell, tiers of divinity include Primordial entities, demon princes, archdevils, and the lords of the elemental planes.
Mass Power Word Kill
You utter an ancient word of power which only the most unimaginably foul of individuals even dare to speak. Choose any number of creatures within 90 feet of you. If a creature you choose has 200 hit points or fewer, it dies. Otherwise, there is no effect.
You attempt to beguile a creature that you can see within 500 feet of you. It must succeed on a DC 30 Wisdom saving throw or be permanently charmed by you. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. While you are conscious, you can use this telepathic link to issue mental commands (no action required) which the creature must do its best to obey. Your control over the creature is so precise that you can dictate which actions or reactions it takes as if you were controlling another player character. If the creature completes its orders and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Effects which remove or suppress the charmed condition do not remove or suppress the charmed condition caused by this spell unless it originates from an artifact, a deity, or another Spell of Legend.
You conjure a portal in an unoccupied space you can see within range linking to a newly-created demiplane of your design. The portal is a circular opening, which you can make 5 to 30 feet in diameter. You can orient the portal in any direction you choose. You can choose for the portal to remain permanently open, for the portal to open when a creature speaks a command word, or for the portal to open or a limited kind of creature. In the latter case, the portal opens when a creature of a certain type (which can be as limited as a subtype) or alignment, or carrying a specific item, comes within 10 feet of the portal. If the portal is not permanently open, it opens or 1 minute when your conditions are fulfilled.
Your demiplane is a 1-mile radius sphere, which you can fill with space or remain empty as you so choose. The borders of the demiplane are either an impenetrable barrier, or the demiplane itself wraps around. You can create however much earth, stone, wood, common metals, or similar materials or vegetable matter you want in whatever form you specify, which can include artificial structures. You decide the weather patterns and temperature of the demiplane, and whether or not they change. As an action while on your demiplane, you can cast control water, control weather, and move earth at will, without expending a spell slot or any components. When you cast move earth or control weather this way, the casting time is only 1 action. This use of move earth can manipulate stone, metals, and ores, not just earth.
Each time you cast this spell, you can create a new demiplane, or open a new portal to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the portal connect to its demiplane instead.
You attempt to ascend to greater power to gain divine rank. If you pass a spell save of (Current Divine Rank * ECL + 20)DC, then you can take the ascension of divinity. You may only cast this spell after gaining level 30 and the favor of a deity with at least 3 Divine Rank. You can also cast the spell if you already have the ascension of divinity and sacrificing 500,000XP or anything that the DM deems appropriate. This spell uses the Immortal Rule book.