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Arch Arcana

July 2nd, 2014

Joshua Zaback

Obscure Arcana Archive

                For years, the most powerful spells have been available to characters of 17th level. That all changes today! These awesome spells are not only 9th-level, but also only available to those whose caster level has reached truly magnificent proportion. These spells reward the most dedicated of casters for all their hard work and commitment by offering them nearly limitless powers of destruction, because what’s the point of being level 20 without ? Enjoy.

 

COMMAND THE SPIRITS
School conjuration; Level witch 9
Casting Time 1 standard action
Components V, S, F (a bone from an outsider)
Range long (400 ft. + 40 ft./level)
Effect four summoned outsiders
Duration 1 round/level
Saving Throw Will negates, see text; Spell Resistance no

                You mark the four corners and speak the dread words known only to your patron’s favored disciples, commanding forth the appearance of powerful spirits and binding them to your service with a word. You must have a caster level of at least 20 to cast this spell. When you cast this spell, you summon one outsider with the chaotic subtype, one outsider with the evil subtype, one outsider of the good subtype, and one outsider with the lawful subtype, each of CR 20 or less. These creatures appear wherever you designate within the spell’s range. Then, each creature summoned this way that is within 100 feet of you must immediately succeed on a Will save or fall under your control, as though by the spell dominate monster, for the spell’s duration. Creatures that succeed on their saves are free to act as they please, and will almost certainly attack you, regardless of their alignment.

 

MAGE’S MEGA MISSILE
School evocation; Level sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, F (a spellbook containing magic missile)
Range long (400 ft. + 40 ft./level)
Target one or more creatures/objects; see text
Duration instantaneous
Saving Throw none; Spell Resistance yes

                With a series of complex arcane gestures and an extreme effort of will, you turn a simple magician’s staple into a wave of unstoppable destruction, sending out a hundred or more projectiles of pure force which unerringly end the life of your foes and reduce castles to rubble. This spell can only be cast by characters with a caster level of 20 or higher. You create 5 force missiles per caster level, which each deal 1d4 + 1 points of damage. You can target any given creature with a maximum number of missiles equal to your caster level. Abilities that would deflect a magic missile spell do not deflect this spell, but can deflect up to 5 missiles per target (so a character targeted by 20 missiles who was affected by shield would only be affected by 15 missiles).

 

WRATH OF THE DIVINE
School conjuration; Level cleric/oracle 9, druid 9
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area 1,500-ft. radius spread
Duration 1 round/level
Saving Throw none; Spell Resistance no

                You open your arms to the heavens, shouting a prayer to the divine for the destruction of the heretics and infidels who besmirch their holy name. This spell can only be cast by characters with a caster level of 20 or higher. For the spell’s duration, holy cleansing energy (acid, cold, electricity, or fire) rains from the sky in the affected area, while the name of your deity rings clear in thunder, proclaiming judgment on the unfaithful. The type of damage inflicted by the spell must be chosen as the spell is being cast. All characters within the area who do not worship your deity suffer 2d8 points of damage each round. Half the damage is damage of the chosen type, but the other half results directly from divine power and is therefore not subject to being reduced by energy resistance. The direct interference of a deity can end this effect early, but typically not until at least one minute after the spell is cast

                As a full-round action, at any time during the spell’s duration, a character can drop to his knees and begin verbally confessing his sins and promising to follow your deity, declaring himself a convert to your faith. If he does, he suffers no further ill effects from this spell. Those who convert in this fashion tend to receive the close scrutiny of their new deity for some time, to ensure that the conversion was genuine, and harsh punishments typically await those who make false conversions.