The gods: "No, don't use that magic! The gods forbid it!" Arcane casters: "...You have obviously not been paying attention to my career of ignoring you, and I resent that."
"She banned any mortal from casting 10th and 11th level spells..." Doesn't that mean that if one achieves immortality, you are free to learn those spells?
There's an arcane theory that all the Gods are in fact nothing more than entities who go transcend the (9th level) limitations of The Weave. Either because they're naturally gifted through creation, or in rare cases through acquisition. It's rumored that Azuth, the God of magic practitioners in the Forgotten Realms Pantheon, used to be mortal. However, the idea that mortals can become equals to Gods is considered forbidden knowledge - to most of the uninitiated it's heresy to suggest Gods and mortals are cut from the same cloth and even in the enlightened magical academies the subject is a bit of a taboo because of the dangers and unpredictable side effects associated with attempting to cast 10+-level magic - they normally wouldn't teach apprentice wizards these kind of theories.
There is one way in 5e that Clerics can use, to cast their spells as 10th lvl If Cleric read Book of Exalted Deeds, any spell they cast counts as one lvl higher So if they use 9th lvl spell slot, it counts as 10th lvl
The idea of a deity for magic always annoyed me. Every other god has their clerics that represented their power on the material plane, but here's a singular deity who defines magic itself. Feels wrong is all. Especially with how often she gets murdered.
Yeah that’s bugged me too and also the fact that she doesn’t control ALL magic. Just the FR setting as other settings have their own forces like Mokslk (butchered that for sure) for Greyhawk. A being or force that controlled all magic would probably be at least Overgod level. Not a single goddess who gets destroyed every other era
@@sanddry738 The Overgod is just an allegory for the Dungeon Master. He doesn't even grant spells to his worshipers, nor interact with them on any personal level. He's too busy overseeing the multiverse as a whole to bother with the petty concerns on a single apocalypse level threat.
@@Darkwizzrobe I agree with Warlok, the wall of the faithless is a dumb idea. Even if I don't worship the gods, there's literally 100 places my soul would end up due to Alignment. Beyond the fact that some gods will let non-Followers enter their lands not based on faith, but because that particular person basically belongs there. They just never said a prayer.
@@Kainpound You have forgotten the fact the Gods are basically all powerful children. They kept fucking up because they couldn't stop fighting each other for power until their almighty daddy slapped them like 3 times, before putting a child proof gate over the universe and taking away their toys if they stopped playing with them responsibly.
Is this a possible situation then? Let's say my level 5 Wizard somehow found a moutain that was being affected by Proctiv's Move Moutain. The level 5 Wizard uses Dispel Magic and chooses to dispel the Proctiv's Move Moutain. He passes the save to do it, and is in the spell range. A 5th level wizard just collapsed a moutain.
My guess is that your wizard would have to cast the dispel magic ON the orb thingie that keeps the mountain floating, and then you would have to pass a contested check to dispel it (roll + spellcasting ability > atleast 20 to affect it), besides, as a GM I would put extra restrictions (a lvl 3 spell shouldn't be able to tickle the apex of magic of a lvl 10 spell), so I would argue that you will need to cast a lvl 8 antimagic field to make the floating mountain START losing it's floating capabilities (starts floating down after a day or two) or somehow physically break the thing and that would probably blow you up along with a quarter of the mountain. Also, let's not forget how wizards love trapping their towers. One can only assume what kind of nasties would the traps that lead to the literal beating floating heart of a mayor magical civilization would entail. TL;DR: cute thougth but the mountain was also enchanted to auto-cast counterspell at 9th lvl if you target it because they are lvl 30 wizards man.
I would imagine that they are artefacts so probably couldnt be dispelled so easily. I mean, it took magic not existing for their floating cities to fall. Otherwise I'm sure some chaotic bastard would have just tried dispelling it at some point. Then again, if you're the DM it's whatever you say it is.
@@charlestaylor8344 Im not really a player so please correct me but isnt the entire point of nat 20 in non social situations is that the action bypasses any and all armor, ward etc.? Or does it only apply in combat situations?
@@acancaacanca926 Depends on the DM, I personally would rule that the restrictions are so high compared to the spell you're using that a Nat 20 would still fail and as such I wouldn't even have the players roll, I'd just describe as they cast dispell magic and how it has absolutely no effect on the enchantments in place. Than a magical trap would trigger and massive battle would start as elementals are summoned, golems are activated, 9th level combat spells are unleashed, etc.
Did some minor research and no Mystra did not stop people from casting 10th to 12th level spells . Secrets of the magister directly stated that she changed how to cast them. Secrets of the Magister page 91.
I always heard that Magic Missile and Shield spells were commissioned by the general, not invented by him. In short, he paid for the spells to be invented.
In retropsect you need to look at the history of the Dungeons and Dragons worlds as a whole. This first began in 2E and ended in 4E, where there was an explanation to why there were new Editions. Officially 2E began as a result of the Time of Troubles (Forgotten Realms), 3E began as a result of Vecna (Ravenloft/Planescape/Greyhawk) when he entered Sigil, 4E was a result of the Sundering (Forgotten Realms), and if you want 5E was the return of Mystra (Forgotten Realms). 1E supposed was a result of the Greyhawk Wars/St. Cuthbert banishing of the Demons (Greyhawk), and D&D was Wrath of the Immortals (Mystara). Each of these events had repercussions that echoes across the multiverse, but the stipulation on magic varies from wold to world and from deity to deity. 10th-16th level spells are possible...
Wednesday afternoon, southern Canada, no school tomorrow; a fresh breakfast sandwich and a big cup of Sprite, AND Mr. Rhexx just uploaded? Sounds perfect.
First off, I would like to thank you for your efforts to bring obscure dnd lore to the dnd community. Your work on this channel is incredibly helpful for Dungeon Masters like me. Second, I want to thank you personally for this episode as I have a great intrest in the 10 level and above spells. I'm always looking for obscure and lost magic. Where did you find these gems ? Please continue with your good work.
an other thing you can do as a work around is actually using Wish - and with a DM acting as the Magic god, you can be granted such power , but If you have role over story which is legal, which is why you can have character from old story re appear in newCampg/homebrews - make a family/culture/faith around something and have a passing down of the torch to resharp the game completely. For Wish to be able to talk to Mystra Once a day, With that you can get the DM you explain the limit of what your PC is limited to, and if you were to get her to approve a spell made by Wish, you are having your sacrificial object along with your level. With this you can make your own City, Magical object and etc as long your rolls favor you. Not only that, you legit have bypassed the common thread with help and even had help from The Goddess Her self, so you'll most likely get you're desire result, as I said you can ask her to aide you in that higher tier when you cast Wish. Remember you have to be honest with the DM when you talk to the Goddess cause if she agree with what you cast,or even gain her trust, can be a mortal that can unlock 10th level spells, so you can beabout the Avatar and even remove someone spell casting with her on your side. Now you might ask why once a day? Cause you shouldn't be greedy, getting the ability to talk to her is by far the greatest feat any mage can do now. Not only that, you then have maybe the best teacher of magic to learn all types of magic, so your PC, will become maybe the most special of all mages. Learning the limits from your DM/Mystra also means you can learn and master 10th level spells, or even make weaker version of the original ones, Cause while she did "cap" all magic user, there is no rule or anything stating you can't be granted those as feat or earn the right to cast them, which is why those spell still carry over. I'm Sorry for any DM that might have player do this now to them, but this is a thing most over looked. The rule we're using follows. You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner. This is why I wordit like I did and there is no rule saying you can't do such things. Learning the limits and what your DM would allow, means you can Alter the world in a legit normal story, or Home Brew and see what happens from Story after Story. Who knows..... If you're at the end of the Story of the character, nothing to lose and can Impact the games further ahead.
7:07 “Humming a few bars of a song” So that means, there is a possibility that a Weave Mythal was set up with an activation code where you have to sing The Lick
Had a Warlock who was the blind daughter of an influential netherese politician. She got trapped by her patron who unleashed the magic eating creature and kept her locked away for 10,000 as a 6 year old... Yeah, the final boss for her character was killing her patron with the help of the entire netherese spirit army, courtesy of a nat 20 roll from our cleric. That is by far my favorite character
If you play Neverwinter Nights 1 Shadows of the Undrentide you are taken to one of these floating cities that was buried under the sand and get to learn very in depth lore. Their libraries literally have Lichdom Manuals and was a common practice, they all instantly died though when magic was turned off for a few moments and ontop of that caused the floating cities to crash into the planet.
I had a DM back in the day who would use Proctivs Move Mountain to eliminate "bothersome" players. Once he'd imbibed enough and you annoyed him, he say saving throw. You could end up with a mountain on your head.
Great video. Do wish you had also covered the level 10 spells out of 2e Dark Sun, but given this whole video was more based around the Forgotten Realms, that makes sense.
I have 10th level spells in my campaigns. I don't have a divine power to stop them from being done. I have many 10th level spells available to my players in all the campaigns I have run. 10th level spells in my campaign world (universe) have no upper limit. A 10th level spell is any spell that is not a Quest spell that can do more than a 9th level spell. Other than the caster being able to cast the spell, the spell has other requirements to cast it and-or costs for casting it. The 10th level spells I added were: Wish II (AKA Gods' Wish, Deathwish, Minor Omnipotence, Warp Reality, etc), Atomic Blast, Magic Blast, Invincibility, Revive/Drain Land, Ultimate Restoration/Destruction, Exile, Ultimate Replay, Shield of Utopia and Privacy, Reduce World's Top Magic, Land of the Undead, Starfleet, Summon National Weather, Shift Planetary Climate, Land Refresh, Terraform, Pseudo Heaven/Hell (an alteration to the Exile spell), Mind Warp (ranging from a permanent charm of a group from a single caster to a culture charmed to believe a reality that the charmer pushes if multiple casters are involved). The Mind Warp spell does not get a save beyond the first. After that, only logic and reason can argue against the charm that is akin to brainwashing in how it works. The Atomic Blast spell was generally a scroll spell my players used. They used it twice before deciding it was a bad spell to use and they did not even learn why it would be a bad spell to cast as a wizard. Use a scroll to cast Atomic Blast, you vanish until the blast is over and you re-appear as someone immune to the effects for a while. At ground zero, a base level 20 castor of Atomic Blast would have a 320d6 in damage with a save vs. disintegration or be obliterated. Going to 0 HP in that would also obliterate you, turn you to ash. What was the saving grace? 2nd Ed has a rule that I stuck to. Any attack that is above 20 dice defaults to 20 dice. Also, any "+" value that is above +25 defaults to +25. I always applied the rules to both sides. I cannot count how many times players griped about that and then immediately decided against my removing those limits once I told them how often their party was not obliterated just because of those rules. The Atomic Blast spell (level 10) in its base rules, obliterates everything at ground zero and obliterates all in its wake that it can do so. The caster teleports to the future when the spell's effects are done. Cast the spell on an individual directly, save at -1 per spellcaster level above the target's highest level or have twice the damage done applied to the target with a bigger mushroom cloud. The effect is unchanged. The Exile spell usually ends all targets that fail the save against it. It spawns a demi-plane of an instantaneously fast timeline. Exile in this way normally obliterates its target. Succeeding a Saving Throw might not say you survived The Exile but your descendants did. I could go one but you get the idea.
although I've never personally played DnD, I do have an interest in fantasy worlds as well as I have a cousin who's played a little and watched a lot of the rollplay series (sorry, I do not know the dungeon master's youtube name). I must say I love the fact that DnD has so much lore incorporated and I really wished I had a group close to me that I could play with (I just can't get into the idea of playing over skype or discord, because of the fact that it feels less personal and therefore less genuine, if you catch my drift). I'd really love a semi-small group of friends interested in joining an adventure with me once or twice a week, to just play a campaign or player-made scenario when I need an escape from my boring reality. I genuinly feel like I'm paddiing my free-time with games, that I get tired of fast (the exceptions being, dark souls 1, Nioh and several main series(and some spin-offs) of pokemon games which I've loved since the age of three, when my cousins showed me pokemon stadium 1 and 2). in a DnD campaign I'd likely opt for something along the lines of an undead healer or undead support/tank and I would love to feel appretiated by my teammates for the help I've given in a fight. (and without much knowledge of the DnD world, other than what I've heard from my cousin and your youtube videos of what the monster manual doesn't tell you) I feel like I'd be right at home in a world filled with a plethora of imagined personalities, where a gang of people tries to be what they are usually not, by trying to convince their teammates that they truly are what they say they are saying they are (according to their charcter sheets). (thank you for reading and I apologize for any bad english mixed in with my statements. pleaso tell me if you do not undertsand parts or sections of my writing and I'll fix as good as I can)
Truning a Mountain upside down and make it a floating city requires so much effort, and yet my player expect to be able to make the sun explode with a Wish spell
In terms of Marvin's earth fast I'm pretty sure Casting time:9 is the initiative modifier for the spell. If I remember correctly the book is running on 2e and initiative was a d10+modifier. Minutes would be written in the casting time as rounds and tens of minutes as turns. So the spell, if I remember correctly, would have a cast time of a minute since rounds lasted a minute. Could be wrong though
All of that info is wrong about Tolodine's Killing Wind. Casting time is about 15 minutes, and material components is one Taco Bell burrito (consumed at the start of casting). Just consume the burrito, wait fifteen minutes, utter the spell's phrase "Oh my god, this is killing me", then perform the somatic gesture of positioning one's rear towards the target, extending your hand to a friendly creature, and uttering the phrase "Pull my finger". Once said finger is pulled, a poisonous cloud erupts from the rear of the caster and sails on the wind towards the target. Upon breathing the foul air, the target must make a constitution saving throw, or be bent over violently throwing up. The target loses 3d4 hit points every round they are in the cloud, and are unable to move or perform an action while bent over.
And come to think of it the restriction on Magic only actually applies to the Forgotten Realms the inability to cast anything above 9th level For example in the dark sun setting or the Gray Hawk setting or the eberron setting it's completely possible to do each one of them has their own drawbacks though and sacrificing Life Energy is only what you do if you're sloppy
I plan on adding a flailing hook in my campaign. They will go into the dungeon and when the boss is defeated he will try to use the hook to cast animate dead. The characters will have a chance to stop him and gain the hook. The hook will essentialy buff any spell to 9th level or 10th level if already 9th level. The hook is gauranteed to kill the user and the spell will gain extra effects (animate dead can animate anything with a cr equal to the casters level + spell casting modifier). What do you guys think i can add or change in it
Wow, I was just casually surfing RU-vid and unexpectedly found the perfect thing (Lefeber's Weave Mythal) to act as a giant forcefield in my homebrew XD
0:56 You mention Neverwinter, which I assume is a reference to Neverwinter Nights (which is indeed an MMORPG set in Faerun) but you show footage from Dungeons and Dragons Online (DDO), which is set primarily in Ebberon. Sections of DDO are set in the Forgotten Realms (Mainly Cormyr and Barovia) but the bulk of the game is set in and around Stormreach.
Something just occurred to me. According to the lore, in the Forgotten Realms, you are currently not able to cast spells above level 9 (not without a great deal of difficulty anyhow, per your video on how to cast a level 10 spell). This rule was put in place by Mystra, Goddess of Magic, and Master of the Weave. However, to cast magic, there is an alternative to the Weave, an alternative source of magic controlled by a goddess other than Mystra. The Shadow Weave that was created by Shar. Might it be possible to cast greater than 9th level spells using shadow magic that draws on the shadow weave?
@@halfjack2758 meanwhile *tenth level clierc* 'I pry for fire!!' *rolls 100* (The ground shakes, the world ruptures, and a mountion spurts forth from it)
#HomeBrewIdea We have spell-jammer space-ships, but how about a fey-warper time-machine? It would work by manipulating the temporal-relitivity of the fey-wild, to diliberatly travel to desired time period in the prime!
It's about time they released a new DnD game, I was rather hoping they might pull something great out soon when I heard them remaster NWN, but.. still dry as a desert.
In his defense, the spell worked as intended. He just didn't know the immediate past president of the god of magic club would be so petty as to kill themselves before spell resolution.
@@tedective4427 It is not that Mystral committed suicide before spell resolution. Most of Mystral's consciousness was in a sleep-like state to control the flow of magic and sustain the Weave. Upon the spell resolution Karsus fused with Mystral (for a limited time, 1 hour if I remember correctly), unfortunately for him and Mystral, he was not able as a mortal to do what actual god of magic did continuously and as he gained all of Mystral's knowledge of the subject at the moment of spell resolving both him and Mystral knew that the result of this situation would destroy magic once and for all (and probably world with it) so they made the same decision in the exact same moment as they were technically one being at the time. They killed themselves to force a creation of new god of magic - Mystra. Of course there was a drawback of magic being "turned off" until Mystra was able to do her job, but still better than the calamita that was about to unfold. So I don't believe it was out of pettiness or spite, it was just that both sides agreed that there was no other way. Because, you know, Karsus did not want to become god, he just wanted to hold off phaerimms invading Netheril and he could choose any god to impersonate with "Karsus' avatar" but he chose the one he felt most attached to.
@@bitter-bit Nothing stops you from creating one! This is the best part of tabletops rpgs. The story told during the game is yours, shape it anyway you want. Even if you are not a DM you can work with him to be able to do that in his campaign. But I agree with you, it's a pity he died for he meant no harm, and actually he is already redeemed in my eyes. He took the fall after his mistake and sacrificed himself to prevent a calamity from unfolding.
13:27 The negative energy plane does exist in 5E and is very different to the shadowfell. (It’s that brown/black outline on the bottom half/bottom shell of the great wheel cosmology) It’s where creatures such as Night-walkers reside and they’re in Mordikanin Tome of Foes. Maybe it was 4E that didn’t have it and instead focused on the shadowfell?
This comment should be highest. Had to stop the video when Rhexx made that incorrect statement and see if someone had corrected him. Not good to find it buried at the bottom of the comments.
This video almost feels like it was a little rushed, it seems like this could have been avoided by even taking a glance at the planes of existence part of the 5e PHB; I love these videos but I would have liked to believe that there was more fact-checking. I believe there's yet another error in the video. At 15:38 he pronounced Ioulaum as Loulaum, which stood out to me after the previous issue but this may actually be the correct pronunciation, I'm not sure as I can't find an official pronunciation anywhere and I'm not too knowledgeable about the subject.
5E Specifically has: Appendix C of Player's Handbook Chapter 2 in Dungeon Master's Guide page 278 in Monster Manual; Death Slaad page 216 in Mordenkinen's Tome of Foes; Nightwalker page 214 in Tomb of Annihilation; Atropal [All page numbers thanks to dndbeyond]
To clarify, Rhexx is not wrong: after the spell plague the planes were rekt and the whole cosmology changed as several planes fell into each other. Positive fused into feywild and negative fused into the shadowfell. The cosmology itself is really just mortals trying to understand the planes, not their actual setup, so people often just use the terms they believe/understand, such as negative plane instead of shadowfell. Not wrong, just outdated.
Mistra: you can't cast 10th level spells or higher anymore Arcane casters: I recognize that the council has made a decision, but seeing as its a stupid ass decision I've elected to ignore it
Can I just say how much I appreciate your videos. I found your channel back when skyrim first came out and it still is one of the best discoveries i've had on RU-vid. I love listenting to your lore videos, they are so well made. Keep on being awesome MrRhexx!
It's primarily designed to counter petrification effects, but... yeeah. It works on anything made of stone. Doesn't bring it to life though. Hit a statue and you get a dead body.
Dragon XZero Not to my knowledge. Homunculi in DND are more like little intelligent clay creatures. They are also unable to speak, but have a telepathic bond with their creator. Actual people though... the closest I can think of would be some old ancient lost magics- the plot stuff that lead to the creation of Mimics and Owlbears. And those aren’t exactly people. That said, any DM/GM worth the name should be able to write in an appropriate backstory for a PC, provided the setting fits.
So, by combining Mavin's Create Volcano and Proctiv's Move Mountain, you've just made yourself a D&D Death Star. A floating mountain that spews lava wherever it goes...
Iolaums fate isnt a mystery. he went to the underdark and became the first elder brain lich, so he is an elder brain lich lvl 31 wizard, lvl 5 archmage, lvl 5 netherse arcanist. hes down in the underdark doing elder brain stuff. He is now known as the Oracle of Ellyn'taal and he resides in an ancient mind flayer city. Page 101 in lost empires of faerun.
Ah, but Tabra his apprentice cast Ioulaums longevity and killed the city and elder brain after Ioulaum "apparently" died from an attack by an alhoon cabal. Ioulaum then took the elder brain as his new body, which she was unaware of.
Yep. The book MrRhexx pulled the content of this video from does indeed say Ioulaum's fate is unknown, but that's just because the books that spelled out what happened to him hadn't been written yet.
Im just a few sessions into my first game, with a bunch of new players as well, with one experienced player and an experienced dm. But we play at lunch breaks in school cause our schedules dont line up, so only like half an hour sessions.
Better yet, Warlock of the Undying. My party essentially got TPKed by starving to death in an inescapable room. My guy watched his friends fall, the DM sped time up and I was rescued decades later by the next adventuring group to come by. That's the story of how Stan replaced one whole party for another within one session
@@topogigio7031 Ya! I had a elf warlock of the undying that had a pact made for him as a child by his community so he could survive their community dying out to a deadly disease. Since he aged much slower (1/10th) by the time he joined the party he was almost 7000 years old (elfs typically living till 700) and feeling the limits of his extended mortality he seeks further means of extending his life and preserving his long dead community. It was a pretty fun character. Being older than some of the undead baddies we faced again or recalling memories of fallen ruins we explored while visiting them during their glory days.
I had a friend who had a Hill Dwarf Artificer who was 2000 years old because he built a giant ice cannon that went very out of hand. The hill now has a permanent winter on it.
Its great for villains. Players realize real quick that they are in for a different kind of fight when a 9th level counterspell fails and a wish has no effect at all to attempt to stop the villain from casting his spell.
@@goliathcleric No joke! Plus it's fun to see their faces when they realize the tarrasque isn't the final boss; it's a stepping stone to the real fight
One of the best flavor channels on youtube. Wonderful voice, script, and edits. The material you cover always leaves me wanting more. A great content creator if there ever was one!
In the lore of my homebrew world there was an ancient empire where all the humans lived in or around one of 6 pyramid. Several generations in there was a massive civil war so the humans of the smallest pyramid used move mountain to flee with their whole pyramid. And they became the halfling.
I need to say, that I think you got some conflicting info. Mordenkaimens Tome of foes, gives us the Nightwalker stat block, and explains how to get to the negative plane, via Shadowfell. Now idk if d&d has a book cannon and what is what, but the wording seems to indicate that the negative plane is still accessible.
This and the previous video on magic has given my friend and I a new character idea. Both are rival classmates attempting to be the first to break the 9th level cap. I plan on a wizard, working diligently to find ways to surpass the limit. My friend plans on a sorcerer and she'll do it because " She was literally born to do it".
Karsus's Folly is one of my favorite stories in the Realms. I won't spoil it here in case you're going to cover it in a future video, but I love the tale.
But they didn't invent Acid Arrow or what we call Melf's acid arrow. This was created by a player character ran by Luke Gygax. Son of Gary Gygax inventor of D&D.
In AD&D (2nd edition) Dark Sun “Dragon Kings” supplement, 10-level spells are presented in great detail and made available to end-tier players. A must read for everyone interested in God-level magic, Dark Sun enthusiasts and Ad&d nostalgics
9:40 "Tha casting time was 9 minutes". That's wrong. This spell comes from 2nd edition AD&D and "casting time 9" means that it has an initiative modifier of 9. It could be cast in one action. A modifier of 9 is pretty high though which means that the caster could likely be interrupted if attacked while casting. In 1st and 2nd edition AD&D, the question of when somebody is done with his action and what could happen during that time is a bit more complicated than in later editions. Edit: Typo.
God we've collect almost all the forgotten realms books so it's so interesting to see how the edition changes as the books scramble to explain how these happened