Innate spellcasting is a special trait in monster stat blocks that indicates a creature’s ability to cast spells “innately”, meaning they were born with the ability. A monster with this trait can innately cast certain spells a certain number of times each day, and sometimes know cantrips, which can be cast as many times as they like. Some monsters can cast spells without any components, separate from at-will.
A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher. An innate spell of 1st level or higher is always cast at its lowest possible level and cannot be cast at a higher level. In order to evaluate the offensive CR, it is necessary to have some assumptions in mind about the level you anticipate the PCs being when they tangle with the monster.
The monster can innately cast the following spells, requiring no material components: At will: shape water 1/day: create or destroy water Spellcasting. Shoalar is a 7th-level spellcaster. Eblis. Monsters Tomb of the.
In summary, an innate spell of 1st level or higher is always cast at its lowest possible level and cannot be cast at a higher level. A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher. To evaluate the offensive CR, it is important to have some assumptions in mind about the level you anticipate the PCs being when they tangle with the monster.
📹 Level up your dragons to make them more magical
Dragons are described as innately magical, but they don’t feel all that magical to me. We discuss wizards of the coast’s solution in …
Do innate spells auto heighten?
Innate spells are natural spells that come from a character’s ancestry or a magic item. They don’t qualify for abilities that require spell slots, which require spell slots. The ability that grants an innate spell tells you how often you can cast it and its magical tradition. Innate cantrips are cast at will and automatically heightened as normal. When you gain an innate spell, you become trained in the spell attack modifier and spell DC statistics, which increase to expert at 12th level.
Charisma is your spellcasting attribute modifier for innate spells. An innate spell can be cast even if it’s not of a spell rank you can normally cast, especially for monsters. You can’t use your spell slots to cast innate spells, but you might have an innate spell and prepare or cast it through your class.
Do wizards get 2 spells every level?
As a wizard, you can add two spells of your choice to your spellbook for free each time you gain a wizard level. These spells must be of a level for which you have spell slots, as shown on the Wizard table. You may find other spells during your adventures. Additionally, you can regain some magical energy by studying your spellbook. Once a day, you can choose expended spell slots to recover, with a combined level equal to or less than half your wizard level. For instance, a 4th-level wizard can recover up to two levels worth of spell slots.
What level do monsters cast spells at?
Monsters can only cast spells if they are not cancelled and at least level one, and can only cast once every 10 – (monster’s level) turns to a minimum of two turns. If these conditions are not met, they will attempt to cast the spell, producing a “curse” message. There are three categories of spells that monsters can cast: Ray-type spells, Mage spells, and Clerical spells. The minimum base level required for the monster to be able to cast that spell is listed in the table below.
There is also a spell usable only by the Wizard of Yendor, Double Trouble. No creature can cast spells in more than one category. Some spells are unique to this category, while others share properties with other magical items or spells available to the player.
Can gods cast 10th level spells?
A 10th-level spell requires multiple casters, with the number of casters varying by spell. To contribute, a caster must use a 9th-level spell slot. Casters perform the spell’s component simultaneously, and only true casters can cast a 10th-level spell. Warlocks with at least 17 levels can use their 9th-level mystic arcanum spell instead of a 9th-level slot. 10th-level spells require legendarily rare components, which can take an entire quest to find. Some 10th-level spells require multiple components.
When can wizards cast level 9 spells?
Players rarely have the opportunity to use 9th level spells, as they require a magic caster to reach 17th level. However, when reaching that level, they can access powerful magical spells that can alter reality. The 9th level divination spell, Foresight, is a minute-to-cast spell that lasts 8 hours and can be used on oneself or another ally. It rolls an advantage on everything and disadvantages attackers. This spell is useful for ensuring a specific character doesn’t die during climactic battles, as it provides an advantage across the board.
What is innate magic?
Innate Magic refers to the innate magical abilities of specific races, often not named by the race in question. These abilities can be emulated and taught to other races, but they are tied to the physiology of the given race. To learn or emulate these abilities, one must compromise on their potency or change their physiology. Dragon Slayer Magic is the most famous example of this category, inspired by Kekkei Genkai from the Naruto series. The author’s desire to categorize Magic that is attached with specific races within the canon is the main motivation behind this category.
How does innate spellcasting work in D&D?
An innate spell may be subject to specific rules or restrictions. For example, a drow mage may cast a levitate spell with a “self only” restriction. It is not possible to substitute these spells for others, and they do not provide an attack bonus unless the rules require an attack roll.
What monsters have innate spellcasting in 5e?
The list of monsters with spellcasting is intended for DMs and players in gestalt games to challenge their opponents. These monsters can also be used to manipulate form, acquire special qualities, or gain spellcasting abilities. The list is sorted by type, with only Arkamoi, Hobgoblin Warcaster, Hobgoblin Warsoul (MMV), and Lilitu (FCI) having spellcasting. Other sources for information on spellcasting include the Epic Level Handbook, Fiend Folio, Fiendish Codex I, Book of Exalted Deeds, Forgotten Realms – Underdark, Lords of Madness and XPH, and Bestiary of Krynn.
Do sorcerers have innate magic?
Sorcerers possess innate magic that can be traced back to various events in their personal or family history. These powers can be triggered by various sources, such as a dragon’s touch, a dryad’s blessing, lightning strikes, or exposure to another plane of existence. The resulting magic is indelible and can be passed down through generations. Sorcerers do not learn magic, but rather harness and channel this raw chaos. As they master their innate magic, they become more attuned to its origin, developing distinct powers that reflect the source of that magic.
Sorcerers are rare, with some family lines producing exactly one in every generation. However, the talents of a Sorcerer often appear as a fluke, as the power wants to be wielded and spills out in unpredictable ways if not used.
Does innate spellcasting use a spell slot?
Innate spells are natural abilities that come from your character’s ancestry or a magic item. They don’t qualify for abilities that require spell slots. The ability that grants an innate spell tells you how often you can cast it and its Magical tradition. Innate spells are refreshed during daily preparations and cantrips are cast at will. Gaining an innate spell trains you in spell Attack modifier and Spell DC statistics, which increase to expert at 12th level. Charisma is your spellcasting attribute modifier for innate spells. Innate spells can be cast even if it’s not of a spell rank you can normally cast, especially for monsters.
What level are innate spells cast at?
An innate spell of 1st level or higher is invariably cast at its lowest possible level and cannot be cast at a higher level. In the absence of a specified level for a monster’s cantrip, the challenge rating should be utilized.
📹 What They Don’t Tell You About 10th level Spells – D&D
Support me on Patreon! ▻ https://www.patreon.com/MrRhexx Follow me on Twitter! ▻ https://twitter.com/MrRhexx …
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?
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.
This and the previous article 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”.
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.
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.
So, thanks to you and your website, I have now in total made 2 races inspired by your articles. The first was the Steel Dragon, though I feel like I still need to work on making it both weaker and more useful. And now I’ve made the Minnetaree variant human, who works best as a Wizard. And thanks to this article, I also got the idea to a whole Wizard Subclass that works with the race that focuses on doing unique things with your spells by combining them.
First off, I would like to thank you for your efforts to bring obscure dnd lore to the dnd community. Your work on this website 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.
Awesome article; I like that you did one of 10th level spells, because people always jump to Karsus’ Avatar (or at least, create Mythalar). As to Ioulaum’s Longevity, I think it was given stats as an Epic Spell (Which, yeah, not exactly what you’re looking for but it’s probably mechanically identical) in Lost Empires of Faerun. I usually pronounce his name as EE-oo-lah-oom, with the stress on lah, but I am not sure if that’s the correct pronunciation.
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 articles 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).
I remember a post (on tumblr?) about a gm who in playing a prequel one-shot accidentally described a mountain, which didn’t exist in the main campaign. Players got hooked on what happened to this mountain, and gm didn’t have a heart to confess a mistake, and needed an advice. Now, Proctiv got you covered, the unknown gm from few years ago.
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
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…
An excellent article, as usual. Only thing I would add is that Ioulaum’s name starts with an i and not an L. So it’s most likely pronounced Eeee-o-Lawm or similarly. But that’s pretty minor. Can’t wait to hear you talk about Spelljamming. The campaign my friends and I created back in the 90’s that I’ve been running ever since is set in Spelljammer. The core home of the “Good Guys” in our setting is, ironically, inspired by Netheril. 🙂
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.
Ooh, the part about Netheril is giving me worldbuilding ideas for the Kardhillain Empire, an ancient elf empire in a homebrew setting I’m working on that would combine standard D&D stuff with Slavic myth. The Kardhillain Empire is very much on the D&D influenced side since they worshipped the Seldarine They were a massive empire at the time, but ultimately collapsed due to dragon attacks, invasion by drow in revenge for the Drow Exile, civil war, mage rebellions, that kind of thing
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.
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.
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
The Negative Plane does exist in 5e. There’s a creature in Volo’s guide that comes out of the Negative Plane, I think it’s called the Nightwalker. They come out whenever a libing creature enters the Negative Plane, and the creature that goes in can never get back out or brought back from the dead unless the Nightwalker is forced back into the plane.
As late as 1372 DR, Ioulaum had survived in the form of an undead elder brain, known as the Oracle of Ellyn’taal. Only Ioulaum’s undead servitors and the ghosts of the mind flayers slain by Tabra remained with him. The few brave explorers who had stumbled upon the Oracle of Ellyn’taal had gained bits of arcane knowledge dating back to the height of Netheril from their meetings with it.” So he became an undead elder brain via illithids.
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.
In my current homebrew campaign, i plan to have a lich (who is inhabitting the body of an old pc from several campaigns ago) attempt to cover the world in the effects of bonfire of insanity. He will have a couple of other level 10 speels under his belt as. I can’t wait to see my players reactions (one of them is the pc whose body is acting as a lich’s flesh tuxedo).
just going to say this this is the same in greyhawk setting and it was between the Suloise Imperium and Baklunish empire they shaved mountain and put citys on them. they did a thing called the rain of colorless fire here is the stat for that spell. Conjuration (Destruction) Spellcraft DC: 54, with artifact boost 71, with artifact boost and divine empowerment 80 Components: V, S, Ritual, XP Casting Time: 10 minutes Range: Long 400ft. + 40ft./ level Effect: 6d6 damage/ round (60ft.-radius) or with artifact boost 15d6 damage/ level per round (2 mile radius without Tovag, 900 mile radius with Tovag) Duration: 1 round/ level. Saving Throw: Reflex for half Spell Resistance: No. sorry just wanted greyhawk to get some love to
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.
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
The negative energy plane does still exist in 5e. You even showed it. The Positive & Negative energy planes are now represented by the bars at the top and bottom of the cosmic wheel, now just called the Positive and Negative Planes. There’s even a monster in 5e that explicitly comes from the Negative Plane – the Nightwalker.
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
The “work around” for being able to cast level 10+ magic are 1) Caster must be a level 20 Wizard 2) The Caster must be killed at the end of the casting time Considering how rare level 20 Wizards are it’s no wonder why they don’t use Epic Magic now a days. A level 20 Wizard would be a powerful ally to have, and just sacrificing them to cast a single spell would be a waste of their talents and lives.
I know you put a lot of work into your articles, and this is no critique i’m just mentioning it because I used to love the game. But at 0:57 the Screenshot you showed was from the other DnD MMO called DDO (Dungeons and Dragons online) which isn’t set in the Forgotten Realms but is set in Eberron my favourite Setting. Neverwinter is also a pretty nice game, but what I used to really love about DDO is that you had “Dungeon Master” doing Naration, and it really is as close as you could get to an actual Pen&Paper MMO with actual die rolls and a lot of 3.5 Edition Rules.
Two things I heard are that you can technically cast 10th level spells under one condition: A group of spell casters, each capable of casting 9th level spells must focus their magic into a specific person allowing for the individual to cast a single 10th level spell at the cost of every single participant being killed instantly. The only individuals that still have the knowledge of how to do this are some vary secretive elves of the highest order where they live.
I think that magic did not stop working for a few hours after Karsus’ Folly. Among the many floating Netherese cities that were floating in the sky at this time, a few survived the drop, as they were floating high enough to not hit the ground before the magic was reestablished. A three hour drop is unlikely, I think it was more in the range of three minutes… 30,000 ft –> roughly 3 min drop
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 article 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?
Its Ioulaum with an I, (as in Indiana) not an L! Thus not Loulaum, but Ioulaum! Furthermore, Ioulaum “lives” as an Elder Brain Lich. He felt that since magic was volatile and his powers based on the well being of Mystra/ Mystryl, he transformed into a very powerful psionic entity – ergo the Elder Brain. He’s simultaneously a lich, and retains his 41 levels of spellcaster. In 3.5 edition he’s a level 31 Wizard, 5 Arch Mage and 5 Netherese Arcanist. Being an Elder Brain lich, he’s a total of CR 69. He is known today only as the Oracle of Ellyn’taal.
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.
In a year long game I created Many spells..Epic level of course… Had to fight Hell lords made a spell Especially for Mephy..Long story short a Portal understand the endless celestial lake opens above him covering miles, and we’ll even at one hit point per drop all that water adds up to enough to win for Sure.. Though the GM decided he only retreats eh still fun.. Course I was Deni god level at the time anyway so many good spells..
And dont know if you take suggestions but I have to ask. Can you do a article about the Yuan-ti when you end with this above 9th level spell stuff. One of my player wants to do a characther that has been raised by Yuan-ti and I dont know if the monster manual gives enough information about them. Thanks 😉
So how come the Wish Spell isn’t a 10th or 11th spell? Considering that it literally lets you do anything imaginable which could possibly include breaching into those 10th and 11th spells. Yes it has an unforeseen price on it(even if worded carefully), but all the 10th and 11th spells had big prices to them as well so I’m not sure why the Wish spell is still allowed to exist my Mystra(The Magic God)
Rhexx, I love your articles but you did make a mistake: The Negative and Positive Planes still exist in 5E and in the Forgotten Realms. The image you used from 5E even shows the Positive and Negative Planes, those dark and light bands around the outside of the rest of the chart. The DMG also includes a VERY brief sentence on both planes. It can technically be reached via Astral Projection or traveling the Astral Plane and going through a “cold ebony” color pool though this is not mentioned in the 5E DMG (spin off series, “What the DMG Doesn’t tell you about the Planes”?).
There are only three or four known workarounds depending on how you want to look at it for casting spells above 9th level first and probably the easiest for most player characters is going to be going to one of three planes to cast their spell the positive energy plane the feywild and Certain Magical necklaces in the astral plane Second one a little bit harder to actually pull off extremely powerful rituals can be performed by multiple high-level spellcasters allowing them to bypass certain restrictions Be born a Paragon of your respective race Ba a pseudo natural Abomination Spawn from the far Realm Or be Godkin think you’re traditional Greek demigod And probably the hardest way Apotheosis become a god I mean giant Asterix there is also the Epic levels presented in Third Edition and 3.5 in that they present what are known as seeds or runes the point is that they’re extremely powerful basic essence of magic their leftover scraps of creation they’re designed in such a way to allow a person to create their own spell and because of this they’re extremely open-ended and possess power far beyond that of a normal 10th 11th or even the legendary 12th level spell and there’s also a lesser-known effect that happens when multiple psions pool their power together into a single entity 5 into 1 or something along that lines they’re able to create their own planes of reality and manipulate things on such a level as to be indistinguishable from the gods
The Dungeons and Dragons Online MMORPG is set in Eberron not Faerun. The Image used at 0:58 of this article is of DDO I assume this is just a mistake and you were talking about Neverwinter Online. Just for the sake of clarity, I wanted you to be aware though really it does not matter I suppose. Sorry to be that guy just wanted to help.
i noticed that most american fantasy settings nerf magic hard, D&D is an example since you cant use 10th level spells, dr. strange was one of the strongest in marvel but got nerfed so strong characters get stronger like hulk thor and captain america and surely there are more examples if we look carefully
How exactly are the volcanoes produced? By manipulating real world processess or by opening up portals to elemental planes? Because if it’s the latter and you can pair it with the spell to flip mountains the you’ve got yourself a lava fountain you can move around over enemy nations or you can make new land masses. For a year.