In shades of shrieking red, endless black, and brilliant yellow, the cosmic forces underlying the multiverse make themselves known to you. Inexplicable equations scribed in a thousand forgotten alphabets take up arcane orbit around your head...but you understand them.
What's more, something you suspected all along is now revealed to you in full: Reality is a fragile thing, composed of a host of forces beyond the ken of most, awaiting only the hand that knows and eyes that see.
You've heard about spells that transcend the commonly understood arts, scribed in the margins of ancient tomes and whispered among the acolytes of mageguilds. In various times and places, epic spells have been personified as "the Serpent", codified as Trite Dweomers, and encoded as part of an ancient lore called the Language Primeval.
Casting epic spells is nothing less than the direct manipulation of reality itself, akin to the power of Wish.
You learn another 9th level sorcerer spell of your choice, and you also gain an additional 9th level spell slot.
Furthermore, you may attempt to cast the following 10th level spells:
Animus Burst
You engulf an area with such high amounts of hostile-intent you cause existence itself to begin to deteriorate. Every creature within this area must make a DC 22 Constitution Saving Throw or take 25d6 force damage. On a success, the target takes half damage.
Every time this spell is cast, your Strength Score permanently decreases by 3.
Create Mythal
You create a powerful magical barrier known as a Mythal around an area no larger than 3 miles in circumference.
Quadruple Cast
You attempt to cast a spell of 9th level or lower four times simultaneously. Flip a coin. On heads, the quadruple cast is successful. If it lands tails, the quadruple cast is unsuccessful, only one spell is cast, and you take 6d6 force damage.
Every time this spell is successfully used to multicast a spell of 7th level or higher, you permanently gain one level of exhaustion.
When a spell of 10th level is cast, roll a d20. On a 1, The Weave around the caster begins to catastrophically disintegrate, forcing all creatures within 100 miles to succeed on a DC 22 Constitution Saving Throw or take 20d6 force damage. Structures and non-living objects automatically fail this saving throw.
Casting additional 10th level spells within the same day increases the odds of failure by 2 each time.
Comments