Table of Contents
Spells: Sixth Level Spells
A
Absorbing Field
6th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You cloak yourself in a protective field that absorbs incoming magic, rejuvenating your spell slots. When you are the target of a spell (including spells that affect multiple targets, but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell has no effect on you and is absorbed by the field. You regain a spell slot of the same level as the spell that was cast against you.
If you have no expended spell slots of that level, you don’t regain a spell slot, but this spell remains in effect.
Even if the spell manages to bypass the field, you gain advantage on your saving throw.
Acid Blast
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Instantaneous
- Range: Self
A blast of caustic acid erupts from your fingers. Every creature in the cone takes 6d8 acid damage, or half damage with a successful Dexterity saving throw. Creatures that fail their saving throw also take an additional 2d8 acid damage at the end of their next turn.
At Higher Levels: For each spell slot used higher than 6th level, the subsequent damage increases by 1d8.
Acorn Grove
6th-level conjuration
- Components: V, S, M (acorns)
- Casting Time: 1 action
- Duration: 24 hours
- Range: Touch
As part of casting this spell, you throw up to six acorns, which take root and rapidly grow into adult trees where they land. The acorns can be thrown up to 60 feet. They can all be thrown in the same direction, or in different directions. They must land in fertile ground (not on bare rock or a wooden floor, for example) for the spell to be effective, and they must have enough space to grow. You have a special bond with this grove; it grants you advantage on saving throws you make within 30 feet of one of the trees. This benefit ends if all of the trees are destroyed.
The trees shrink back into acorns when the spell ends.
Adamantine Bones
6th-level necromancy
- Components: V, S, M (1 pound of adamantine, which is consumed in the casting)
- Casting Time: 1 action
- Duration: Permanent
- Range: Touch
One skeleton that you touch gains immunity to bludgeoning, slashing, and piercing damage from nonmagical weapons that are not made of adamantine, and resistance to bludgeoning, slashing, and piercing damage from magical weapons that are not made of adamantine.
At Higher Levels: For each spell slot used higher than 6th level, you can affect one additional skeleton.
Advance the Years
6th-level necromancy
- Components: V, S, M (a lock of an elderly person’s hair)
- Casting Time: 1 action
- Duration: Permanent
- Range: Touch
You touch a creature, and that creature becomes cursed with age unless is makes a successful Constitution saving throw. The creature becomes wizened and enfeebled and has disadvantage on Strength, Dexterity, and Constitution-based ability checks, attack rolls, skill rolls, and saving throws. It does half damage with weapon attacks.
This effect can be ended by magic that removes curses.
Age Animal
6th-level transmutation (ritual)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
This spell ages any beast or monstrosity with an Intelligence of 4 or less, at a rate of one year per round you concentrate.
Alchemical Form
6th-level transmutation (alkemancy)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a vial of acid, poison, or alchemist’s fire)
- Duration: 1 minute
You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:
- You are immune to acid and poison damage and to the poisoned and stunned conditions;
- You have resistance to nonmagical fire, piercing, and slashing damage;
- You can’t speak, cast spells, use items or weapons, or manipulate objects;
- Your gear melds into your body and reappears when the spell ends;
- You don’t need to breathe;
- Your speed is 20 feet;
- Your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller
- You gain the following action: Melee Weapon Attack: spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; Hit: 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.
Ally Aegis
6th-level abjuration
- Casting Time: 1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage
- Range: 60 feet
- Components: V, S
- Duration: 1 round
When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.
Amplify Magic
6th-level transmutation (sorcerer, wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: up to 1 minute
You use your bonus action to place a boon upon yourself, empowering the spells. While are under the effects of this spell, the next 3rd level spell that you cast using one of your available spell slots gains benefits as though it had been cast at 7th level.
Angel’s Cloak
6th-level abjuration
- Components: V, S, M (a feather)
- Casting Time: 1 action
- Duration: Concentration, up to 10 minutes
- Range: Touch
One willing creature you touch is blessed with the protective qualities of angels. For the duration of the spell, the target creature gains resistance to radiant damage and to nonmagical bludgeoning, piercing, and slashing damage. It also has advantage on saving throws against spells and other magical effects.
Animate Blood
6th-level necromancy
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (6 drops of your blood)
- Duration: 10 minutes
You animate your own blood, creating six tiny, droplet-shaped constructs; these droplets are blood-red and have small black eyes.
Each of these droplets has AC 14, 2 hp, a speed of 60, Stealth +10, and the ability to long-jump 20 feet and high-jump 10 feet.
Any droplet that moves more than 150 feet away from you becomes inert.
You are mentally linked to each of the droplets and may switch your perception to one of the creatures in order to use their senses as your own by using your action.
You may also use your action to direct one of the droplets to attack, using your spell attack modifier. If your attack succeeds, the droplet has hit, causing 3d10 acid damage and 3d10 necrotic damage.
Animate Greater Undead
6th-level necromancy
- Casting Time: 1 hour
- Range: 15 feet
- Components: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes)
- Duration: Instantaneous
Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.
The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.
Aphotic Armor
6th-level necromancy (sorcerer, warlock, wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: up to 1 hour
You pull forth shadows that reside in the deepest corners of the realm, forming a shroud of darkness around yourself.
Upon casting this spell, you gain 3d12 + 12 temporary hit points. Additionally, while you have these hit points, you to become heavily obscured to others. If you take damage from any source, your attacker must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn.
Apocalypse
6th-level conjuration (sorcerer, wizard)
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (a pinch of sulfur)
- Duration: instantaneous
You cause demonic symbols to appear beneath the feet of every creature you choose within range. Each creature must make a Dexterity saving throw or take 3d8 fire damage and become stunned until the end of its next turn. A creature takes half damage and is not stunned on a successful one.
Creatures gain no benefit from cover for this save.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Aqueous Extraction
6th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (an empty vial and a pinch of sea salt)
- Duration: Instantaneous
You violently draw forth the moisture from a target creature, causing it to pour forth from every orifice and pore. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save, or half that much damage on a successful one. Oozes and creatures who have the aquatic or amphibious trait, or outsiders that are formed of water increase this damage to 10d8. If the target is killed by aqueous extraction, the water drawn forth takes on a semblance of life as a water elemental of a challenge rating equal half that of the target.
This water elemental is under your control, but it survives only for a number of rounds equal to half the slain creatures Hit Dice.
Creatures that have immunity to fire damage; outsiders or elementals formed of either air or earth are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher the damage increases by 3d6 (3d8) for each slot level above 6th.
Arcane Obstruction
6th-level abjuration
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 10 minutes
- Range: Self
You create an aura in a 50-foot radius around yourself that is antithetical to arcane magic. Arcane spellcasters in the sphere require additional time to cast their spells: spells that take a bonus action to cast now require 1 action; 1 action increases to 1 round; and other spells have their casting times doubled. The sphere of effect moves with you.
Arrow of Bone
6th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a powdered sliver of bone mixed with acid or the blood of an acidic creature, which is used to make the ink)
- Duration: 1 minute
You paint runes of dire power on one missile or thrown weapon and it turns into chilling bone. You may then throw or fire the missile yourself or give it to a companion to use.
This missile does normal weapon damage, plus 10d10 necrotic damage, plus the target must make a Constitution saving throw or be poisoned for 1 minute. Creatures that are immune to necrotic damage or poison are immune to this spell and only take normal damage from the missile.
If the sliver of bone you use comes from a close blood relative of the target (sibling, parent, or child), then the person who is firing or throwing the missile has advantage on the attack.
Aspect of the Firebird
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a lit candle and the tail feather of a bird)
- Duration: Concentration, up to 8 hours
You take on the aspect of a firebird, including some physical attributes. A fiery mantle descends upon you, resembling feathery wings and an expansive tail. You gain immunity to fire and a flying speed of 60 feet. Any creatures within 5 feet of you gain immunity to natural, environmental cold.
As an action, you can emit a blast of light 5 feet wide and 50 feet long. All creatures in its path take 6d6 fire damage and are blinded for 1d4 rounds. A successful Dexterity saving throw reduces the damage by half and negates the blindness. Each time you use this feature of the spell, its duration is reduced by 1 hour. When you expend the last hour of the duration, the spell ends at the start of your next turn.
Assault of Stone
7th-level conjuration
- Components: V, S, M (a handful of pebbles)
- Casting Time: 1 action
- Duration: Instantaneous; stones remain for 1 minute
- Range: 400 ft.
When you cast this spell, rocks, boulders, and other large stones are summoned from the Elemental Plane of Earth and rain down on the area of effect, which can be up to 1,200 square feet (twelve 10-by-10-foot squares). The area can be laid out as you wish, but it must be contiguous, at least 10 feet across at every point, entirely within the spell’s range, and entirely within your line of sight.
Each creature in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 8d8 bludgeoning damage, falls prone, and is restrained beneath boulders until they escape or the stones disappear. A successful save means the creature takes half damage and isn’t knocked prone or restrained. A restrained creature can escape from under the boulders by using an action and making a successful Strength (Athletics) check against your spell saving throw DC.
The stones remain on the ground for 1 minute after they fall, making the area difficult terrain and providing plenty of places to find cover.
Astral Assembly
6th-level necromancy (ritual)
- Casting Time: 10 minutes
- Range: Unlimited
- Components: V, M (a spool of fine copper wire and a gem worth at least 100 gp for each target)
- Duration: Concentration, up to 1 hour
You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.
When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn’t need food or air. The creature’s consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can’t interact with anything physically.
A creature can end the spell’s effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature’s spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can’t rejoin it even if the spell is still active. If a gem is broken while occupied by a creature’s astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.
Aura of Wrath
6th-level enchantment (fiendish)
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. A creature overcome with rage must take its next action to attack the nearest possible target - if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses. If an affected creature leaves the aura, the aura’s effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura.
If a creature affected by your aura hits you with an attack that targets you, the creature takes 4d8 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, creatures that leave the aura remain under the effect of the spell for 1 additional round for each slot level above 6th. Also, the damage an affected creature takes from striking you increases by 2d8 for each slot level above 6th.
Battle Beetle
6th-level conjuration (sorcerer, wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: concentration, up to 24 hours
You a summon fey spirit, which takes the form of a huge beetle that appears in unoccupied space that you can see within range. The beast is considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creature is friendly to you and your companions.
Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to them (no action required by you). If you don’t issue any commands, it will defend itself from hostile creatures, but otherwise take no actions. The GM has the creatures’ game statistics (stats as a mammoth but gains 30 ft. fly speed).
Up to 5 creatures of Medium size or smaller can mount the beetle at a time, but it only responds to commands given by you.
Bead of Iron
6th-level abjuration
- Components: V, S, M (an iron bead strung on an oxen-hide thong)
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: Self
You imbue a small iron bead with a protective aura. For the duration of the spell, while you wear the bead, you have resistance to bludgeoning, piercing, and slashing damage from nonadamantine weapons, and your AC increases by 2. Keep track of how much damage is prevented by this spell’s resistance; the spell ends once it has prevented 100 points of damage.
Become Nightwing
6th-level enchantment (shadow)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a crow’s eye)
- Duration: Concentration, up to 1 minute
This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.
Nightwing Breath (Recharge 4-6). You exhale shadow substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.
Black Exhalation
6th-level necromancy
- Components: V, S, M (a fungi)
- Casting Time: 1 action
- Duration: Instantaneous
- Range: Self
You exhale a 30-foot cone of deadly spores. Each creature in the cone must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 6d6 poison damage and loses 1d3 points of Intelligence. With a successful save, the creature takes half damage and loses no Intelligence.
A creature that loses Intelligence because of black exhalation must repeat the saving throw at the end of each of its turns. If the saving throw fails, it loses an additional point of Intelligence; if the save succeeds, the spell effect ends. Intelligence loss is permanent until restored by magic.
Black Well
6th-level necromancy (shadow)
Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 minute
You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well - it takes no additional damage for remaining there - but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8 - and the well pulls creatures an additional 5 feet - for each slot level above 6th.
Blade Bond
6th-level transmutation
- Components: V, S, M (a shard of a blade and a ball of tar)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
You become capable of absorbing metal weapons that strike you. When you are struck by a metallic melee weapon, its wielder must make a Dexterity saving throw or the weapon is absorbed into your flesh and you take no damage from the attack. If the weapon is magical, its enhancement bonus is added to the creature’s saving throw.
An absorbed weapon is stuck in your flesh and can’t be removed. You can have up to five weapons absorbed at one time. Once this limit is reached, you take damage normally from subsequent attacks.
As a bonus action, you can expel all absorbed weapons. The weapons also are expelled when the spell ends. Expelled weapons fall to the ground around you.
Blades of Jade
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: 120 ft.
You cause all leaves, petals, and blades of grass within 30 feet of a point you can see to become unnaturally hard and sharp. Each creature that starts its turn in or enters the affected area has its speed reduced by 10 feet until the end of its turn unless it makes a successful Dexterity saving throw. In addition, any creature that moves in the affected area suffers 1d6 slashing damage for every 5 feet moved.
If blades of jade is cast in an area with especially thick underbrush (as determined by the GM), the spell becomes more dangerous: damage increases to 2d6 per 5 feet in lightly obscuring foliage, and to 4d6 per 5 feet in heavily obscuring foliage.
Blight Fog
6th-level necromancy
- Classes: Warlock
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 120 ft.
You create a thick, gray, 40-foot cloud of deadly mist at a point you can see. The mist is deadly to plants; normal plants wither immediately upon being touched by the fog. Each plant-based creature that begins its turn in the cloud or enters the cloud takes 5d6 + 20 necrotic damage, or half damage with a successful Constitution saving throw.
The magic is specifically designed to affect plants; it has no effect on other creatures.
The cloud moves away from the caster at 10 feet per round. It is dispersed by moderate wind (10 mph or greater). The area of the mist is heavily obscured.
Blood of the Hydra
6th-level conjuration
- Components: V, S, M (a drop of venom)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Touch
The edge of a piercing or slashing weapon that you touch becomes poisoned. For the duration of the spell, each time the weapon hits a creature, that creature must make a successful Constitution saving throw against poison or take 3d8 poison damage and become poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns; on a successful save, it is no longer poisoned.
Borrowed Time
6th-level transmutation (bard, cleric, sorcerer, warlock, wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: concentration, up to 1 minute
You open a rift and are able to reach through to borrow idle time from your future self. Once per round for 1d6+4 rounds, you may take an additional action or bonus action at the end of another creature’s turn. Acting in this manner consumes your reaction. At any point for the duration, if you lose your concentration, you become stunned for a number of rounds equal to the initial roll of 1d6.
Bound into Obedience
6th-level enchantment (bard, sorcerer, warlock, wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (Black sapphire dust worth 100 gp, which the spell consumes)
- Duration: 10 days
You touch a creature that is unconscious and cause ethereal chains to bind the creature’s hands. If the target regains consciousness, it must succeed on a Wisdom saving throw at disadvantage or become charmed by you for the duration.
While bound into your servitude in this manner, the target must obey your verbal commands to the best of its ability as your servant. The target will not willingly hurt itself. If you command the target to perform an action strongly opposed by its core values, or you or your companions take an action harmful to it, your GM might allow the creature to make another Wisdom saving throw to break its shackles and end this effect.
When the spell ends, the creature is no longer bound to you as a servant and has full knowledge of the tasks you made it perform. A remove curse, greater restoration, or wish spell also ends it.
Breach Defenses
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 60 ft.
You attempt to nullify the resistances of one creature you can see. The creature loses all of its resistance to bludgeoning, piercing, and slashing damage for the duration of the spell unless it makes a successful Constitution saving throw. The spell doesn’t affect the creature’s immunities.
Brightness
6th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a scrap of fur and a tangle of wire)
- Duration: Concentration, up to 1 minute
A thick cloud appears, seeping up from the ground, in a location you choose within range. It glows white and is shot through with sparks, which are actually tiny bolts of lightning. The cloud consists of ten 10-foot cubes, which you can arrange as you wish.
Each cube must have at least once face adjacent to the face of another cube.
The cloud’s area is heavily obscured, All creatures in the area must make a Dexterity saving through or take 6d6 lightning damage on a failed saving throw, or half as much on a successful one, each round that the creature ends its turn in the cloud.
Burning Mark
6th-level evocation (sorcerer, wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: concentration, up to 1 minute
You burn a fiery rune into the forehead of a creature. At the start of the targets turns, it must make a Constitution saving throw. On a failed save, the target takes 1d8 fire damage for every 5 feet it moves on during that turn. On a successful save, the target is not affected during that turn but the spell does not end.
Call the Heart
6th-level necromancy
- Components: V, S
- Casting Time: 1 action
- Duration: Instantaneous
- Range: 60 ft.
One living creature that you point at takes 6d10 + 20 necrotic damage, or half damage with a successful Constitution saving throw. If the creature is reduced to 0 hit points by this attack, it must make another Constitution saving throw immediately. If this saving throw fails, the creature’s heart is ripped out of its chest and flies to your hand; the creature dies instantly.
Catapult (Greater)
6th-level transmutation (clockwork)
Casting Time: 1 action Range: 400 feet Components: V, S, M (a small platinum lever and fulcrum worth 400 gp) Duration: Instantaneous
You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.
Catching Chain
6th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (three joined links of chain made from very pure metal)
- Duration: 1 minute
You call forth a chain made of pure, shining energy, target a creature you can see within range, and make a ranged spell attack. On a hit, the chain coils around that target. The target is not restrained by the chain, but has disadvantage on all attack and damage rolls, ability checks, and saving throws, and reduces speed by 10 feet.
The chain is an object that has AC 20 and hit points equal to your hit point maximum.
If it drops to 0 hit points, the spell ends. The spell can be modified to have one of two different effects.
- Howling Chain. The chain is blood red and constantly emits an ominous, howling chant. It beats against its trapped target, using your spell modifier to attack. On a hit, it deal 3d8 bludgeoning damage.
- Sighing Chain. The chain glows white-blue and constantly sighs, whispers, and hums. If the trapped creature attempts to pull at it, the chain tightens, inflicting 3d10 bludgeoning damage. If someone tries to pull at the chain or remove it from the trapped creature, it inflicts 2d10 bludgeoning damage to both creatures.
Cave Dragon’s Dominance
6th-level transmutation (dragon)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing speed of 40 feet.
Celestial Fanfare
6th-level evocation (angelic)
Casting Time: 1 action Range: 100 feet Components: V, S, M (miniature trumpet worth 100 gp) Duration: Instantaneous
A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take 4d6 thunder damage and 4d6 radiant damage and are blinded and deafened for 2d4 rounds. A successful Constitution saving throw reduces the damage and the duration of the blinded and deafened conditions by half.
Neutral or unaligned creatures within the area take half as much damage and are blinded and deafened for 1d4 rounds. A successful save reduces the damage to one?quarter and negates the blinding and deafening effects.
Good-aligned creatures are not harmed by this spell.
Change Dust to Water
6th-level transmutation
- Components: V, S, M (a seashell)
- Casting Time: 1 action
- Duration: Permanent
- Range: 120 ft.
You transmute an area of dust or dirt into fresh, potable water. You can affect up to 10,000 cubic feet (10 cubes, each 10 feet on a side), but the effect can’t extend more than 10 feet into the ground. The spell doesn’t work on rock or stone and has no effect on creatures.
Change Water to Dust
6th-level transmutation
Components: V, S, M (a pinch of dust) Casting Time: 1 action Duration: Permanent Range: 120 ft. Area of Effect: Up to 10,000 cubic ft. of water Saving Throw: None
You transmute normal water into fine dust. Up to 10,000 cubic feet (10 cubes, each 10 feet on a side) can be affected, but the effect can go no deeper than the top 10 feet of a pool of water. A creature in the affected water is trapped in the dust unless it makes a successful Dexterity saving throw, in which case it escapes to the nearest clear, safe space.
This spell has no effect on most creatures. If cast directly on a water creature, however, such as a water elemental, the creature must make a Constitution saving throw. If the saving throw fails, the creature is killed instantly; on a successful save, it takes 5d6 fire damage instead.
Channel Flame
6th-level evocation
- Casting Time: 1 action
- Range: Self (60-yard cone)
- Components: V, S, M (a burning fire)
- Duration: Concentration, up to 10 minutes
You stand within 30 feet of mundane flames at least the size of a Large bonfire and channel that fire into a deadly attack. The fire travels through you and becomes a 60-foot cone. All creatures in that cone must make a Dexterity saving through. A creature takes 4d6 fire damage on a failed save, or half as much on a successful one. Each round, you may change your facing so that you attack a different area.
This spell lasts for 10 minutes, or as long as the fire you are channeling from continues to burn.
Chaotic World
6th-level illusion (chaos)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (seven irregular pieces of colored cloth that you throw into the air)
- Duration: Concentration, up to 1 minute
You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.
Chilling Gaze
6th-level transmutation
- Components: V, S, M (a glass cube)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
Your eyes become cold and frosty. For the duration of this spell, whenever a creature starts its turn within 30 feet of you, you can force it to make a Constitution saving throw. The creature must be able to see your eyes, and you must be able to see it. If the saving throw fails, the creature takes 2d10 cold damage and becomes paralyzed by supernatural chills. The paralysis lasts 2d4 days; this decreases to 1 day if the victim is warmed in a dwelling, bundled in furs, etc. The paralysis can also be ended by magic capable of removing paralysis.
Creatures that are resistant to or immune to cold damage are not paralyzed by this spell.
Chrysalis
6th-level transmutation
Components: V, S, M (a cocoon) Casting Time: 10 minutes Duration: 1 hour Range: Touch Area of Effect: 1 creature Saving Throw: None
A willing creature you touch becomes wrapped in a silky cocoon. While in the cocoon, the subject doesn’t need to eat or drink. At the end of the hour, it emerges from the cocoon as if it had just completed a long rest. While within the cocoon, however, the creature is helpless and can do nothing. If awakened before the end of the spell’s duration, the subject can break free from the cocoon as an action, but this does provoke opportunity attacks from adjacent enemies. The creature has disadvantage on Wisdom (Perception) checks while cocooned.
The chrysalis has 1 hit point and AC 10. If it is destroyed, the spell ends and the creature is stunned until the end of its next turn.
Claim Lair
6th-level abjuration (dragon)
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (material goods and wealth worth at least 2,000 gp)
- Duration: 24 hours
By placing your personal wealth within an area and invoking the dragon’s territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20:
- Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.
- A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone. You can take an action to dismiss this spell.
Claws of Digging
6th-level transmutation
- Components: V, S, M (a claw)
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: Touch
You transform one willing creature’s hands into thick, wide claws that enable it to burrow through earth and stone. The creature can burrow through earth at a rate equal to its land speed, and through rock or stone at one-quarter of that rate.
A creature that burrows through stone leaves a tunnel behind it. If it burrows through soft earth, the tunnel fills in behind it (with earth excavated from ahead of the creature) unless the creature slows down to half speed.
In addition, the creature’s unarmed attacks do 2d6 slashing damage. The claws are considered adamantine.
Cold Fog
6th-level conjuration
- Components: V, S, M (a pinch of powdered crystal or glass)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 120 ft.
You create a cloud of icy fog in a 20-foot-radius sphere centered on a point you can see. The sphere extends around corners, and its area is heavily obscured. The fog is semi-solid, and its area is considered difficult terrain.
Each creature that starts its turn in the fog, or enters it, takes 4d6 cold damage and its speed is reduced by 10 feet until the end of its turn.
The fog lasts for the duration of the spell or until it’s dispersed by a wind of moderate or greater speed (at least 10 mph).
Confounding Battlefield
6th-level illusion
Components: V, S, M (a cracked prism) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Sphere, 60-ft. radius Saving Throw: Intelligence negates effect
Every intelligent creature within 60 feet of yourself (including you) takes on the appearance of one other creature in the area. The creature that everyone and everything resembles should be selected randomly. Every creature in the area of effect becomes an exact copy of the original, from the items it carries to the sound of its voice.
A creature that sees the spell’s effect can make an Intelligence saving throw. If the saving throw fails, the creature can’t distinguish which creature is which by sight or sound. On a successful save, the creature still sees the illusion but can tell which creature is which from subtle clues such as posture or manner of movement.
As an action, a creature can make an Intelligence (Investigation) check against your spell saving throw DC; if it succeeds, they can correctly identify each creature affected by the illusion, the same as if they’d made a successful saving throw.
Conjure Divine Minion
6th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You summon a celestial (if you worship a good or neutral deity) or fiend (if you worship an evil deity) that takes the form of an animal. Choose one of the following options for what appears:
- One beast of challenge rating 3 or lower
- Two beasts of challenge rating 2 or lower
- Four beasts of challenge rating 1 or lower
Depending on what sort of minion you summon, it has one of the following templates:
- Celestial. The creature has resistance to radiant damage and damage from bludgeoning, piercing, and slashing damage from nonmagical weapons, and is immune to being charmed or frightened. Its attacks are magical and deal an additional 2d8 radiant damage. It has advantage on saving throws against spells and other magical effects.
- Fiendish. The creature has resistance to necrotic or fire damage and damage from bludgeoning, piercing, and slashing damage from nonmagical weapons, and is immune to being charmed or frightened. Its attacks are magical and deal an additional 2d8 necrotic or fire damage. It has advantage on saving throws against spells and other magical effects.
Conjure Forest Defender
6th-level conjuration
- Casting Time: 1 hour
- Range: 30 feet
- Components: V, S, M (one humanoid body, which the spell consumes)
- Duration: Until destroyed
When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender (see below). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time.
If you cast this spell again, the previous forest defender crumbles to dust.
At Higher Levels. When you cast this spell using a 9th level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.
Consecrated Stronghold
6th-level evocation
- Classes: cleric
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (four vials of holy water)
- Duration: Until dispelled
This spell blesses your entire stronghold, up to a 60-foot-radius from the point you touch, with radiant energy. Creatures slain within your consecrated stronghold cannot be turned into undead for as long as the spell lasts, even if their bodies are removed from your stronghold. If you cast deathless defenders to animate skeletal or zombie defenders within your consecrated stronghold, they gain resistance to radiant damage and a +1 bonus on attack and damage rolls. All other undead take a -1 penalty on attack and damage rolls and have weakness to radiant energy.
A consecrated stronghold automatically dispels any hallow spells within your stronghold, and no new hallow spell can be cast there while the consecrated stronghold persists unless the hallow spell’s caster level exceeds yours, in which case the consecrate caster must attempt a caster level check (DC 15 + your caster level) or the spell fails. Even if successfully cast, the hallow spell’s duration is 24 hours instead of indefinite.
Crew with the Dead
6th-level necromancy
- Components: V, S
- Casting Time: 10 minutes
- Duration: 24 hours
- Range: Self
You animate all dead humanoid creatures you can see within 60 feet of yourself to act as a crew for a ship or boat. Treat the animated corpses as zombies or skeletons, as appropriate. They have a +8 bonus on skill checks related to crewing the ship, but they are incapable of doing anything else. They must be constantly commanded (by your mental commands) or they do nothing. If your concentration is broken, they halt their activity immediately and you must spend an action to regain control over them.
The undead crew does not fight, even if commanded to do so. If instructed to do anything but operate a boat, they simply stand in place, doing nothing.
Curse Of Boreas
6th-level transmutation (winter)
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Permanent
You designate a creature within range that you can see.
If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. Dispel magic can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice.
Curse of Infirmity
6th-level necromancy
- Components: V, S, M (a pinch of ground bone)
- Casting Time: 1 action
- Duration: Permanent or 1 minute
- Range: 60 ft.
You curse a creature you can see. The creature loses 4 points of Strength and Dexterity (to a minimum of 1) and must make a Constitution saving throw. If the saving throw fails, the curse is permanent until it’s lifted by magic. A successful save means the curse lasts only one minute, unless it’s ended magically before then.
Curse of Lycanthropy
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a drop of blood from a true lycanthrope)
- Duration: Instantaneous
You touch a humanoid and turn it into an infected lycanthrope. The target may make a Constitution saving throw to avoid this spell.
The exact species of lycanthrope depends on the nature and temperament of your target.
If your target fails its saving throw, then on the next full moon, it will transform each night of the three nights of the full moon. On the day after the third night, the subject may make another saving throw, with disadvantage unless the target failed to kill anything during those three nights.
This spell continues until the target succeeds at three saving throws, although these saves do not need to be consecutive. A remove curse allows for an additional saving throw, or grants advantage on a monthly saving throw. A greater restoration removes this curse immediately.
Dancing Shade
6th level abjuration
- Casting Time: 1 action
- Components: V, S, M (a piece of gold string)
- Range: Self
- Duration: Concentration, up to 10 minutes
As you cast this spell, you animate your shadow, which shields you from harm.
This shadowy shield can absorb a number of hit points of damage up to your current hit points before disappearing.
This protection extends to physical attacks as well as spells and effects that deal radiant and lightning damage. Since this is a shield in front of you and not temporary hit points, attacks absorbed thus do not prompt concentration-checks from you. If the spell is dismissed before its maximum number of hit points is expended, you suffer from no ill effects. However, if the shadow absorbs the maximum amount of hit points possible, it dissipates, leaving you without a shadow for a number of days equal to your level. You can only cast this spell if you have a shadow.
Dead Man’s Eyes
6th-level necromancy
- Casting Time: 1 round
- Range: Self
- Components: S, M (two eyeball-sized glass marbles the same color as your own eyes)
- Duration: Concentration, up to 1 minute
Your eyes become pure black and the pupils reshape themselves into white skulls.
Each round, you may choose one humanoid, giant, beast, or monstrosity within 30 feet that you can see and that can see your eyes and force it to make a Wisdom saving throw.
On a failed save, a creature suffers an effect based on its current hit points:
- 50 hit points or fewer: 4d6 necrotic damage.
- 30 hit points or fewer: 8d6 necrotic damage and become blinded for 1 minute.
- 10 hit points or fewer: 10d10 necrotic damage and become blinded permanently.
If the saving throw fails by 5 or more, the creature is instantly slain.
Death Gaze
6th-level necromancy
- Components: V, S, M (two bone marbles)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
Your pupils reshape to resemble skulls. When a creature starts its turn within 30 feet of you, you can force it to make a Constitution saving throw if it can see your eyes and you can see it. If the saving throw fails, the creature takes 6d8 necrotic damage and is incapacitated until the start of its next turn. A creature that isn’t surprised can avoid the saving throw by averting its gaze at the start of its turn. It takes the normal penalty for attacking an unseen target if it attacks you before the start of its next turn.
If you meet your own gaze through a reflection, you must also make the saving throw.
Death’s Imposition
6th-level enchantment
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 120 ft.
The magic you weave around one living creature makes it believe it has died. It falls unconscious unless it makes a successful Charisma saving throw.
At the end of each of its turns, the creature can repeat the saving throw. If the saving throw succeeds, it wakes up and the spell ends. Otherwise, it takes 4d8 necrotic damage, remains unconscious, and the spell continues. If an adjacent creature spends an action trying to awaken the affected creature, it gets advantage on its next saving throw.
If the creature remains unconscious but alive for ten rounds (1 minute, the spell’s full duration), it must make a Constitution saving throw at the end of its turn instead of a Charisma saving throw. If the Constitution saving throw fails, the creature dies.
The creature instantly awakes when the spell ends. Creatures immune to charming are not affected by death’s imposition.
Dimensional Workshop
6th-level conjuration
- Classes: Artificer, Wizard
- Casting Time: 10 minutes
- Range: 5 feet
- Components: V, S
- Duration: 4 hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can't exceed 20 cubes, each cube being 10 feet on each side. The place is furnished with every artisan tool and typical crafting accessory you could need: anvils, furnaces, looms, etc.
Furnishings and other objects created by this spell dissolve into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the dwelling lasts for 24 hours.
Dispelling Rampart
6th-level abjuration (bard, cleric, sorcerer, wizard)
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S
- Duration: concentration, up to 10 minutes
You create a pulsating wall of magical energy that purges magical effects from any creature that passes through it. The wall is a line that can be up to 40 feet in length, 40 feet high, and 5 feet thick. When you cast this spell, you cannot place it in any occupied space, and it must be placed in a space that you can see. The wall is visible to all creatures with an Intelligence score higher than 11. A creature that passes through the wall has any spell of 6th level or lower on it end. Spells of 7th level or higher on the target are unaffected.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour. If you use a spell slot of 8th level or higher, the duration is 24 hours. If you use an 9th level spell slot, the spell lasts for 1 month. Using a spell slot of 7th level or higher grants a duration that does not require Concentration.
Distort Life
6th-level transmutation (ritual)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a silver model of the creature in question worth 200 gp)
- Duration: Instantaneous
You touch a pregnant humanoid, giant, beast, or monstrosity and alter its fetus in one of the following ways.
- Armor.* You improve its natural armor class by one level.
- Attack.* You give the creature one form of attack (grapple, constrict, bite, smother) that it didn’t have previously.
- Breathing. You give the creature the ability to breathe air, water, or both.
- Diet. You change its diet (herbivore to carnivore).
- Energy Attack.* You give it a poisonous bite, fiery breath, acidic spittle, etc., that does no more than 1d8 damage per hit die it has.
- Extremities. You add claws, teeth, or beak; hooves, add spikes to its tail or down its back; give it horns; give it functional hands, etc., or enlarge extremities it already has.
- Heads.* You add an extra head.
- Hide. You change the creature’s coloration or the type of covering (skin, fur, feathers, scales, etc.) it has into a different type. This does not alter its AC.
- Limbs.* You add a pair of limbs of a tail, turn a pair of limbs into functional wings or vice versa, turn a normal tail prehensile, increase or decrease one type of movement by 25%, or give the creature the ability to swim, burrow, leap, or walk, if it couldn’t do so previously.
- Magic Resistance.* You give the creature magic resistance.
- Mighty.* You improve two of its attributes by +2 each.
- Morality.* You breed it to have a strong inclination to good, evil, chaos, or law.
- Resistances.* You give the creature resistance to one type of damage.
- Senses. You give the creature keen senses (up to two senses), darkvision, or tremorsense.
- Size. You increase or decrease the creature’s adult size by one size category.
- Vigorous.* You improve its hit dice by 25%.
After choosing what change you want to make, the GM will roll 1d20 for each offspring it has. If you are attempting to change a trait marked by an asterisk, the GM rolls at disadvantage.
d20 | Result |
---|---|
1-5 | Failure. The creature is horribly defective or mutated in some way. It may be stillborn, it might die shortly after birth, or it might survive to adulthood—in which case it will always breed true, and it may have gained unforeseen abilities. |
6-9 | Failure. There is a 50% chance that it will pass on the trait to its offspring, however. |
10-18 | Success. There is a 50% chance that it will not pass the trait on to its offspring, however. |
19-20 | Complete success. The creature will always breed true. |
At Higher Levels. When you cast this spell with a 9th-level spell slot, the GM always rolls with advantage.
Dust of Death
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: 1 hour
- Range: Touch
For the duration of the spell, you transform one ounce of normal sand into deadly poison (enough to affect just one creature). The poison is a fine powder that can be sprinkled on food or stirred into a drink. When mixed this way, it is difficult to detect; a successful Wisdom (Perception) check against your spell saving throw DC is needed to notice the poison before enough has been ingested to cause harm. Only the creature that is eating or drinking the poison can attempt this check, and only if they are suspicious of the food or drink. If the victim doesn’t suspect the food is contaminated, no check is allowed.
A creature that consumes the poison must make a Constitution saving throw against poison at the end of each of its turns. The creature takes 6d6 poison damage if the saving throw fails, or half damage on a successful save. A creature that makes two successful saving throws is no longer affected by the poison; it still takes half damage from the second successful save, but then the poison is neutralized. The successful saves don’t need to be consecutive.
Earthmaw
6th-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a tooth from a carnivore)
- Duration: 1 minute
A 10-foot wide maw on a short, serpentine neck springs out of the ground at attacks one creature within 10 feet of it. It uses your spell attack modifier to attack. On a hit, it does 6d6 piercing damage and swallows the creature, if it Large-sized or smaller. Then it sinks back into the ground and vanishes, leaving the creature it swallowed trapped in the ground.
While swallowed, the creature is blinded and restrained and takes 3d6 bludgeoning damage each round until the spell ends or it is freed from the outside. The creature also has no air and must hold its breath.
Ebon Water
6th-level necromancy
- Components: V, S, M (bone dust from an undead creature)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 150 ft.
You instill necrotic energy into up to 1,000 cubic feet (a cube 10 feet on a side) of water you can see. Each creature that enters the water or ends its turn in the water (not both in a single turn) takes 8d6 necrotic damage, or half damage with a successful Constitution saving throw.
A creature that drinks the water takes 8d6 necrotic damage and its maximum hit points are reduced by the same number, or it takes half damage and its maximum hit points aren’t reduced with a successful Constitution saving throw.
At the beginning of your turn, you can use a bonus action to move the necrotic energy up to 10 feet in any direction, as long as it remains in the body of water.
Elemental Cloak
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: 24 hours
- Range: Touch
You infuse a willing creature with properties of creatures of either ice or fire. The creature is affected as described below, depending on which element it’s infused with. These resistances and vulnerabilities completely replace any existing resistance or vulnerability to fire and cold damage that the creature had when elemental cloak was cast on it.
- Fire: Resistance to fire damage, vulnerability to cold damage.
- Ice: Resistance to cold damage, vulnerability to fire damage.
Elemental Scimitar
6th-level conjuration
- Components: V, S
- Casting Time: 1 action
- Duration: 1 minute
- Range: Self
You conjure an elemental scimitar into your hand. You choose which element it is affiliated with when you cast the spell. The scimitar acts as a +1 scimitar and has the additional abilities listed below.
Scimitar of Air: A creature struck by the scimitar must make a successful Strength saving throw or be pushed up to 30 feet in the direction of your choice and knocked prone. The scimitar’s attacks score critical hits on a natural roll of 19 or 20.
Scimitar of Earth: A creature struck by the scimitar must make a successful Constitution saving or become restrained. It repeats the saving throw at the end of its next turn; a successful save ends the effect, but a failure results in the creature becoming petrified. A petrified creature repeats the saving throw at the end of each of its turns; a successful save ends the petrification.
Scimitar of Fire: A creature struck by the scimitar catches on fire. It takes 5d6 fire damage at the beginning of each of its turns until either it or an adjacent ally uses an action to extinguish the flames.
Scimitar of Water: As an action, you can slash the air with the scimitar to create a spray of acid in a 15-foot cone. Each creature in the cone takes 6d6 acid damage, or half damage with a successful Dexterity saving throw.
Enchant Ring
6th-level enchantment (ring)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (500 gp worth of diamond dust, which the spell consumes)
- Duration: Permanent until discharged
You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.
The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.
Encroaching Shadows
6th-level illusion (ritual only)
- Casting Time: 1 hour
- Range: 150 feet
- Components: V, S, M (a drop of blood smeared on a silver rod worth 100 gp)
- Duration: 12 hours
You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range.
Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower.
Nonmagical effects can’t increase the level of illumination in the affected area.
A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.
Ritual Focus. If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.
Entomb
6th-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a chip of granite)
- Duration: 8 hours
You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range.
A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.
The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.
Extract Knowledge
6th-level necromancy (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a blank page)
- Duration: Instantaneous
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically.
The answer is always brief - no more than a sentence - and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.
Extract Life
6th-level necromancy
- Components: V, S, M (an onyx vial filled with the caster’s blood)
- Casting Time: 10 minutes
- Duration: Instantaneous
- Range: Touch
You must sacrifice one helpless creature of your race as you cast this spell. Their life force is transferred to you, and you gain immunity to aging and its effects for 1 month per hit die of the creature sacrificed.
Fangstorm
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Instantaneous
- Range: 250 ft.
Choose a point you can see within range. The air within 20 feet of that point fills with glowing fangs of force that slash at all creatures in the affected area. Each creature in the affected area must make a Dexterity saving throw. If the saving throw fails, the creature takes 10d6 slashing damage and begins bleeding, which causes an additional 5 points of damage at the start of each of the creature’s turns; on a successful save, it takes half damage and doesn’t bleed. Bleeding continues until the creature regains hit points or is attended to with a successful Wisdom (Medicine) check against your spell save DC, made by the bleeding creature or by an adjacent ally.
Incorporeal creatures can’t benefit from damage resistance against the damage from this spell, but they never bleed.
At Higher Levels: For each spell slot used higher than 6th level, the slashing damage increases by 1d6 and the bleeding increases by 1 point.
Farvision
6th-level transmutation
Components: V, S Casting Time: 1 action Duration: 8 hours Range: Touch Area of Effect: 12 sq. in. of transparent object Saving Throw: None
You transform any object made from transparent material into spectacles or into a handheld item similar to a magnifying glass. For example, farvision could be cast on a window pane, a clear crystal goblet, or a glass mirror. While a creature looks through the transformed item, it has darkvision (90 feet).
Fault Line
6th-level evocation
Casting Time: 1 action Range: Self (60-foot line) Components: V, S Duration: Permanent
The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.
Fiery Constrictor
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 60 ft.
You cause a great tendril, 20 feet long, to lash out from an existing source of fire you can see. The tendril tries to wrap around a creature within its reach (20 feet) that you can also see. The creature must make a Dexterity saving throw. If it fails, it takes 6d6 fire damage and is restrained until the spell ends. At the end of each of its turns, it can repeat the saving throw; it escapes if the save succeeds, but it takes another 6d6 fire damage if the saving throw fails.
At the beginning of your turn, if the tendril is not restraining a creature, it can attack a creature within reach that you can see, the same as the initial attack.
At Higher Levels: For each spell slot used higher than 6th level, the tendril’s attacks do an additional 1d6 fire damage.
Fire Dragon’s Fury
6th-level transmutation (dragon)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You are resistant to fire. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
Finally, the wings grant you a flying speed of 40 feet.
Firewalk
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.
Giant’s Potency
6th-level transmutation
- Components: V, S, M (a few hairs from a giant)
- Casting Time: 1 action
- Duration: Concentration, up to 10 minutes
- Range: Touch
You imbue one willing creature with the strength of a giant. Until the spell ends, the creature’s Strength increases to 21 and it gains 30 temporary hit points. Any remaining temporary hit points vanish when the spell ends.
Glass Window
6th-level transmutation
- Components: V, S, M (a piece of crystal)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Touch
A 3 foot by 3 foot section of wall becomes transparent as glass at your touch. The spell doesn’t work on particularly thick walls; up to 4 inches of metal, up to 6 feet of stone, or up to 20 feet of wood is the maximum thickness it will function on.
You can choose one of two modes for the spell. In its standard mode, creatures on both sides of the wall can see through the window. In one-way mode, only creatures on your side of wall can see through the window; from the other side, the wall looks unchanged.
Glass window doesn’t work on lead, gold or platinum.
Grace of Sight
6th-level divination (bard, cleric, sorcerer, wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small black disk)
- Duration: 1 hour
A creature you touch is blessed with a sliver of umbral omniscience. For the duration, they gain blindsight out to a range of 30 feet.
At Higher Levels. When you cast this spell using a 9th level spell slot, you can select one additional creature.
Graft
6th-level necromancy (ritual)
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (a potion of healing and 1,000 gp worth of powdered moonstone)
- Duration: Instantaneous
You may graft the limb of one creature to the stump of another.
The limb may be from a creature that is no more than one size category larger or smaller than you. It must also be the same sort of limb—you cannot graft a leg to the stump of an arm. Regardless of the Strength of the original creature, you use your own Strength with the arm.
The appendage retains its original AC and keeps any physical attacks it originally have (such as claws). It does not retain any of the original creature’s magical abilities, magic resistance, or any other supernatural abilities native to that creature.
Healing Draught
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: 1 minute
- Range: Touch
You transform wine into a potent healing draught. Any creature that drinks the wine during the spell’s duration regains 10d6 hit points; any diseases it has are cured, poison is neutralized, and lost ability points are restored. The spell transforms enough wine to affect three creatures.
At Higher Levels: For each spell slot used higher than 6th level, the wine heals an additional 2d6 hit points and one additional dose is created.
Heavenly Crown
6th-level enchantment
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a small golden crown worth 50 gp) Duration: Concentration, up to 1 minute
A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.
Horn of Plenty
6th-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a ram’s horn)
- Duration: Concentration, up to 10 minutes
You turn a hollowed-out horn into a magical cornucopia. Each minute, it produces enough raw fruits, vegetables, and grain to feed six humanoids or two steeds for a day, or enough water, wine, or ale to slake the thirst of six humanoids or two steeds for a day. Each minute, you may choose whether you wish to produce food or drink.
Hound of Hell
6th-level conjuration
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: 60 ft.
You summon a hell hound, which appears in an unoccupied space you can see. The hound is friendly to you and your companions and follows your orders. Roll initiative for the hound; it takes its own turns in combat.
If your concentration is broken, the hound immediately becomes hostile to you and your companions. It’s certain to turn against you and attack.
At Higher Levels: For each spell slot used higher than 6th level, one additional hell hound is summoned.
Ice Sled
6th-level conjuration (ritual)
- Components: V, S, M (a ball of snow)
- Casting Time: 1 minute
- Duration: 12 hours
- Range: 50 ft.
You summon up to five sleds that can travel rapidly over snow and ice. Each sled can carry up to 500 lbs. of material, including passengers. The sleds are made of extremely sturdy ice and are connected to each other by 10-foot chains of ice.
As an action, you can cause the sleds to travel at a speed of 60 feet in the direction of your choice. The sleds can continue to move as long as one of their runners is on snow or ice. If a sled moves onto an area where there is no snow or ice, or if the spell ends, the sleds shatter and crumble into loose snow.
Ice Wave
6th-level evocation (druid, sorcerer, wizard)
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (white dragon scales worth 100 gp)
- Duration: instantaneous
You touch the ground within 5 feet of you, sending a wave of ice shooting forward. The ice forms a line outward from your position that can be up to 40 feet long, up to 10 feet wide, and up to 20 feet tall. Each creature within the area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and 2d8 bludgeoning damage. Additionally, its movement speed becomes 0 until the end of its next turn. On a successful save, a creature takes half as much damage and it does not suffer a movement speed penalty.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold damage or the bludgeoning damage (your choice) increases by 1d8 for each slot level above 6th.
Icy Manipulation
6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of ice preserved from the plane of elemental ice)
- Duration: Concentration, up to 1 minute
One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permanent.
The petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.
If the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.
Illusory Illusion
6th-level illusion
- Components: V, S
- Casting Time: 1 action
- Duration: Permanent
- Range: 400 ft.
You create a devious illusion that makes real objects seem like illusions. One creature or object that you can see is affected by the spell. Creatures interacting with the object will assume it is an illusion and that any effects it causes, such as heat or damage, are likewise not real. The GM can track the real effects, if necessary. Creatures that carefully examine the target or that are damaged by it can make an Intelligence saving throw. On a successful save, they realize the object’s real nature. Like any illusion, this spell requires careful adjudication by the GM, especially if it is used against player characters.
Imbue with Purpose
6th-level transmutation (ritual)
- Casting Time: 10 minutes
- Range: Touch
- Components: V, M (1,000 gp worth of powdered diamond)
- Duration: 24 hours
One weapon you touch gains the purpose of slaying a particular type of creature (humanoids, monstrosities, undead, etc.) whose alignment is diametrically opposed to yours.
For instance, if you are lawful good, you can create a weapon that is purposed to slay evil fey, chaotic fey, or just chaotic evil fey.
When the wielder strikes a creature of that type, one of the following happens:
- 100 hit points or more: the creature takes an additional 6d6 force damage and the spell ends.
- 50-99 hit points: the creature takes an additional 6d6 force damage and must make a Wisdom saving throw. On a failure, the creature is frightened of you for 1 minute.
- 49 or fewer hit points: the creature is slain outright.
Inflict Lycanthropy
6th-level transmutation
- Components: V, S, M (fur from a lycanthrope)
- Casting Time: 1 action
- Duration: Permanent
- Range: Touch
You attempt to change one humanoid into a lycanthrope. If the creature fails a Constitution saving throw, it becomes cursed with lycanthropy.
The type of lycanthropy you can inflict depends on the level of the spell slot used to cast the spell.
- 6th level: wererat, werewolf
- 7th level: wereboar, weretiger
- 8th level or higher: werebear
The effect of lycanthropy on player characters is discussed fully in the rulebooks. The lycanthropy can be ended by magic that lifts curses.
Instant Fluency
6th-level divination
- Components: V, S
- Casting Time: 1 action
- Duration: 1 week
- Range: Touch
You grant up to four willing creatures the ability to understand any language they read or hear. In addition, they gain the ability to speak that language, if they can speak normally.
At Higher Levels: For each spell slot used higher than 6th level, you can affect one additional creature.
Investiture of Blight
6th-level transmutation (apocalypse)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a vial of ectoplasm or ghostly essence)
- Duration: Concentration, up to 10 minutes
Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell’s duration. Until the spell ends, you gain the following benefits:
- You have immunity to necrotic damage and resistance to poison damage.
- Creatures that miss on melee attacks against you become frightened of you until the end of their next turn.
- You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.
Investiture of Shadows
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: concentration, up to 10 minutes
- Classes: druid, sorceror, warlock, wizard
Magical darkness envelops a 15-foot radius centered on your person and any light within 60 feet of you becomes dim light. All sources of non-magical light in this area are extinguished. Until the spell ends, you gain the following benefits:
- You gain immunity to necrotic damage and resistance to radiant damage.
- You can see in normal and magical darkness within 120 feet of you as if it were bright light.
- You can use your action to create a line of shadows 15 feet long and 5 feet wide. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 14 (4d6) necrotic damage and you gain temporary hit points equal to the highest damage inflicted to any one target. On a success, the creature takes half as much damage and you do not gain any temporary hit points from that creature. This does not affect undead creatures or constructs.
Invigorating Touch
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Touch
You touch a willing creature and fill it with invigorating energy. For the duration of the invigorating touch, the creature gains 10 temporary hit points at the beginning of each of its turns, and it makes a Constitution saving throw; on a successful save, it loses one level of exhaustion. The creature also has advantage on saves against poison and disease for the duration of the spell. Any remaining temporary hit points are lost at the end of the creature’s next long rest.
Ironwood
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of metal filings and tree sap)
- Duration: Instantaneous
Up to 500 pounds of wood suitable for building that you touch gains the tensile strength and durability of steel.
Judicious Concealment
6th-level illusion
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 10 minutes
- Range: 30 ft.
Choose a number of willing creatures within range. While this spell is in effect, these creatures can hear each other normally but no other creatures can hear what they are saying; lip-reading is still possible. The spell ends for all affected creatures if any one of them makes an attack or casts a spell.
At Higher Levels: When you use an 8th-level or higher slot to cast judicious concealment, the creatures also become invisible to all other creatures.
Landslide
6th-level conjuration
- Components: V, S, M (a handful of snow)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 400 ft.
Landslide can only be used in snowy, mountainous regions. You create a fast-moving wall of snow, 20 feet high, 10 feet thick, and 120 feet long. The entire wall must be within 400 feet of you. When you cast the spell and again at the beginning of each of your turns, the landslide moves 60 feet under your control; it must always move downhill, but it can move sideways at the same time.
Any creature engulfed by the wall must make a Dexterity saving throw. If the saving throw fails, the creature takes 12d6 cold damage and is knocked prone and buried by snow; a successful save results in half damage and no other effect. Buried creatures are considered prone and restrained until they escape, even if the spell has ended. A restrained creature can escape if it uses an action and makes a successful Strength (Athletics) check against your spell saving throw DC.
The wall disappears when it can no longer move downhill or when the spell ends, but a heavy dusting of snow will still cover the ground.
Laughing Water
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of diamond dust and a seed from any green plant)
- Duration: Permanent
You transform up to a gallon of water into sweet, sparkling, gently glowing laughing water.
Imbibing at least a mouthful of laughing water removes any levels of exhaustion the drinker may have and cures blindness, deafness, disease, and incapacitation.
You may also throw a vial at a fiend or undead creature; on a successful hit, it causes 4d6 radiant damage.
Life Drain
6th-level evocation (Void)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead.
The secondary targets regain hit points equal to half the necrotic damage you dealt.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.
Life Shot
6th-level necromancy
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
You empower your ranged weapon attacks with your life force. Each time you make a ranged weapon attack, you can sacrifice up to 5 hit points before you make the attack roll. The weapon then does additional necrotic damage equal to twice the hit points you sacrificed, if the attack hits.
Lightning Storm
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 3 rounds
- Range: 150 ft.
You summon a lightning storm that fills a cylinder with a 20-foot radius and 60 feet tall, extending from a point you can see. Each creature in the affected area whey you cast the spell takes 8d6 lightning damage, or half damage with a successful Dexterity saving throw.
At the beginning of each of your turns, you can move the storm up to 20 feet. Each creature that the storm moves onto or that is in the affected area when it stops moving also takes 8d6 lightning damage, or half damage with a successful Dexterity saving throw. A creature never needs to make more than one saving throw against the lightning storm per turn.
The area of the storm is lightly obscured.
Lightning Wheel
6th-level evocation Druid,
- Components: V, S
- Casting Time: 1 action
- Duration: Instantaneous
- Range: 400 ft.
You throw a wheel of ferocious electrical energy at one creature you can see. The creature takes 3d10 + 10 lightning damage plus 3d10 + 10 thunder damage, or half damage with a successful Dexterity saving throw, as the wheel detonates with a shattering crack of thunder. Every creature within 20 feet of the target must make a successful Constitution saving throw or be deafened for 1 minute.
Lingering Vitality
6th-level abjuration (bard, cleric, druid)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: concentration, up to 1 hour
You touch one willing creature, infusing its soul with pool of restorative magics that are slowly released over time. Roll 10d8, which becomes the pool of hit points available to the target. As a reaction, the you can heal the target an amount of hit points equal to or less than those remaining in the in the pool.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of hit points increases by 2d8 for each slot level above 6th.
Lost Wanderer
6th-level enchantment
- Components: V, S, M (a broken compass)
- Casting Time: 1 action
- Duration: 24 hours
- Range: 50 ft.
Select a creature you can see. The creature must make a Wisdom saving throw. If it fails, it is cursed with the inability to find its way for the duration of the spell. The creature can’t read maps or remember the route to anywhere. The creature can be led to a destination by another creature, but otherwise, it selects its path randomly. The curse doesn’t prevent the creature from making its way to destinations it can see.
The effect can be ended by magic that lifts a curse.
Major Curse
6th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a creature, and it must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. That ability is reduced to 3.
- The creature had disadvantage on all attack, damage, and saving throws.
- The creature is paralyzed for the duration of the spell.
- All attacks and spells deal an additional 1d12 necrotic damage to the target.
- The creature begins to slowly die. After every long rest, it takes 1d10 damage of a type of your choice and its hit point total is reduced by 1 point. Its total is restored to normal only after this curse is lifted.
- Whenever the creature encounters a particular substance, it becomes incredibly nauseated. It must make a Constitution saving throw or become incapacitated for 2d6 rounds due to vomiting and dry heaves and be poisoned for 10 minutes.
A remove curse ends this effect. At the GM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The GM has final say on the curse’s effect.
At Higher Levels. If you cast this spell using a spell slot of 7th level, the duration is 24 hours. If you use a 9th-level spell slot, the spell lasts until it is dispelled. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration.
Mantle of the Wolf
6th-level transmutation (cleric, druid, sorcerer)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a tuft of werewolf fur)
- Duration: concentration, up to 1 minute
You adopt a spectral visage of a ravenous wolf spirit. For the duration, creatures of your choice within 30 feet of you gain advantage on attack rolls against their target if at least one of their allies is within 5 feet of that target and the ally isn’t incapacitated.
Additionally, actions you take on your turn gain special aspects as you channel bestial will.
If you take the Attack action, creatures of your choice within 10 feet of you when you make the attack must make a Wisdom saving throw or be frightened of you until the end of their next turn; if you take the Dash action your jump distance is tripled; if you take the Disengage action, your movement speed increases by 10 feet; if you take the Dodge action, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons that aren’t silvered.
Mass Protection from Energy
6th-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
For the duration, you and up to eight willing creatures you can see within range have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Memento
6th-level evocation (warlock, wizard)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: instantaneous
You lash out at a creature, searing its flesh with the spiteful fires that burn in Avernus. Make a melee spell against the target. On a hit, the target takes 10d12 fire damage, and it is branded with a mark that is fueled by combat and suffering for 1 minute. While branded, each time the creature takes critical damage from an attack, the critical damage is doubled.
Merge Into Art
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: Self
You step into a painting, tapestry, or mosaic large enough to encompass your height. Your shape and form becomes woven into the tapestry or painted into the picture as if it were part of the original work, changing your coloration and form as necessary to match the style of the art.
You are aware of your surroundings as if watching through a window, but your field of view is restricted to a narrow band in front of the artwork. You can’t speak or cast spells while merged into the art, but you can end the spell as an action. The spell also ends if the artwork becomes damaged. When the spell ends, you appear in an unoccupied space adjacent to the artwork.
Misfortune
6th-level necromancy (chaos)
Casting Time: 1 action Range: 60 feet Components: V, S, M (a broken mirror) Duration: Concentration, up to 1 minute
You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. A remove curse spell ends this effect.
Special. If a targeted creature is carrying a stone of good luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a luck blade, the creature is unaffected by the spell, but the sword’s Luck ability and saving throw bonuses cease to function for 24 hours.
Mithral Dragon’s Might
6th-level transmutation (dragon)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to acid and thunder damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet.
Nature’s Support
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
By drawing upon the earth’s resilience, you transfer damage that you suffer into the ground. For the duration of the spell, the first 10 points of damage you take from each attack, area effect, environmental effect, or any other source is channeled into the ground you stand on. For example, the slash of a sword might cause a shallow furrow to appear in the ground. The spell ends if you lose contact with the earth for more than 1 round, or when the earth has absorbed 120 points of damage.
Negative Energy Mantle
6th-level necromancy
- Components: V, S
- Casting Time: 1 action
- Duration: 1 hour
- Range: 120 ft.
You select a point you can see within range. A 20-foot-radius sphere of necrotic energy briefly flares around that point, then disappears. Each creature in the affected area must make a Constitution saving throw. If the saving throw fails, the creature can’t regain hit points or gain temporary hit points for the duration of the spell.
Nerve Dance
6th-level necromancy
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a six-inch strand of red spider silk and a torch)
- Duration: Concentration, up to 1 minute
You hold your hand out and three glowing red streamers shoot out. Each of these streamers wraps around a target of your choice within range, using your spell attack modifier to hit.
On a hit, they wrap around a target, grappling it (escape DC equal to your spell save DC), and must make a Wisdom saving throw. The creature takes 7d6 psychic damage and is incapacitated due to incredible pain for 1 minute on a failed saving throw, or half as much damage and is incapacitated for the next round on a successful one.
Nymph’s Aura
6th-level enchantment
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 10 minutes
- Range: Self
You take on some of the unearthly beauty and presence of a nymph. For the duration of the spell, you can add 1d8 to your Charisma checks, Charisma-based skill checks, and Charisma saving throws.
Obedience
6th-level enchantment (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a golden circlet, necklace, or bracelet worth at least 1,000 gp)
- Duration: Permanent
You place the circlet, necklace, or bracelet on an aberration, dragon, humanoid, giant, or monstrosity with an Intelligence of 5 or more, and then cast the spell. The creature makes a Wisdom saving throw. On a failure, the creature is bound by the circlet and cannot remove it.
While wearing the circlet, you may issue orders to the creature. If the creature refuses the order, you may activate the circlet. For each round the circlet is activated, the creature suffers 1d10 psychic damage and is stunned due to incredible pain. You may deactivate the circlet at any time.
You may choose to remove the circlet at any time. A dispel magic, remove curse, or wish spell also will remove it. Finally, at every midnight, the creature, if it is awake, can make a new saving throw at disadvantage.
On a success, the creature can remove the circlet and is freed.
Ogre’s Visage
6th-level transmutation
- Components: V, S, M (a drop of ogre blood)
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: Touch
One Small or Medium humanoid you touch changes into an ogre-like creature. The targeted creature can choose to make a Wisdom saving throw to avoid the effect. If the saving throw fails or the creature chooses not to make one, it increases in height to 9 feet tall and its ability scores change to Strength 19, Dexterity 8, Constitution 16, Intelligence 5, Wisdom 7, and Charisma 7. Any equipment or armor it possesses grow with it; its weapons do twice their normal number of damage dice.
The creature and its gear return to normal when the spell ends.
One with the Earth
6th-level conjuration
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
You gain the ability to enter a large block of stone and move magically to another block of stone in the same manner as the tree stride spell. Unlike tree stride, the nature of the rock you enter and leave determines how far you can move. Use the lower value when moving between different types of material.
Natural Stone: 3,000 feet Worked Stone: 2,000 feet Earthen Mound: 1,000 feet Sand Dune: 500 feet
This spell was first granted to the dwarves by the gods, although it is now known to many other races.
Oppression
6th-level evocation (bard, wizard)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: instantaneous
Each creature in a 15-foot-radius sphere centered on a point you choose must make a Wisdom save. On a failed save, a target takes 6d6 force damage and suffers disadvantage on saving throws vs magical effects until the start of your next turn, or half as much damage and no other effects on a successful one. A creature with magic resistance automatically succeeds the save and the spell deals minimum damage.
Permafrost
6th-level evocation (sorcerer, wizard)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (white dragon scales worth 500 gp)
- Duration: concentration, up to 1 minute
An icy chill passes over your body, giving you a better understanding of winter’s fury. For the duration, when you cast a spell that deals cold damage, you cause your target to become vulnerable to this damage type for the attack. When you cast any spells that deal cold damage to a target that is resistant to that damage type, you cause the target to lose their resistance to cold damage for the attack. When you cast any spells that deal cold damage on a target that is immune to this damage type, you cause your target to become resistant for the attack instead.
Plant Form
6th-level transmutation
Components: V, S, M (a jade statue of you, worth at least 150 gold pieces) Casting Time: 1 action Duration: Concentration, up to 1 hour Range: Self Area of Effect: Self Saving Throw: None
You take on some of the attributes of plant creatures: your skin becomes like bark and your hair like leaves. Until the spell ends, your base AC becomes 17, you gain resistance to psychic and poison damage, you are immune to stunning, and you have advantage on saving throws against poison.
Poison
6th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Permanent
You dose a creature you touch with an extremely potent toxin. The creature is poisoned for 1 day and must make a Constitution saving throw. On a success, the creature is unaffected. On a failure, the creature takes 1d6 poison damage every hour for 24 hours, and its hit point total is reduced by that amount. If the creature’s hit point total is reduced to 0 by this effect, the creature dies.
The creature’s hit point maximum will be restored once it is no longer poisoned and has taken a long rest.
At Higher Levels. When you cast this spell with an 8th-level or higher spell slot, the poison does 1d10 damage every hour.
Power of Death
6th-level necromancy (cleric, warlock, wizard)
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: instantaneous
You hold your hands with fingers spread, drawing forth life force into your outstretched fingertips. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half of the total damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Prophecy
6th-level divination (ritual)
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (a plant with hallucinatory properties or a hallucinatory drug, which is burned during the casting of the spell, and a crystal worth at least 1,000 gp)
- Duration: 10 minutes
You enter a long trance and get a vision of the future, which describes an important event that shall occur at some point in the near future. It may be vague and open to interpretation. In addition, the GM will secretly roll a d10. On a roll of 1, the vision will be completely false.
If you touch another creature while casting this spell, then the prophecy will be about an event that directly concerns that creature.
If you attempt to cast this spell more than once about a single event, you will receive the same visions.
At Higher Levels. If you cast this spell using an 8th- or 9th-level spell slot, you can attempt to divine a prophecy that concerns an area as large as a kingdom. The GM will secretly roll a d10. On a roll of 1, the vision will be completely false; on a roll of 2-5, you will receive no vision at all.
Psyche Onslaught
6th-level enchantment (bard, cleric, wizard)
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: concentration, up to 10 minutes
You create a 15-foot-radius sphere of thin hazy mist centered on a point you can see within range. The mist spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. The area is heavily obscured.
Creatures in to mist’s area have disadvantage on all Intelligence, Wisdom, and Charisma saving throws and skill checks.
Remove Magic
6th level abjuration
Classes: Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Choose one magic item that is not being worn or carried, or one magical construct that has the antimagic susceptibility trait. Make a spellcasting ability check equal to DC 10 + the creature's CR; on a success, the creature becomes inert as its magic is stripped away and what remains is mundane parts. Items require a spellcasting ability check equal to the following DC:
Rarity | DC |
---|---|
Common | 10 |
Uncommon | 12 |
Rare | 14 |
Very Rare | 16 |
Legendary | 18 |
Artifact | 20, disadvantage |
On a success, the item loses its magic and becomes a mundane item for thirty days, after which the magic returns.
At Higher Levels. When you cast this spell with a spell slot of 7th or 8th level, the magic returns after a year. If you cast this spell at 9th level, the item loses its magic for ever.
Scalesnare
6th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a live snake)
- Duration: 1 day
You throw a snake at a target. Make a ranged spell attack to hit. On a hit, the snake turns into a magical, grappling tentacle that restrains the target (escape DC equal to your spell save DC).
The snake is an object with AC 15, hit points equal to your hit point total; if it drops to 0 hit points, the spell ends. The snake is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Serpent Hands
6th-level transmutation Druid, Wizard
- Components: V, S
- Casting Time: 1 bonus action
- Duration: Concentration, up to 1 minute
- Range: Self
Your hands transform into serpent heads. As an action on your turn, you can make a melee spell attack with your hands. If you hit, the target takes 5d8 poison damage and becomes poisoned. At the beginning of each of its turns, a poisoned creature makes a Constitution saving throw; on a successful save, it is no longer poisoned.
For the duration of the spell, you can’t hold items or cast spells that have somatic components.
Shade Swarm
6th-level necromancy
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Self Area of Effect: Cone, 30 ft. long Saving Throw: Constitution half damage
You summon a horde of wrathful, screaming spirits that fly away from you, engulfing all creatures in a 30-foot cone. Each creature in the affected area must make a Constitution saving throw. If the saving throw fails, the creature takes 6d6 necrotic damage and its maximum hit points are reduced by the same number. On a successful save, the creature takes half damage and suffers no additional effect.
Shadow Metamorphosis
6th-level transmutation (shadow)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a creature of Huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked.
An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity (Stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage.
Skylight Blade
6th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a silent, weightless, magical four-foot-long sword made out of moonlight or sunlight, your choice. Only you may use it, and it cannot be dropped. You use your spell attack modifier to hit. On a hit, it does 2d8 + your spellcasting attribute modifier in radiant damage. Against undead, it does 2d12 + twice your spellcasting attribute modifier in radiant damage. This weapon does not leave visible wounds, except on undead; with them, their substance visibly boils away at the weapon’s touch.
If you use a moonlight blade, this spell does 2d12 + twice your spellcasting attribute modifier in radiant damage to shapechangers as well as undead.
If you use a sunlight blade, anyone hit by this sword must make a Constitution saving throw or be blinded for 1 minute.
In addition, on a successful hit, the target must make a saving throw using its spellcasting ability modifier or lose the ability to cast spells the following round. If the target does not have the ability to cast spells, this has no effect.
Smiting Arrow
6th-level evocation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an arrow and a drop of blood, strand of hair, or small personal item)
- Duration: 24 hours
By casting this spell, you imbue a piece of ammunition to have greater effect on a specific target. To this end, you need something directly associated with the creature for which the arrow is intended - a drop of its blood, a strand of its hair, an item of clothing it recently wore, or something similar - which is consumed in the casting of the spell. For the next 24 hours, if the ammunition is used to make a ranged attack against the specific target and it hits, it deals an extra 6d10 radiant damage to the target and stuns it for 1 round. If the target makes a successful Constitution saving throw, it takes half as much radiant damage and is not stunned. If the attack is a critical hit, the creature has disadvantage on its saving throw.
Solar Fury
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: Self
Your body glows intensely, giving off bright light in a 60-foot radius and dim light for a further 60 feet. For the duration of the spell, you gain resistance to fire damage. You also radiate heat in a 20-foot radius; each creature that begins its turn within 20 feet of you takes 4d6 fire damage, or half damage with a successful Dexterity saving throw.
Song Barrier
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 150 ft.
You cause the air to vibrate with music concentrated in a wall up to 80 feet long, 20 feet high, and 5 feet wide. The wall forms in an area you choose within range. It must be straight along its entire length. Creatures in the area occupied by the wall when it’s created make Dexterity saving throws. A successful saving throw indicates the creature can immediately move to an adjacent unoccupied space; if the saving throw fails or the creature has nowhere to go, the wall forms around it. The wall doesn’t obscure vision or block movement physically.
When you cast the spell, you choose whether the song is melodious or cacophonous.
The melodious song causes one side of the wall that you choose to emit a pleasing melody that entrances those that can hear it; the other side is silent. Every creature within 30 feet of the melodious side of the wall that can hear the song must make a Wisdom saving throw at the beginning of each of its turns. If the saving throw fails, the creature must move toward the wall by the shortest, safest route until it is within the wall.
A creature that enters the melodious wall or ends its turn inside it must make a Wisdom saving throw. If this saving throw fails, the creature falls unconscious for as long as it’s inside the wall. If it takes damage, it can repeat the saving throw; it awakens on a successful save. A creature never needs to make more than one saving throw against the wall’s effect per turn.
The cacophonous song causes one side of the wall to emit thunderous, damaging vibrations while the other side remains silent. Each creature that ends its turn within 30 feet of the wall takes 3d8 thunder damage and is deafened until the start of its next turn, or half damage with no deafening if it makes a successful Constitution saving throw. Being unable to hear the wall doesn’t protect a creature against the damage, which is caused by vibrations affecting the creature’s whole body.
The interior of the cacophonous wall is even more dangerous; any creature that enters the wall or ends its turn there must make a Constitution saving throw (no more than one saving throw per turn). If the saving throw fails, the creature takes 8d6 thunder damage, is permanently deafened, and is stunned until the beginning of its next turn. A successful save halves the damage and the creature is not deafened or stunned. Creatures that are already deaf are immune to the stunning but still take the damage.
Soultap
6th-level necromancy (wizard)
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: instantaneous
You embrace the life-force that flows inside all living creatures within range. As bonus action, you can take 1d6 psychic damage for every creature that you choose within range. When you make your next melee or spell attack, you can add this amount of damage as necrotic damage to the attack.
Spectral Beast
6th-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a bit of tooth, fur, scale, or other body part from the creature you wish to create)
- Duration: 1 minute
You create a slightly glowing, ghostly beast or monstrosity that has a challenge rating 6 or lower that erupts from your chest and bounds towards a target. The creature is translucent and utterly silent.
You must use your action to direct its attack; without direction, it will simply stand listlessly. It cannot be charmed, frightened, incapacitated, paralyzed, petrified, stunned, or being rendered unconscious, and it is immune to exhaustion. It cannot cast spells or use innate spellcasting. It otherwise identical to a normal creature of its type.
Spell Inhibitor
6th-level abjuration
- Components: V, S, M (a pinch of powdered adamantine worth 10 gp)
- Casting Time: 1 action
- Duration: 1 minute
- Range: Self
You disrupt magical energy around yourself. The effect moves with you.
Any spellcaster that casts a spell within 100 feet of you must make an ability check using their spell-casting ability against your spell saving throw DC. If the check fails, the spell takes effect as if it were cast using the minimum slot level that could be used to cast it rather than the slot that was actually used. In addition, if the spell has a variable effect, it has a -1 penalty on each die, to a minimum of one.
Spilling of Blood
6th-level necromancy
- Components: V, S, M (a few drops of blood)
- Casting Time: 1 action
- Duration: Concentration, up to 1 minute
- Range: 50 ft.
You cause a gaping wound to open in the body of a living creature. At the beginning of each of the target’s turns, it must make a Constitution saving throw. If the saving throw fails, the creature takes 5d6 necrotic damage and loses 1 point of Constitution.
The spell ends if the creature regains hit points or if it makes two successful Constitution saving throws against this effect. The saves don’t need to be consecutive.
The spell has no effect on creatures without blood.
Spirit of Flame
6th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You gain the ability to enter a flame of at least Small size and move from inside it to another flame within 1 miles. You must use 5 feet of movement to enter the fire, and you take no damage from it. You instantly know the location of all fires within 1 miles. You appear in a spot of your choice within 5 feet of the destination fire, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the fire you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
At Higher Levels. When you cast this spell with a higher-level spell slot, you increase the range. When you use a 7th-level spell slot, you increase the range to 5 miles.
When you use an 8th-level spell slot, you increase the range to 10 miles. When you use a 9th-level spell slot, you increase the range to 20 miles.
Spiritbreaker
6th-level abjuration
Components: V, S, M (a specially prepared document) Casting Time: 3 rounds (see text) Duration: See text Range: 50 ft. Area of Effect: 1 fiend Saving Throw: Cha / partial
This spell allows you to inflict wracking pains on a fiend, usually in order to exact a service from it. If the creature refuses and you continue the spell, it is eventually banished to its plane of origin.
To cast this spell, you must have a specially prepared document that contains the fiend’s true name; without that, the spell fails automatically. You can start and pause the reading at any time, so long as no more than 10 rounds have elapsed since the spell was started. You can end the casting at any time by simply not finishing the reading of the document.
When you begin reading the document, the subject feels great discomfort and must make a Charisma saving throw. If the saving throw fails, the creature is unable to attack or to move from its location by any means. A successful save allows the creature to move normally (including retreating to its home plane) if it isn’t prevented from doing so, but the spiritbreaker spell still renders it powerless to attack.
During the second round of reading, the subject feels great pain coursing through its body and it loses one-fourth of its current hit points.
At the start of the third round of reading, the subject loses one-half of its current hit points as the pain intensifies. At the end of the third round, the creature is condemned to its home plane. It remains confined there, unable to be summoned to your plane, unable to leave its own plane, and in wracking pain, for ten years. From this point forward, the creature is your sworn enemy. Unfortunately, its confinement to its home plane doesn’t prevent the creature from sending its minions and servitors to deal with you. Material Component: The specially prepared document mentioned above must contain the true name of the fiend the spell is being used against. The document itself costs 1,000 gp for the paper or parchment, special pens, and other materials. The ink used to scribe the document must be made from powdered rubies (totaling at least 5,000 gp) and the blood of a fiend.
Note that a fiend’s true name is not easy to come by. Many (particularly in the case of demons) go by more than one name on the various planes of existence, and some don’t even know their own true names. No fiend ever voluntarily reveals its true name to anyone, especially a spellcaster from the Material Plane.
Starharp
6th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (one of your tears and a tiny harp, carved out of wood, bone, or ivory)
- Duration: 1 minute
You softly hum or sing a song and a blue-white, glowing image of a harp, surrounded by little stars of twinkling radiance, that floats in mid-air just above you.
All creatures within 10 feet of you are freed from one effect of being charmed, frightened, incapacitated, or stunned, or it will restore one level of exhaustion. In addition, each round, if you choose to, you may concentrate on a creature within range, and that creature regains 30 hit points. You may continue to concentrate on that individual for multiple rounds, or you may pick a different target.
Storm Form
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a piece of wet wool)
- Duration: Concentration, up to 10 minutes
You transform into a living storm cloud, becoming a swirling mass of black clouds illuminated from within by flickers of lightning.
While in this form, your only method of movement is a flying speed of 60 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, immunity to lightning damage, and advantage on Strength, Dexterity, and Constitution saving throws. If a creature strikes you with a melee weapon attack, it takes 3d8 lightning damage. You can pass through small holes, narrow openings, and even mere cracks, but you treat liquids as if they were solid surfaces. You can’t fall, and you remain hovering in the air even if stunned or otherwise incapacitated. You cannot talk or manipulate objects in storm cloud form, and any objects you were carrying or holding can’t be used, dropped, or interacted with in any way. You cannot cast spells while in this form.
As an action, you can attack an opponent up to 30 feet away, dealing 3d8 lightning damage on a hit. You can also use an action to bring down rain upon a 5-foot square within your reach, drenching it and putting out any nonmagical fires in that area.
Finally, you can use an action to expand your form to encompass a 20-foot-radius area, unleashing the storm’s full fury in a burst of rain, wind, lightning, and thunder.
Each creature in the area is drenched with rain, takes 3d8 lightning and 3d8 thunder damage, is deafened for 1d4 rounds, and is knocked prone. A successful Constitution saving throw halves the damage and negates the deafened and prone conditions. Taking this action uses up any remaining duration of the spell, and you resume your normal form at the end of your turn.
Tattoo of Power
6th-level evocation (ritual)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (tattoo inks worth 10 gp per spell level and a needle, all of which is consumed in the casting of this spell)
- Duration: Until triggered
You tattoo a spell onto a willing creature’s skin. While you cast this spell, you also cast the spell you wish to tattoo—you may use a higher-level spell slot when casting that spell, if you wish. The creature may release the spell at any time by touching it and speaking a command word. This causes the tattoo to disappear and that spell to be cast.
Each tattoo takes up two square inches per level. Up to two spell levels can be tattooed on a neck, up to four levels can be tattooed on an arm, up to six levels can be tattooed on a leg, and up to ten levels can be tattooed on the chest or back.
No more than four different tattoos of power can be placed on a single individual at a time.
Tentacles
6th-level transmutation
- Casting Time: 1 action
- Range: Self (10-foot long tentacles)
- Components: V, M (a dried octopus tentacle)
- Duration: Concentration, up to 1 hour
Two 10-foot-long greenish tentacles grow out of your body. You may use them as additional arms. They grant you one additional attack: you may use the tentacles to wield weapons, using your proficiency bonus, or to slam an opponent, using your spell attack modifier.
If you use them to slam, they inflict 2d6 + your Strength modifier in bludgeoning damage, and if the creature is your size or smaller, it is grappled (escape DC equal to your spell save DC) and restrained until the grapple ends. You may only grapple as many creatures as you have available tentacles. At the beginning of each of your turns, you constrict, inflicting an additional 1d6 bludgeoning damage as long as the creature is restrained.
Each tentacle has AC 11 + your Dexterity modifier and 8 hit points. Damage inflicted on a tentacle does not harm you.
At Higher Levels. When you cast this spell with a 7th-level or higher spell slot, you grow an additional tentacle for each spell slot higher than 6th level.
Tentacle of Withering
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small bone and a piece of rubber)
- Duration: Concentration, up to 1 minute
One of your arms transforms into a wriggling gray tentacle with sticky suction cups.
You can use this tentacle to pick up objects with ease. The tentacle is 30 feet long.
If you strike someone with this tentacle, it does 1d6 + your Strength ability modifier in bludgeoning damage, plus 2d8 necrotic damage. In addition, the GM rolls on the following table to determine hit location and the effect that has:
d8 | Body Part | Effect |
---|---|---|
1-6 | Limb | That limb is paralyzed until the end of your next turn. If it’s an arm, you cannot hold a weapon or shield in that hand. If it’s a leg, you must make a DC 15 Dexterity check or fall prone. |
7-8 | Head | The creature is blinded or deafened until the end of your next turn. |
On a successful hit, you may choose to grapple that creature (escape DC is equal to your spell save DC). As long as the grapple remains in effect, that target is restrained. At the start of each of your turns, you inflict an additional 2d8 necrotic damage.
Time Loop
6th-level transmutation (temporal)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a metal loop)
- Duration: Concentration, up to 1 minute
You capture a creature within range in a loop of time.
The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.
An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.
Tolling Doom
6th-level necromancy
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a bronze bell)
- Duration: Concentration, up to 1 minute
A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws.
Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell.
This spell has no effect on a target that has an Intelligence score lower than 3.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional target for each slot level above 6th.
Torrent
6th-level conjuration
- Components: V, S
- Casting Time: 1 action
- Duration: Instantaneous
- Range: Self
You conjure a 60-foot cone of water from your hands. Each creature in the area must make a Dexterity saving throw. If the saving throw fails, the creature takes 7d6 + 15 bludgeoning damage and is pushed 30 feet away from you. On a successful save, the creature takes half damage and is not pushed.
Transmute Bone to Steel
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (steel filings and powdered bone)
- Duration: Permanent
You touch a dead skeleton or any object made out of bone and give it the tensile strength and durability of steel. If you touch a skeleton, you may then animate it as a skeleton. The undead skeleton then has AC 17.
Transmute Gold to Steel
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Permanent
- Range: Touch
You transmute up to 20 lbs. of gold into a strong substance that appears to be gold but has the strength of steel.
Soft, easily worked gold can be shaped into complex forms or razor-thin blades and then given the strength of the highest-grade steel with this spell. The metal created by the spell is free from any flaws or imperfections and is ready for immediate enhancement. It also holds enhancements better and longer than less-pure forms of steel. The exact effects of this are left to the GM.
Transparent Steel
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Permanent
- Range: Touch
You transmute up to 100 lbs. of steel so that it becomes transparent. Visually, it is indistinguishable from high-grade glass, but it retains all of its other properties. Weapons made of transparent steel get a +1 bonus to hit creatures that rely on sight, as they have trouble seeing and countering the weapon.
True Name
6th-level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a potion of mind reading, which you must consume while casting this spell)
- Duration: Instantaneous
You target a celestial, fey, fiend, or other creature within range that has a hidden true name. That creature must make a Charisma saving throw. On a failure, you learn that creature’s true name.
At the same time, you must make an Intelligence saving throw equal to 8 + the total of the creature’s Intelligence, Wisdom, and Charisma attribute modifiers. If you fail, the creature you targeted learns your name and appearance.
Umbral Transformation
6th-level transmutation
- Components: V, S
- Casting Time: 1 action
- Duration: Concentration, up to 1 hour
- Range: 30 ft.
You transmute one nonmagical object of up to 50 lbs. that you can see into shadow-stuff. If the item is attended, its possessor can make a Wisdom saving throw; on a successful save, the item is unaffected. Otherwise, the item is transformed.
A shadow item has an indistinct, shadowy hue when in dim light, but it can be used normally in such light. In bright light and darkness, the item becomes barely visible, insubstantial, and useless; it functions only in dim light. A shadow-stuff item is destroyed instantly if it is exposed to true sunlight.
If you maintain concentration on this spell for the full hour, the transformation becomes permanent.
Wail of the Banshee
6th-level necromancy
- Casting Time: 1 action
- Range: Self (30 feet radius)
- Components: V, S, M (a lock of hair from an evil female elf)
- Duration: Instantaneous
You cry out loudly and up to 12 living creatures within range you can see must make a Constitution saving throw. A creature drops to 0 hit points on a failure, or takes 3d6 psychic damage on a success.
Walk the Twisted Path
6th-level conjuration (labyrinth)
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S, M (a map)
- Duration: Special
When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world. You can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check.
If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don’t find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.
When the spell ends, you and those traveling with you appear in a safe location at your destination.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.
Warp Mind And Matter
6th-level transmutation (ritual) (mythos)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (root of deadly nightshade and a drop of the caster’s blood)
- Duration: Until cured or dispelled
A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.
Flesh Warps
d10 | Effect (Lasts Until Cured) |
---|---|
1 | Barbed Hide. Spiny barbs protrude from the creature’s skin. Any creature grappling the affected creature takes 2d4 piercing damage at the start of its turn. The affected creature experiences constant pain while wearing armor or heavy clothing, giving it disadvantage on Dexterity checks made under those conditions. The creature has disadvantage on Deception and Persuasion checks unless the barbs are hidden from sight (which might require covering the creature’s face, at the GM’s discretion). |
2 | Eyeless. The creature’s eyes rot away, vanish (leaving behind smooth flesh), or otherwise become useless. The creature permanently gains the blinded condition. This condition can’t be removed without curing this flesh warp. The creature’s other senses are enhanced by the Void, granting it blindsight out to a range of 10 feet as long as the creature can hear. |
3 | Gleaming Skin. The creature’s skin takes on a waxy, unnatural sheen. It might be pale, translucent, or even crystalline in appearance. The gleam grants other creatures advantage on Wisdom (Perception) checks made to locate the creature by sight. If the creature is in bright light when it is the target of a melee attack, it can use its reaction to add 1 to its Armor Class if the attacker can see its skin. |
4 | Pliant Bones. The creature’s skeleton becomes cartilaginous and pliable. The creature can move through a space as narrow as 6 inches wide without squeezing (provided the creature isn’t wearing rigid armor), and the creature’s Strength is reduced by 2. |
5 | Prehensile Tail. The creature grows a 3-foot-long prehensile tail. The creature can use the tail to make one melee weapon attack with a simple weapon weighing 2 pounds or less, or to make one unarmed strike that deals bludgeoning damage equal to 1d4 + the creature’s Strength modifier. The creature has disadvantage on Acrobatics checks. |
6 | Proboscis. The creature’s mouth mutates into a long, tubular organ like the maw of a mosquito, moth, or worm. The creature loses the ability to speak and has disadvantage on Deception and Persuasion checks unless the proboscis is hidden from sight. The creature can use the proboscis to make a blood-draining melee weapon attack. The attack roll can be made using Strength or Dexterity; a hit deals piercing damage equal to 1d4 + the creature’s Strength modifier, and the creature becomes attached to the target. While attached, the creature can’t attack but deals the attack’s damage automatically to the creature it is attached to. The creature can detach by spending 5 feet of movement. The creature being attacked or one of its allies within 5 feet of it can free the creature from the proboscis automatically by using an action to do so. |
7 | Sentient Tumors. Large cystic tumors sprout from the creature’s shoulder, arm, or back. These growths are sentient and emit a weak psychic field. The character’s mind cannot be read telepathically or affected by divination spells. If the character takes psychic damage, however, he or she must succeed on a DC 15 Wisdom saving throw or suffer the effects of a confusion spell for 1 minute. The character also has disadvantage on Deception and Persuasion checks unless the tumors are hidden from sight. |
8 | Stench. The creature exudes the stink of rotting flesh, acrid chemicals, sickly sweet perfume, or some other odious aroma. Any other creature that starts its turn within 5 feet of the affected creature must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. This stink clings to any objects that remain in the creature’s possession for at least 24 hours. Attempting to sell any such object might be impossible, or yields only half the normal price at best. Food in the creature’s possession spoils after 24 hours. |
9 | Tentacles. One of the creature’s hands twists into a nest of writhing tentacles. Any check or saving throw the creature makes to maintain a grip or a grapple is made with advantage. Any check or saving throw it makes involving fine motor control or Dexterity is made with disadvantage. |
10 | Tusks. The creature’s incisors grow into enormous, curved and discolored tusks like those of a boar or a warthog. The creature has difficulty speaking and must make a successful DC 12 Dexterity check to cast a spell that has a verbal component. |
Web of Shadows
6th-level conjuration
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a piece of spider web)
- Duration: 12 hours
You fill an area 40 cubic feet with shadow-grey, intangible strands of force that resembles a giant spider web. The webbing is almost invisible. It requires a DC 18 Investigation check to locate them. Once created, these webs cannot be harmed by any nonmagical attacks.
Any creature who enters the web has its movement slowed to 10 feet. Each round a creature ends its turn in the webbing, the creature must make a Constitution saving throw. The creature takes 3d10 cold damage on a failed saving throw and has its Strength reduced by 1; the creature takes half as much damage on a successful check and does not lose Strength. Lost Strength returns after the creature takes a long rest.
Winter’s Radiance
6th-level evocation (winter)
- Casting Time: 1 action
- Range: 400 feet (30-foot cube)
- Components: V, S, M (a piece of polished glass)
- Duration: Concentration, up to 1 minute
When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area.
A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.
Winterdark
6th-level transmutation (winter)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion.
Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.
As a bonus action, you can move the center of the effect 20 feet.
Words of Thunder
6th-level evocation
- Components: V, S
- Casting Time: 1 action
- Duration: Instantaneous
- Range: Self
When uttered, the words of thunder rises to a tremendous pitch and wash outward as a tangible boom of sound in a 60-foot radius centered on you. All other creatures in the sphere with 30 or fewer hit points are permanently deafened and are incapacitated until the end of your next turn, with no saving throw. Creatures with 31 to 60 hit points are deafened for 1 minute, but not incapacitated. Creatures with more than 60 hit points are unaffected.
You can cast words of thunder even if you are in a zone of magical silence. In this case, the spell destroys the silence effect but has no effect on creatures.
Arcane Gate
6th-level conjuration
Casting Time: 1 action Range: 500 feet Components: V, S Duration: Concentration, up to 10 minutes
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Spell Lists. Sorcerer, Warlock, Wizard
Blade Barrier
6th-level evocation
Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
Spell Lists. Cleric
Bones of the Earth
6th-level transmutation
Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Spell Lists. Druid
Chain Lightning
6th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Spell Lists. Sorcerer, Wizard
Circle of Death
6th-level necromancy
Casting Time: 1 action Range: 150 feet Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp) Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Spell Lists. Sorcerer, Warlock, Wizard
Conjure Fey
6th-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Spell Lists. Druid, Warlock
Contingency
6th-level evocation
Casting Time: 10 minutes Range: Self Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) Duration: 10 days
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Spell Lists. Wizard
Create Homunculus
6th-level transmutation
Casting Time: 1 hour Range: Touch Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp) Duration: Instantaneous
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a homunculus. The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the homunculus‘s death. You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
Spell Lists. Wizard
Create Undead
6th-level necromancy
Casting Time: 1 minute Range: 10 feet Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. The DM has game statistics for these creatures.
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Spell Lists. Cleric, Warlock, Wizard
Disintegrate
6th-level transmutation
Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Spell Lists. Sorcerer, Wizard
Drawmij's Instant Summons
6th-level conjuration (ritual)
Casting Time: 1 minute Range: Touch Components: V, S, M (a sapphire worth 1,000 gp) Duration: Until dispelled
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
Spell Lists. Wizard
Druid Grove
6th-level abjuration
Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon) Duration: 24 hours
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
- A constant gust of wind in two locations of your choice
- Spike growth in one location of your choice
- Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Spell Lists. Druid
Eyebite
6th-level necromancy
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
- Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
- Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
- Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Find the Path
6th-level divination
Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools – such as bones, ivory sticks, cards, teeth, or carved runes – worth 100 gp, and an object from the location you wish to find) Duration: Concentration, up to 1 day
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Spell Lists. Bard, Cleric, Druid
Fizban's Platinum Shield
6th-level abjuration
Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp) Duration: Concentration, up to 1 minute
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
- Cover. The creature has half cover.
- Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
- Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
Spell Lists. Sorcerer, Wizard
Flesh to Stone
6th-level transmutation
Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of lime, water, and earth) Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Spell Lists. Druid (Optional), Sorcerer (Optional), Warlock, Wizard
Forbiddance
6th-level abjuration (ritual)
Casting Time: 10 minutes Range: Touch Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp) Duration: 1 day
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Spell Lists. Cleric
Globe of Invulnerability
6th-level abjuration
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a glass or crystal bead that shatters when the spell ends) Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Spell Lists. Sorcerer, Wizard
Gravity Fissure
6th-level evocation (dunamancy:graviturgy)
Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a fistful of iron filings) Duration: Instantaneous
You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Spell Lists. Wizard
Guards and Wards
6th-level abjuration
Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp) Duration: 24 hours
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and Wards creates the following effects within the warded area.
- Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
- Doors. All doors in the warded area are magically locked, as if sealed by an Arcane Lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain sections of wall.
- Stairs. Webs fill all stairs in the warded area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Guards and Wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
- Place Dancing Lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and Wards lasts.
- Place Magic Mouth in two locations.
- Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
- Place a constant Gust of Wind in one corridor or room.
- Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally.
The whole warded area radiates magic. A Dispel Magic cast on a specific effect, if successful, removes only that effect. You can create a permanently Guarded and Warded structure by casting this spell there every day for one year.
Spell Lists. Bard, Wizard
Harm
6th-level necromancy
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantanous
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Spell Lists. Cleric
Heal
6th-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
Spell Lists. Cleric, Druid
Heroes' Feast
6th-level conjuration
Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Spell Lists. Bard (Optional), Cleric, Druid
Investiture of Flame
6th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Investiture of Ice
6th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Investiture of Stone
6th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Investiture of Wind
6th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes
Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Spell Lists. Druid, Sorcerer, Warlock, Wizard
Magic Jar
6th-level necromancy
Casting Time: 1 minute Range: Self Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can’t be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
Spell Lists. Wizard
Mass Suggestion
6th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Spell Lists. Bard, Sorcerer, Warlock, Wizard
Mental Prison
6th-level illusion
Casting Time: 1 action Range: 60 feet Components: S Duration: Concentration, up to 1 minute
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Spell Lists. Sorcerer, Warlock, Wizard
Move Earth
6th-level transmutation
Casting Time: 1 action Range: 120 feet Components: V, S, M (an iron blade and a small bag containing a mixture of soils – clay, loam, and sand) Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Spell Lists. Druid, Sorcerer, Wizard
Otiluke's Freezing Sphere
6th-level evocation
Casting Time: 1 action Range: 300 feet Components: V, S, M (a small crystal sphere) Duration: Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Spell Lists. Sorcerer (Optional), Wizard
Otto's Irresistible Dance
6th-level enchantment
Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Spell Lists. Bard, Wizard
Planar Ally
6th-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Spell Lists. Cleric
Primordial Ward
6th-level abjuration
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Spell Lists. Druid
Programmed Illusion
6th-level illusion
Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Spell Lists. Bard, Wizard
Psychic Crush
6th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute
You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.
The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.
Spell Lists. Sorcerer, Warlock, Wizard
Scatter
6th-level conjuration
Casting Time: 1 action Range: 30 feet Components: V Duration: Instantaneous
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Spell Lists. Sorcerer, Warlock, Wizard
Soul Cage
6th-level necromancy
Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies Range: 60 feet Components: V, S, M (a tiny silver cage worth 100 gp) Duration: 8 hours
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
- Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
- Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
- Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
- Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Spell Lists. Warlock, Wizard
Summon Fiend
6th-level conjuration
Casting Time: 1 action Range: 90 feet Components: V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) Duration: Concentration, up to 1 hour
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Spell Lists. Warlock (Optional), Wizard (Optional)
Fiendish Spirit
Large fiend Armor Class: 12 + the level of the spell (natural armor) Hit Points: 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th Speed: 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only) STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3) Damage Resistances: fire Damage Immunities: poison Condition Immunities: poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: Abyssal, Infernal, telepathy 60 ft. Challenge: — Proficiency Bonus: equals your bonus Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell’s level fire damage on a failed save, or half as much damage on a successful one. Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision. Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down). Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage. Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see. Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Sunbeam
6th-level evocation
Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
Spell Lists. Cleric (Optional), Druid, Sorcerer, Wizard
Tasha's Otherworldly Guise
6th-level transmutation
Casting Time: 1 bonus action Range: Self Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp) Duration: Concentration, up to 1 minute
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a flying speed of 40 feet.
- You have a +2 bonus to AC.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Spell Lists. Sorcerer (Optional), Warlock (Optional), Wizard (Optional)
Tenser's Transformation
6th-level transmutation
Casting Time: 1 action Range: Self Components: V, S, M (a few hairs from a bull) Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Spell Lists. Wizard
Transport via Plants
6th-level conjuration
Casting Time: 1 action Range: 10 feet Components: V, S Duration: 1 round
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Spell Lists. Druid
True Seeing
6th-level divination
Casting Time: 1 action Range: Touch Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) Duration: 1 hour
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Spell Lists. Bard, Cleric, Sorcerer, Warlock, Wizard
Wall of Ice
6th-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S, M (a small piece of quartz) Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Spell Lists. Wizard
Wall of Thorns
6th-level conjuration
Casting Time: 1 action Range: 120 feet Components: V, S, M (a handful of thorns) Duration: Concentration, up to 10 minutes
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Spell Lists. Druid
Widogast's Transmogrification
6th-level transmutation
Casting Time: 1 hour Range: Touch Components: V, S, M (Damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes) Duration: Instantaneous
You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.
Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.
Spell Lists. Wizard
Wind Walk
6th-level transmutation
Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form.
Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.
Spell Lists. Druid
Word of Recall
6th-level conjuration
Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.
Spell Lists. Cleric