Level 6: Difference between revisions
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== Level 6 Spells == | == Level 6 Spells == | ||
=== Arcane Gate === | === Arcane Gate === | ||
Revision as of 23:22, 10 February 2026
Level 6 Spells
Arcane Gate
| Level: 6 | Casting Time: 1 Action | Conjuration | Sorcerer, Warlock, Wizard |
| Range: 500ft | Duration: 10 Minutes (Concentration) | Components: VS | Arcane |
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10ft of you and one point within 500ft of you. A circular portal, 10ft 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the range increases by 500ft for each Slot Level above 6th.
Blade Barrier
| Level: 6 | Casting Time: 1 Action | Evocation | Cleric, Maledictor, Seeker |
| Range: 90ft | Duration: 10 Minutes (Concentration) | Components: VS | Divine |
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. The wall is up to 20ft high, and up to 5ft thick, and can either be a straight wall up to 100ft long, or a ringed wall up to 60ft in diameter.
The wall provides 3/4 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage increases by 1d10, the width of the wall increases ft5ft, and the height increases by up to 10ft for each Slot Level above 6th.
Blood Boil
| Level: 6 | Casting Time: 1 Action | Evocation | Cleric, Druid, Seeker, Sorcerer, Warlock, Wizard |
| Range: Touch | Duration: 1 Minute (Concentration) | Components: VSM (a drop of mercury) | Arcane, Divine, Primal |
Make a Melee Spell Attack. On a hit, the temperature of the its blood (or other similar body fluid) begins to rise. It gains a Level of Exhaustion, and at the end of each of its turns it makes a Constitution Saving Throw, on a failed Save it gains another Level of Exhaustion. After succeeding on three of these Constitution Saves, the Spell ends. Once the Spell ends the Creature retains its Levels of Exhaustion. At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
Bones of the Earth
| Level: 6 | Casting Time: 1 Action | Transmutation | Druid, Seeker |
| Range: 120ft | Duration: Instant | Components: VS | Primal |
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 5ft diameter, up to 30ft tall cylinder. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a Creature if that Creature is Medium or smaller. Each pillar has 5AC and 30HP. When reduced to 0HP, a pillar crumbles into rubble, which creates a 10ft diameter area Difficult Terrain that lasts until the rubble is cleared. Each 5ft diameter portion of the area requires at least 1 Minute to clear by hand.
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 your Spell Save 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.
Chain Lightning
| Level: 6 | Casting Time: 1 Action | Evocation | Sorcerer, Wizard |
| Range: 150ft | Duration: Instant | Components: VSM (three silver pins) | Arcane |
You launch a lightning bolt toward a Target you can see within range. Three bolts then leap from that Target, striking up to three Targets of your choice within 30ft of the first Target. Each Target can only be hit by a single bolt.
Each Target makes a Dexterity saving throw, taking 10d8 Lightning 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, One additional bolt leaps from the first target for each Slot Level above 6th.
Circle of Death
| Level: 6 | Casting Time: 1 Action | Necromancy | Sorcerer, Warlock, Wizard |
| Range: 150ft | Duration: Instant | Components: VSM (the powder of a crushed black pearl worth 500+ GP | Arcane |
Negative energy ripples out in a 60ft Radius Sphere from a point you choose within Range. Each creature in that area makes a Constitution saving throw, taking 8d8 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 2d8 for each Slot Level above 6th.
Cloak of Dreams
| Level: 6 | Casting Time: 1 Action | Enchantment | Bard, Druid, Warlock |
| Range: 5ft Emanation | Duration: 1 Minute (Concentration) | Components: VSM (a poppy flower) | Primal |
You are surrounded by a soporific aroma that causes living creatures that begin their Turn or end their movement within 5ft of you to make a Constitution Saving Throw, on a failed Save that Creature falls asleep for 1 Minute.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the Range of the Spell increases by 5ft, and the Duration increases by 1 Minute for each Slot Level above 6th.
Conjure Fey
| Level: 6 | Casting Time: 1 Action | Conjuration | Druid, Soul-Binder |
| Range: 120ft | Duration: 10 Minutes (Concentration) | Components: VS | Primal |
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within Range until the spell ends. When the spirit appears, you can make one Melee Spell Attack against a Creature within 5ft of it. On a hit, the target takes Psychic Damage equal to 3d12 plus your Spellcasting Modifier and is Frightened until the start of your next Turn, with you and the spirit as the source of the fear.
As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30ft of the space it left and make the Attack against a Creature within 5ft of it.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the Damage dealt increases by 1d12 for each Slot Level above 6th.
Contigency
| Level: 6 | Casting Time: 10 Minutes | Abjuration | Wizard |
| Range: Self | Duration: 10 Days | Components: VSM (a gem-encrusted statuette of yourself worth 1,5000+ GP | Arcane |
Choose a Spell of 5th Level or lower that you can cast, that has a casting time of 1 Action or shorter, 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 trigger occurs. You describe that trigger 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 trigger occurs 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 as well. 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose a Spell of one Slot Level higher as your Contingent Spell for each Slot Level above 6th.
Create Homonculus
| Level: 6 | Casting Time: 1 Hour | Transmutation | Wizard |
| Range: Touch | Duration: Instant | Components: VSM (clay, ash, and mandrake root, all of which the spell consumes, and a jewel encrusted dagger worth at least 1,000 GP) | Arcane |
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.
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 HP maximum is reduced by the total, and the Homunculus’s HP maximum and current HP are both increased by it. This process can reduce you to no lower than 1HP, and the change to your and the Homunculus’s HP ends when you finish your next Long Rest. The reduction to your HP 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, Homonculus's HP maximum increases by 15 for each Slot Level above 6th.
Create Undead
| Level: 6 | Casting Time: 1 Minute | Necromancy | Cleric, Seeker, Warlock, Wizard |
| Range: 10ft | Duration: Instant | Components: VSM (one 150+ GP black onyx stone for each corpse | Divine |
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control.
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 120ft of you. You decide what Action the Creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge Action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level you can animate or reassert control over four Ghouls. When you cast this Spell using a Spell Slot of 8th Level you can animate or reassert control over five Ghouls, or two Ghasts or Wights. When you cast this Spell using a Spell Slot of 9th Level you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies.
Dirge
| Level: 6 | Casting Time: 1 Action | Enchantment | Bard, Cleric |
| Range: 60ft Emanation | Duration: 1 Minute (Concentration) | Components: V | Divine |
When you cast this Spell, you can designate any number Creatures to be unaffected by it. Any other Creature can’t regain Hp while in the Emanation. Whenever the Emanation enters a Creature’s space and whenever a Creature enters the Emanation or ends its turn there, the Creature makes a Constitution Saving Throw. On a failed Save, the Creature takes 3d10 Necrotic Damage falls Prone. On a successful Save, the creature takes half as much Damage and is Slowed until the start of your next Turn. A Creature makes this Save only once per Turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, somethinghappens for each Slot Level above 6th.
Disintegrate
| Level: 6 | Casting Time: 1 Action | Transmutation | Sorcerer, Wizard |
| Range: 60ft | Duration: Instant | Components: VSM (a lodestone and dust) | Arcane |
You launch a green ray at a target you can see within Range. The target can be a Creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A Creature targeted by this Spell makes a Dexterity Saving Throw. On a failed Save, the target takes 10d6+40 Force Damage. If this Damage reduces it to 0HP, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish Spell.
This Spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10ft Cube portion of it.
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.
Instant Summons
| Level: 6 | Casting Time: 1 Minute (Ritual) | Evocation | Wizard |
| Range: 150ft | Duration: Until Dispelled | Components: VSM (a sapphire worth 1,000+ GP | Arcane |
You touch the sapphire used in the casting and an object weighing 10lbs or less whose longest dimension is 6ft or less. The Spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this Spell, you must use a different sapphire.
Thereafter, you can use an Action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the Spell ends.
If another Creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that Creature is and where that Creature is currently located.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can use this spell one additional time before the sapphire shatters for each Slot Level above 6th.
Druid Grove
| Level: 6 | Casting Time: 10 Minutes | Abjuration | Druid, Seeker |
| Range: Touch | Duration: 24 Hours | Components: VSM (mistletoe, which the spell consumes) | Arcane |
You invoke the spirits of nature to protect an area outdoors or underground. The area is a 30-90ft 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 5ft Squares on the ground with thick fog, making them Heavily Obscured. The fog reaches 10ft high, and is Difficult Terrain. 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 5ft 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, 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose one more Additional Spell Effect for each Slot Level above 6th.
Effulgent Spheres
| Level: 6 | Casting Time: 1 Action | Evocation | Druid, Seeker, Sorcerer, Wizard |
| Range: Self | Duration: 1 Hour | Components: VSM (an opal worth 1000+ GP) | Arcane |
Six chromatic spheres orbit you for the duration.
While the spheres are present, you can expend spheres to create the following effects:
Absorb Energy. When you take Acid, Cold, Fire, Lightning, or Thunder Damage, you can use your Reaction to expend one sphere and give yourself Resistance to the triggering Damage Type until the start of your next Turn.
Energy Blast. As a Bonus Action, you send one sphere hurtling toward a target within 120ft of yourself. Make a Ranged Spell Attack. On a hit, the Target takes 3d6 Acid, Cold, Fire, Lightning, or Thunder Damage (your choice). Regardless of whether you hit, the sphere is expended.
The Spell ends early if you have no more spheres remaining.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you create one more sphere for each Slot Level above 6th.