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.


Arcane Transformation

Level: 6 Casting Time: 1 Action Transmutation Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VSM (a few hairs from a bull) Arcane

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 one additional time when you take the Attack Action on your Turn.

Immediately after the spell ends, you must succeed on a DC 15 Constitution Saving Throw or suffer one Level of Exhaustion.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level, you get 50 more Temporary Hit Points, and deal 1d12 additional Force Damage. When you cast this Spell using a Spell Slot of 8th Level, you add your Spellcasting Modifier to Weapon Attacks, Weapon Damage Dice and Strength and Constitution Saving Throws. When you cast this Spell using a Spell Slot of 9th Level, you can make two additional Attacks instead of one when you take the Attack Action.


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.

Bubbling Cauldron

Level: 6 Casting Time: 1 Action Evocation Warlock, Wizard, Seeker
Range: 5ft Duration: 10 Minutes Components: VSM (a gilded ladle worth 500+ GP) Arcane

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied Space on the ground within 5ft of you and lasts for the Duration. The cauldron can't be moved and disappears when the Spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon Potion of your choice (such as a Potion of Healing). As a Bonus Action, you or a friendly Creature can reach into the cauldron and withdraw one Potion of that kind. The Potion is contained in a vial that disappears when the Potion is consumed. The cauldron can produce a number of these potions equal to your Spellcasting Modifier ability (minimum of 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the Spell ends.
Potions obtained from the cauldron that aren't consumed disappear when you cast this Spell again.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can choose one additional Potion, each of which can be created a number of times equal to your Spellcasting Modifier (minimum of 1) 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.


Contagious Flame

Level: 6 Casting Time: 1 Action Evocation Druid, Sorcerer, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: VM (a vial of emulsified oil and water) Primal

You create three rays of fire and hurl them at Targets within Range. Make a Ranged Spell Attack for each ray. On a hit, the target takes 4d6 Fire Damage.
As a Bonus Action on each of your consecutive, you cause a new ray of fire launches from each Creature who took damage from the Spell in the previous Round-these new rays attack as if you fired them, but their point of origin is the previous Creature Damaged. A Creature cannot be Targeted by a ray produced from its space.
If you ever do not use your Bonus Action to continue this Spell, it ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you create one additional ray for each Slot Level above 6th.


Contingency

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.


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.


Elemental Mage Armor

Level: 6 Casting Time: 1 Action Abjuration Sorcerer, Wizard
Range: Touch Duration: 8 Hours Components: VSM (adamantine ore) Arcane

You touch a willing Creature who isn’t wearing Armor, and a protective magical force surrounds it until the Spell ends. The Target’s base AC becomes 15 + its Dexterity Modifier. The Spell ends if the target dons armor or if you dismiss the Spell as an Action.
In addition, while benefiting from this Spell, the target has Resistance to one of the following Damage Types of your choice: Acid, Cold, Fire, Lightning or Thunder.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, choose two additional Damage Types for the Target to gain Resistance to for each Slot Level above 6th. Additionally, when you cast this Spell 9th Level, Choose one Damage Type listed for the Target to gain Immunity to for the Spell's Duration.


Eybite

Level: 6 Casting Time: 1 Action Necromancy Bard, Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: VS Arcane

For the Spell's Duration, your eyes become an inky void imbued with dread power. One Creature of your choice within 60ft 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 60ft away from you where it can no longer see you, this effect ends.
Sickened. The target is Poisoned. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.


Find the Path

Level: 6 Casting Time: 1 Minute Divination Bard, Cleric, Druid
Range: Self Duration: 1 Day (Concentration) Components: VSM (a set of divination tools-such as cards or runes-worth 100+ GP Divine, Primal

You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the Spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
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. Whenever you face a choice of paths along the way there, you know which path is the most direct.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level, the Duration increases to 30 Days. When you cast the Spell at 8th Level the Duration increases to 1 Year. When you cast the Spell at 9th Level or higher, the Duration increases to Until Dispelled.


Flesh to Stone

Level: 6 Casting Time: 1 Action Transmutation Druid, Sorcerer, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: VS Arcane

You attempt to turn one Creature that you can see within Range into stone. The target makes a Constitution Saving Throw. On a failed Save, it becomes Restrained for the Duration. On a successful Save, its Speed is 0 until the start of your next Turn. Constructs automatically succeed on the save.
A Restrained Target makes 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 its Saves three times, it is turned to stone and Petrified for the Duration.
If you maintain your Concentration on this spell for the entire duration, the target is Petrified until the Condition is ended by Greater Restoration or similar magic.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.


Forbiddance

Level: 6 Casting Time: 10 Minutes (Ritual) Abjuration Cleric, Seeker
Range: 150ft Duration: 1 Day Components: VSM (a sprinkling of holy water, rare incense, and powdered ruby worth 1000+ GP Arcane

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30ft 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, the Ethereal Plane, the Feywild, the 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: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a Creature of a chosen Type enters the Spell’s Area for the first time on a Turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic Damage (your choice when you cast this Spell).
You can designate a password when you cast the Spell. A creature that speaks the password as it enters the area takes no Damage from the spell.
The 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.


Freezing Sphere

Level: 6 Casting Time: 1 Action Evocation Sorcerer, Warlock, Wizard
Range: 300ft Duration: Instant Components: VSM (a small crystal sphere) Arcane

A frigid globe of cold energy streaks from your fingertips to a point of your choice within Range, where it explodes in a 60ft 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 30ft squared. 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.


Globe of Invulnerability

Level: 6 Casting Time: 1 Action Abjuration Sorcerer, Wizard
Range: Self Duration: 1 Minutes (Concentration) Components: VS Arcane

An immobile, shimmering barrier appears in a 10ft Emanation and remains for the Duration.
Any Spell of 5th Level or lower cast from outside the barrier can’t affect anything within it. 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 areas of effect created by such Spells.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, it blocks Spells of 1 Level higher for each Slot Level above 6th.


Greater Mage Armor

Level: 6 Casting Time: 1 Action Abjuration Sorcerer, Wizard
Range: Touch Duration: 8 Hours Components: VSM (adamantine ore and a ruby worth 300+ GP which the Spell consumes Arcane

You touch a willing Creature who isn’t wearing Armor, and a protective magical force surrounds it until the Spell ends. The Target’s base AC becomes 15 + its Dexterity Modifier. The Spell ends if the target dons armor or if you dismiss the Spell as an Action.
In addition, while benefiting from this Spell, the Target has Resistance to Bludgeoning, Piercing and Slashing Damage from nonmagical attacks.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level, the Target gains Resistance to Bludgeoning, Piercing and Slashing Damage. When you cast this Spell using a Spell Slot 8th Level, the Target gains Immunity to one of the following Damage Types of your choice, and Resistance to the other two: Bludgeoning, Piercing and Slashing Damage. When you cast this Spell using a Spell Slot of 9th Level, the Target gains Immunity to Bludgeoning, Piercing and Slashing Damage.


Guards and Wards

Level: 6 Casting Time: 1 Action Abjuration Bard, Wizard
Range: Touch Duration: 24 Hours Components: VSM (a silver rod worth 10+ GP Arcane

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20ft tall, and you shape it as one 50ft square, one hundred 5ft squares that are contiguous, or twenty-five 10ft squares that are contiguous.
When you cast this Spell, you can specify individuals that are unaffected by the Spell’s effects. You can also specify a password that, when spoken aloud within 5ft of the warded area, makes the speaker immune to its effects.
The Spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the Spell every day for 365 days on the same Area, the spell thereafter lasts until all its effects are dispelled.
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 believes 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 the Arcane Lock Spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:

  • Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts

Magic Mouth in two locations

  • Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)
  • Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
  • Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally

At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, choose one additional Other Spell Effect for each Slot Level above 6th.


Harm

Level: 6 Casting Time: 1 Action Necromancy Cleric
Range: 60ft Duration: Instant Components: VS Divine

You unleash virulent magic on a Creature you can see within Range. The target makes a Constitution saving throw. On a failed Save, it takes 14d6 Necrotic Damage, and its HP Maximum is reduced by an amount equal to the Necrotic Damage it took for 1 Hour. On a successful Save, it takes half as much Damage and its HP Maximum is not reduced. This Spell can’t reduce a target’s HP Maximum below 1. Any effect that removes a disease allows a Creature's HP Maximum to return to normal before that time passes.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, increase the Necrotic Damage by 2d6 for each Slot Level above 6th.


Heal

Level: 6 Casting Time: 1 Action Abjuration Cleric, Druid
Range: 60ft Duration: Instant (Concentration) Components: VS Divine, Primal

Choose a creature that you can see within Range. Positive energy washes through the Target, restoring 70 HP. This Spell also ends the Blinded, Deafened, and Poisoned Conditions on the Target.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the healing inceases by 10 for each Slot Level above 6th.


Heroes' Feast

Level: 6 Casting Time: 10 Minutes Conjuration Bard, Cleric, Druid
Range: Self Duration: Instant Components: VSM (a gem-encrusted bowl worth 100+ GP which the Spell consumes Divine, Primal

You conjure a feast that appears on a surface in an unoccupied 10ft Cube next to you. 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 gains several benefits, which last for 24 hours. The Creature has Resistance to Poison Damage, and it has Immunity to the Frightened and Poisoned Conditions. Its HP Maximum also increases by 2d10, and it gains the same number of HP.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can have four additional Creatures take part in the feast and increase the HP Maximum increase by 1d10 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.


Investiture of Flame

Level: 6 Casting Time: 1 Action Transmutation Druid, Sorcerer, Warlock, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VS Primal

Flames race across your body, shedding Bright Light in a 30ft Radius and Dim Light for an additional 30ft 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 5ft 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 15ft long and 5ft 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.


Investiture of Ice

Level: 6 Casting Time: 1 Action Transmutation Druid, Sorcerer, Warlock, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VS Primal

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 ignore Difficult Terrain created by ice or snow.
  • The ground in a 10ft Emanation is Difficult Terrain for Creatures other than you.
  • You can use your action to create a 15ft Cone of freezing wind extending from your outstretched hand in a direction you choose. Each Creature in the Cone makes a Constitution Saving Throw. A Creature takes 4d6 Cold Damage and has its Speed halved until the start of your next Turn on a failed Save, or half as much Damage on a successful one.


Investiture of Stone

Level: 6 Casting Time: 1 Action Transmutation Druid, Sorcerer, Warlock, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VS Primal

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.
  • You can use your Action to create a small earthquake on the ground in a 15ft Emanation. Other Creatures on that ground in that Area must succeed on a Dexterity Saving Throw or be knocked Prone.
  • You ignore Difficult Terrain made of earth or stone. 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.


Investiture of Wind

Level: 6 Casting Time: 1 Action Transmutation Druid, Sorcerer, Warlock, Wizard
Range: Self Duration: 10 Minutes (Concentration) Components: VS Primal

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 60ft.
  • You can use your Action to create a 15ft Cube of swirling wind centered on a point you can see within 60ft 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 10ft away from the center of the Cube.


Irresistible Dance

Level: 6 Casting Time: 1 Action Enchantment Bard, Wizard
Range: 30ft Duration: 1 Minute (Concentration) Components: V Arcane

One Creature that you can see within Range must make a Wisdom Saving Throw. On a successful Save, the target dances comically until the end of its next Turn, during which it must spend all its Movement to dance in place.
On a failed Save, the Target has the Charmed Condition for the Duration. While Charmed, the target dances comically, must use all its Movement to dance in place, and has Disadvantage on Dexterity Saving Throws and Attack Rolls, and other Creatures have Advantage on Attack Rolls against it. On each of its Turns, the Target can take an Action to collect itself and repeat the Save, ending the Spell on itself on a success.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.


Magic Jar

Level: 6 Casting Time: 1 Minute Necromancy Wizard
Range: Self Duration: Until Dispelled Components: VSM (a gem, crystal, or reliquary worth 500+ GP) Arcane

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 take Reactions. The only Action you can take is to project your soul up to 100ft out of the container, either returning to your living body (and ending the Spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100ft of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). The Target makes a Charisma Saving Throw. On a failed Save, your soul enters the Target’s body, and the Target’s soul becomes trapped in the container. On a successful Save, 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 HP, Hit Dice, Strength, Dexterity, Constitution, Speed, and Senses are replaced by the Creature’s. You otherwise keep your game statistics.
Meanwhile, the possessed creature’s soul can perceive from the container using its own Senses, but it can’t move and it is Incapacitated.
While possessing a body, you can use an Action to return from the host body to the container if it is within 100ft 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 make a Charisma Saving Throw against your Spell Save DC. On a success, you return to the container if it is within 100ft of you. Otherwise, you die.
If the container is destroyed or the Spell ends, your soul returns to your body. If your body is more than 100ft away from you or if your body is dead, 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 100ft. Otherwise, that Creature dies.
When the Spell ends, the container is destroyed.


Mass Suggestion

Level: 6 Casting Time: 1 Action Enchantment Bard, Sorcerer, Wizard
Range: 60ft Duration: Instant (Concentration) Components: VM (a snake's tongue) Arcane

You suggest a course of activity—described in no more than 25 words—to twelve or fewer Creatures you can see within Range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal Damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”
Each Target must succeed on a Wisdom Saving Throw or have the Charmed Condition for the Duration or until you or your allies deal Damage to the Target. Each Charmed Target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire Duration, but if the suggested activity can be completed in a shorter time, the Spell ends for a Target upon completing it.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level, the duration is 10 Days. When you cast this Spell using a Spell Slot of 8th Level, the duration is 30 Days. When you cast this Spell using a Spell Slot of 9th Level, the Duration is 1 Year and a Day.


Mental Prison

Level: 6 Casting Time: 1 Action Illusion Sorcerer, Warlock, Wizard
Range: 60ft Duration: 1 Minute (Concentration) Components: S Arcane

You attempt to bind a Creature within an illusory cell that only it perceives. One Creature you can see within Range takes 5d10 Psychic Damage and then must make an Intelligence Saving Throw. The Target succeeds automatically if it is Immune to being Charmed. On a successful Save the Spell ends. On a failed Save 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the initial Damage increases by 1d10, the Damage for disrupting the illusion increases by 2d10, and you can Target one additional Creature for each Slot Level above 6th.


Move Earth

Level: 6 Casting Time: 1 Action Evocation Druid, Sorcerer, Wizard
Range: 120ft Duration: 2 Hours (Concentration) Components: VSM (a miniature shovel) Primal

Choose an Area of terrain no larger than 40ft 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. For example, if you affect a 40ft Square, you can create a pillar up to 20ft high, raise or lower the square’s elevation by up to 20ft, dig a trench up to 20ft deep, and so on. It takes 10 Minutes for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s Movement.
At the end of every 10 Minutes you spend concentrating on the Spell, you can choose a new area of terrain to affect within Range.
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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the area increases by 20ft and the duration increases by 1 Hour for each Slot Level above 6th.


Otherworldly Form

Level: 6 Casting Time: 1 Bonus Action Transmutation Sorcerer, Warlock, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: VSM (an object engraved with a symbol of the Outer Planes, worth 500+ GP) Arcane

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 40ft.
  • You have a +2 bonus to AC.
  • All your Weapon Attacks are Magical, and when you make a Weapon Attack, you can use your Spellcasting Ability Modifier, instead of Strength or Dexterity, for the Attack and Damage Rolls.
  • You can Attack one additional time when you take the Attack Action on your Turn.


Planar Ally

Level: 6 Casting Time: 10 Minutes Conjuration Cleric, Seeker
Range: 60ft Duration: Instant Components: VS Arcane

You beseech an otherworldly entity for aid. The being must be known to you: a god, 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 a particular way. You can ask it 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.
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 possible. If you are unable to agree on a price for the creature’s service, the Creature immediately returns to its home plane.


Platinum Shield

Level: 6 Casting Time: 1 Bonus Action Abjuration Sorcerer, Wizard
Range: 150ft Duration: 1 Minute (Concentration) Components: VSM (a platinum-plated dragon scale worth at least 500 G Arcane

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 5ft. While surrounded by the field, a Creature gains the following benefits:

  • Cover. The Creature has 1/2 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 60ft of the field.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can target one additional Creature for each Slot Level above 6th.


Primordial Ward

Level: 6 Casting Time: 1 Action Abjuration Druid
Range: Self Duration: 1 Minute (Concentration) Components: VS Primal

You have Resistance to Acid, Cold, Fire, Lightning, Poison, 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the Immunity lasts for 1 additional Round for each Slot Level above 6th.


Programmed Illusion

Level: 6 Casting Time: 1 Action Evocation Bard, Wizard
Range: 120ft Duration: Until Dispelled Components: VSM (jade dust worth 25+ GP) Arcane

You create an illusion of an object, a Creature, or some other visible phenomenon within Range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30ft 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 trigger 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 which the illusion can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30ft 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.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A Creature can use an 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.


Scatter

Level: 6 Casting Time: 1 Action Conjuration Sorcerer, Warlock, Wizard
Range: 30ft Duration: Instant Components: V Conjuration

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 120ft of you. That Space must be on the ground or on a floor.


Soul Cage

Level: 6 Casting Time: 1 Reaction (when a Humanoid within 60ft of you dies) Necromancy Warlock, Wizard
Range: 60ft Duration: 8 Hours Components: VSM (tiny silver cage worth 100GP) Arcane

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. Destroying the cage 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 HP.
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, causing the next Attack Roll, Ability Check, or Saving Throw you make before the start of your next Turn to be made with Advantage.
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 10 Minutes and requires Concentration. 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can exploit the soul 3 additional times and the Duration increases by 8 Hours for each Slot Level above 6th.


Summon Fiend

Level: 6 Casting Time: 1 Action Conjuration Sorcerer, Warlock, Wizard
Range: 90ft Duration: 1 Hour Components: VSM (Humanoid blood inside a ruby vial worth 600+ GP) Arcane

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 HP or when the Spell ends.
The creature is friendly to you and your companions. In Combat, the Creature shares your initiative count, but it takes its Turn immediately before or 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.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the stat block improves as it describes.

Fiendish Spirit (Summon Fiend).png


Sunbeam

Level: 6 Casting Time: 1 Action Evocation Cleric, Druid, Sorcerer, Wizard
Range: Self Duration: 1 Minute (Concentration) Components: VSM (a magnifying glass) Arcane

You launch a sunbeam in a 5ft wide, 60ft long Line. Each Creature in the Line makes a Constitution Saving Throw. On a failed Save, a Creature takes 6d8 Radiant Damage and is Blinded until the Start of your next Turn. On a successful Save, it takes half as much Damage and is not Blinded.
Until the Spell ends, you can use an Action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light out to 30ft, and Dim Light an additional 30ft. This light is sunlight.
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.


Transport Via Plants

Level: 6 Casting Time: 1 Action Conjuration Druid
Range: 10ft Duration: 1 Minute Components: VS Primal

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 5ft of Movement.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes for each Slot Level above 6th.


True Seeing

Level: 6 Casting Time: 1 Action Divination Bard, Cleric, Sorcerer, Warlock, Wizard
Range: Touch Duration: 1 Hour Components: VSM (mushroom powder 25+ GP, which the Spell consumes) Arcane

This Spell gives the willing Creature you Touch the ability to see things as they actually are. For the Duration, the Creature has Truesight out to a range of 120 feet.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can Target 1 additional Creature and the Duration increases by 1 Hour for each Slot Level above 6th.


Wall of Ice

Level: 6 Casting Time: 1 Action Evocation Sorcerer, Warlock, Wizard
Range: 120ft Duration: 10 Minutes (Concentration) Components: VSM (a piece of quartz) Arcane

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft Square panels. Each panel must be contiguous with another panel. In any form, the wall is 1ft thick and lasts for the Duration.
If the wall cuts through a Creature’s space when it appears, the Creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving Throw, taking 10d6 Cold Damage on a failed Save or half as much Damage on a successful one.
The wall is an object that can be Damaged and thus breached. Each panel has 12AC and 30HP, and it has Immunity to Cold, Poison, and Psychic Damage and Vulnerability to Fire Damage. Reducing panel to 0 HP destroys it and leaves behind a sheet of frigid air in the Space the panel occupied.
A Creature moving through the sheet of frigid air left behind by the shattered panel for the first time on a Turn makes a Constitution Saving Throw, taking 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 initial Damage increases by 2d6, and the frigid air Damage increases by 1d6 for each Slot Level above 6th.


Wall of Thorns

Level: 6 Casting Time: 1 Action Conjuratin Druid
Range: 120ft Duration: 10 Minutes (Concentration) Components: VSM (a handful of thorns) Primal

You create a wall of 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 60ft long, 10ft high, and 5ft thick or a circle that has a 20ft Diameter and is up to 20ft high and 5ft thick. The wall blocks line of sight.
When the wall appears, each Creature in its area makes a Dexterity Saving Throw, taking 7d8 Piercing Damage on a failed Save or half as much Damage on a successful one
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 (5ft costs 20ft of Speed). Furthermore, the first time a Creature enters a Space in the wall on a turn or ends its Turn there, the Creature makes a Dexterity Saving Throw, taking 7d8 Slashing Damage on a failed Save or half as much Damage on a successful one. A Creature takes this Damage only once per Turn.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, both Damages increase by 1d8 for each Slot Level above 6th.


Wind Walk

Level: 6 Casting Time: 1 Minute Transmutation Druid
Range: 30ft Duration: Instant (Concentration) Components: VSM (fire and holy water) Primal

You and up to ten willing Creatures of your choice within Range assume gaseous forms for the Duration, appearing as wisps of cloud. While in this cloud form, a Target has a Flying Speed of 300ft and can hover; it has Immunity to the Prone Condition; and it has Resistance to Bludgeoning, Piercing, and Slashing Damage. The only Actions a Target can take in this form are the Dash Action or an Action to begin reverting to its normal form. Reverting takes 1 Minute, during which the target has the Stunned Condition. Until the Spell ends, the Target can revert to cloud form, which also requires an Action followed by a 1 Minute transformation, during which the Target is also Stunned
If a Target is in cloud form and Flying when the effect ends, the Target descends 60ft per Round for 1 Minute until it lands, which it does safely. If it can’t land after 1 Minute, it falls the remaining distance.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, the Duration increases by 10 Minutes and you can choose up to 5 additional Creatures for each Slot Level above 6th.


Word of Recall

Level: 6 Casting Time: 1 Action Conjuration Cleric
Range: 5ft Duration: Instant Components: V Divine

You and up to five willing Creatures within 5ft 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 location, such as a temple, as a sanctuary by casting this Spell there.
At Higher Levels. When you cast this Spell using a Spell Slot of 7th Level or higher, you can target 5 additional Creatures and the Range increases by 10ft for each Slot Level above 6th.