Level 6 Spells

Blade Barrier

Level 6 evocation · action · 90 ft · VS · minutes 10 · Cleric

The wall is up to 100 ft long, 20 ft high and 5 ft thick (or a ring up to 60 ft across). It gives Three-Quarters Cover and is Difficult Terrain; creatures save when it appears and when they enter it or end a turn in it, once per turn.

Chain Lightning

Level 6 evocation · action · 150 ft · VS M · instantaneous · Sorcerer, Wizard

Each extra slot level above 6 adds one more leap.

Circle of Death

Level 6 necromancy · action · 150 ft · VS M · instantaneous · Sorcerer, Warlock, Wizard

The damage grows by 2d8 for each slot level above 6.

Conjure Fey

Level 6 conjuration · action · 60 ft · VS · minutes 10 · Druid

When it appears and as a Bonus Action on later turns (after teleporting up to 30 ft), it makes a melee spell attack against a creature within 5 ft. A hit also leaves the target Frightened of you and the spirit until the start of your next turn.

Create Undead

Level 6 necromancy · 1 minute · 10 ft · VS M · instantaneous · Cleric, Warlock, Wizard

You command them with a Bonus Action for 24 hours, after which you must recast the spell to keep control of them.

Dirge

Level 6 enchantment · action · self · V · minutes 1 · Bard, Cleric

A mournful 60-foot Emanation surrounds you. Creatures in it other than you and those you spare (your allies) can't regain Hit Points. A creature the Emanation moves onto, entering it, or ending its turn there makes a Constitution save once per turn: on a failure 3d10 Necrotic damage and Prone; on a success half damage and its Speed is halved until the end of its next turn. The Circle casting isn't in the game.

Disintegrate

Level 6 transmutation · action · 60 ft · VS M · instantaneous · Sorcerer, Wizard

It can also destroy a nonmagical object or a 10-foot cube of it, or a creation of magical force such as a Wall of Force.

Elminster’s Effulgent Spheres

Level 6 evocation · action · self · VS M · hours 1 · Druid, Sorcerer, Wizard

Six glowing spheres orbit you for 1 hour (one more per slot level above 6). Choose Acid, Cold, Fire, Lightning or Thunder when you cast it. When you take damage of one of those types you can spend a sphere as a Reaction to gain Resistance to that type until the start of your next turn (against an attack you're asked; otherwise it's used only when set to Automatic). As a Bonus Action you can hurl a sphere: a ranged spell attack against a creature within 120 feet, 3d6 damage of the chosen type, spending the sphere hit or miss. The spell ends when the last sphere is spent.

Eyebite

Level 6 necromancy · action · self · VS · minutes 1 · Bard, Sorcerer, Warlock, Wizard

Asleep: Unconscious until damaged or shaken awake; Panicked: Frightened and Dashing away from you; Sickened: Poisoned, with a new save at the end of each of its turns. Later turns: a Magic action picks a new target, never one that already saved.

Find the Path

Level 6 divination · 1 minute · self · VS M · days 1 · Bard, Cleric, Druid

You also know how far away it is and, when you face a choice of paths, which way to go. It fails on a destination that moves or that you don't know well enough.

Flesh to Stone

Level 6 transmutation · action · 60 ft · VS M · minutes 1 · Druid, Sorcerer, Wizard

A Restrained target repeats the save at the end of each of its turns: three successes end the spell, three failures leave it Petrified. If you keep Concentration for the full minute, the petrification lasts until removed.

Forbiddance

Level 6 abjuration (ritual) · 10 minute · touch · VS M · days 1 · Cleric

The area is up to 40,000 square feet and 30 feet high. Chosen types (Celestials, Elementals, Fey, Fiends or Undead) take 5d10 Radiant or Necrotic damage when they first enter it on a turn or end a turn there; a password lets a creature through unharmed. Casting it daily for 30 days makes it last until dispelled.

Globe of Invulnerability

Level 6 abjuration · action · self · VS M · minutes 1 · Sorcerer, Wizard

Such a spell can't affect anything inside the globe, even when cast with a higher slot; spells can still be cast from inside out.

Guards and Wards

Level 6 abjuration · 1 hour · touch · VS M · hours 24 · Bard, Wizard

Corridors fill with fog, doors are arcane-locked or hidden, stairs fill with webs and passages confuse those who walk them; you add one more effect such as dancing lights, magic mouth, stinking cloud, a gust of wind or suggestion. Casting it every day for a year makes it permanent.

Harm

Level 6 necromancy · action · 60 ft · VS · instantaneous · Cleric

On a failure the target's Hit Point maximum drops by the Necrotic damage it took, to no lower than 1.

Heal

Level 6 abjuration · action · 60 ft · VS · instantaneous · Cleric, Druid

The healing grows by 10 for each slot level above 6.

Heroes' Feast

Level 6 conjuration · 10 minute · self · VS M · instantaneous · Bard, Cleric, Druid

Eating takes an hour. For 24 hours afterwards each diner has Resistance to Poison damage, immunity to the Poisoned and Frightened conditions, and a Hit Point maximum raised by 2d10, gaining that many Hit Points too.

Mass Suggestion

Level 6 enchantment · action · 60 ft · V M · hours 24 · Bard, Sorcerer, Warlock, Wizard

A Charmed target pursues the suggestion (25 words or fewer, nothing obviously harmful) for the duration, until it's done, or until you or your allies damage it.

Otiluke's Freezing Sphere

Level 6 evocation · action · 300 ft · VS M · instantaneous · Sorcerer, Wizard

Water it hits freezes solid for a minute. Instead of throwing it, you can keep the globe to hurl later or hand it to someone; it bursts if dropped or thrown up to 40 ft.

Otto's Irresistible Dance

Level 6 enchantment · action · 30 ft · V · minutes 1 · Bard, Wizard

While dancing it has Disadvantage on Dex saves and attack rolls, and attacks against it have Advantage; on each of its turns it can use an action to repeat the save. Even on a success, it spends all its movement dancing until the end of its next turn.

Summon Dinosaur

Level 6 conjuration · action · 90 ft · VS M · hours 1 · Druid

Summon an Ankylosaur, Triceratops, or Tyrannosaur spirit into a visible empty space. It acts just after you on your Initiative, follows free verbal commands, and otherwise Dodges and avoids danger. It disappears at 0 HP or spell end. Slot level scales the source Dinosaur Spirit stat block; you control its actions and movement.

Summon Fiend

Level 6 conjuration · action · 90 ft · VS M · hours 1 · Warlock, Wizard

It uses the Fiendish Spirit stat block, shares your Initiative and takes its turn right after yours, obeying your commands. Its stats grow with the slot level.

Sunbeam

Level 6 evocation · action · self · VS M · minutes 1 · Cleric, Druid, Sorcerer, Wizard

You can fire a new beam as a Magic action on later turns. While the spell lasts you shed sunlight: Bright Light in a 30-ft radius and Dim Light 30 ft beyond.

Tasha's Bubbling Cauldron

Level 6 conjuration · action · 5 ft · VS M · minutes 10 · Warlock, Wizard

It holds as many potions as your spellcasting modifier (at least one); drawing one is a Bonus Action. Potions that aren't used vanish when you cast the spell again.

True Seeing

Level 6 divination · action · touch · VS M · hours 1 · Bard, Cleric, Sorcerer, Warlock, Wizard

It sees in magical and normal darkness, sees invisible creatures and objects, spots visual illusions and shape-changers, and sees into the Ethereal Plane.

Wall of Ice

Level 6 evocation · action · 120 ft · VS M · minutes 10 · Wizard

Make a dome or globe up to 10 feet in radius, or ten connected 10-foot panels, all 1 foot thick. Each 10-foot section has AC 12 and 30 Hit Points (Vulnerable to Fire); a broken section leaves frigid air that deals 5d6 Cold (Con save for half) to a creature first passing through it on a turn.

Wall of Thorns

Level 6 conjuration · action · 120 ft · VS M · minutes 10 · Druid

The wall is up to 60 ft long, 10 ft high and 5 ft thick (or a ring up to 20 ft across), and blocks sight. Each foot moved through it costs 4 feet, and a creature saves when it first enters it on a turn or ends a turn there.