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.