Level 6 Spells
Level 6; Casting Time 1 Action; Components V,S,M; Range L (150 ft.); Duration I
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 ft. of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Saving (Dexterity) throw against your Spell DC. The target takes 5d8 electricity damage on a failed save, or half as much on a successful one.
At higher level: when you empower this, one additional bolt leaps from the first target to another target for every level above 6th.
Level 6; Casting Time 10 min.; Components V,S,M; Range S; Duration 10 days
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending FP for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might decide that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends.
Level 6; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration I
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Saving throw against your Spell DC. On a failed save, the target takes 5d6 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a wish spell. This spell automatically disintegrates a non-magical object or a creation of magical force smaller than 10 ft. If the target is bigger than 10 ft., this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At higher level: when you empower the spell, the damage increases by 2d6 for every level above 6th.
Level 6; Casting Time 1 Action; Components V,S; Range S; Duration C (1 min.)
For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 ft. of you that you can see must succeed on a Saving throw against your Spell DC or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked: The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 ft. away from you where it can no longer see you, this effect ends.
Sickened: The target has disadvantage on Attack rolls and Ability checks. At the end of each of its turns, it can make another Saving throw. If it succeeds, the effect ends.
Level 6; Casting Time 1 Action; Components V,S,M; Range L (60 ft.); Duration C (1 min.)
You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Saving throw against your Spell DC. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Level 6; Casting Time 1 Action; Components V,S,M; Range S; AoE 15-ft. sphere; Duration C (1 min.)
An immobile, faintly shimmering barrier springs into existence in a 15-ft. diametr around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is empowered to a higher level. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At higher level: when you empower this, the barrier blocks spells of one level higher for every level above 6th.
Level 6; Casting Time 1 Action; Components V,S; Range L (60 ft.); Duration I
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 7d10 HP. The spell also ends blindness, deafness, and any diseases affecting the target.
At higher level: when you empower this, the amount of healing increases by 1d10 HP for every level above 6th.
Level 6; Casting Time 10 min.; Components V,S,M; Range L (30 ft.); Duration I
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to toxic damage and being frightened. Its HP maximum also increases by 2d10, and it gains the same number of HP. These benefits last for 24 hours.
Level 6; Casting Time 1 Action; Components V; Range L (30 ft.); Duration C (1 min.)
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Saving (Strength or Dexterity) throws and Attack rolls. While the target is affected by this spell, other creatures have advantage on Attack rolls against it. As an action, a dancing creature makes a Saving throw against your Spell DC to regain control of itself. On a successful save, the spell ends.
Level 6; Casting Time 1 min.; Components V, S, M; Range S; Duration until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid’s body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a spell can’t be possessed). The target must make a Saving (Charisma) throw against your Spell Save DC. On a failure, your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. All your game statistics are replaced by the statistics of the creature. Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you must make a Saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
Level 6; Casting Time 1 Action; Components V,M; Range L (60 ft.); Duration 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Saving (Charisma) throw against your Spell DC. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher level: when you empower this to 7th level, the duration is 10 days. When you empower to 8th level, the duration is 30 days. When you empower to 9th level, the duration is a year and a day.
Level 6; Casting Time 1 Action; Components V,S; Range L (120 ft.); AoE 40ft. cube; Duration C (2 hours)
Choose an area of terrain no larger than a 40 ft. cube within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-ft. cube, you can create a pillar up to 20 ft. high, raise or lower the square’s elevation by up to 20 ft., dig a trench up to 20 ft. deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.
Level 6; Casting Time 1 reaction; Components V, S, M; Range L (60 ft.); Duration 8 hours
When a humanoid you can see within 60 feet of you dies you can use this spell to snatch its soul and trap it inside a small cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life – You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul – You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience – You can use a bonus action to bolster yourself with the soul’s life experience, making your next d20 roll using one of the base or derived modifiers with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
Eyes of the Dead – You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses. A creature that can see the sensor sees a translucent image of the tormented humanoid whose soul you caged.
Level 6; Casting Time 1 Action; Components V; Range L (30 ft.); Duration I
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Saving (Intelligence) throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Level 6; Casting Time 1 Action; Components V,S,M; Range S; AoE 60ft. line; Duration C (1 min.)
A beam of brilliant light flashes out from your hand in a 5-ft.-wide, 60-ft.-line. Each creature in the line must make a Saving (Dexterity) throw against your Spell DC. On a failed save, a creature takes 4d8 holy damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
Level 6; Casting Time 1 Action; Components V,S,M; Range C; Duration 1 hour
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has blindvision and darkvision and notices secret things, even those hidden by magic, all out to a range of 120 feet.
Level 6; Casting Time 1 Action; Components V,S,M; Range L (120 ft.); AoE varies; Duration C (10 min.)
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 ft., or you can shape a flat surface made up of ten 10-ft.-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 ft. thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Saving (Dexterity) throw against your Spell DC. On a failed save, the creature takes 6d6 ice damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 HP per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 HP destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Saving throw against your Spell DC. The creature takes 4d6 ice damage on a failed save, or half as much damage on a successful one.
At higher level: when you empower the spell, the damage the wall deals when it appears increases by 1d6, and the damage from passing through the sheet of frigid air increases by 1d6, for every level above 6th.