Chtulu's Manipulations
6th Level Magica of the Old Ones
Conjuration
SRD
Conjure Fey
6-level Conjuration
Deep Magic Volume 2 (p.164)
Dimensional Rending
6-level Conjuration
Deep Magic Volume 2 (p.174)
Een's Armor of Glass
6-level Conjuration
XGtE
Scatter
6-level Conjuration
Tasha's Cauldron of Everything
Summon Fiend
6-level Conjuration
Tasha's Cauldron of Everything
Fiendish Spirit CR: PB
STR
13 +1
DEX
16 +3
CON
15 +2
INT
10 +0
WIS
10 +0
CHA
16 +3
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one. Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision. Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded down). Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage. Claws (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see. Hurl Flame (Devil Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Divination
SRD
True Seeing
6-level Divination
Enchantment
SRD
Mass Suggestion
6-level Enchantment
Evocation
Deep Magic Volume 2 (p.145)
Bombard
6-level Evocation
Illusion
XGtE
Mental Prison
6-level Illusion
Deep Magic Volume 2 (p.206)
Phantasm
6-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerNecromancy
Deep Magic Volume 1
Avronin's Astral Assembly
6-level Necromancy
SRD
Circle of Death
6-level Necromancy
SRD
Create Undead
6-level Necromancy
Deep Magic Volume 1
Extract Knowledge
6-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerSRD
Eyebite
6-level Necromancy
Book of Ebon Tides
Grim Harvest
6-level Necromancy
- Clumsiness. Your target’s speed is halved for 1 minute, and it has disadvantage on Dexterity ability checks and saving throws. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends.
- Fatiguing. Your target must make a Constitution saving throw, gaining 1d4 levels of exhaustion on a failed save or 1 level of exhaustion on a successful one.
- Vampiric. You recover a number of hit points equal to half the damage you dealt. If you dealt damage to multiple creatures, you recover half the amount of damage you dealt to one of the targets.
- Weakness. The target deals the minimum possible damage on melee attacks, if it hits, for 1 minute. At the end of each of its turns, it can make a Constitution saving throw. If it succeeds, the effect ends.
- Withering. You deal an extra 4 dice of damage of the same type as the damage dice of the spell and all damage dealt by your spell becomes necrotic damage.
Deep Magic Volume 2 (p.204)
Ominous Shadow
6-level Necromancy
Deep Magic Volume 2 (p.207)
Plague Hysteria
6-level Necromancy
d10 | Disease | Description |
---|---|---|
1 | Blinding Sickness | Pain grips the creature's mind, and its eyes turn milky white. |
2 | Cackle Fever | This disease targets humanoids, though gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname the shrieks. |
3 | Filth Fever | A raging fever sweeps through the creature's body, making it feel weak. |
4 | Flesh Rot | The creature's flesh visibly decays. |
5 | Mindfire | The creature's mind becomes feverish. |
6 | Rotten Pox | The creature feels exhausted, as if suffering from one level of exhaustion and develops oozing black sores all over its body. |
7 | Seizure | The creature is overcome with shaking. |
8 | Sewer Plague | The creature feels exhausted, as if suffering from one level of exhaustion, struggling with fatigue and painful cramps. |
9 | Sight Rot | The creature suffers with bleeding from the eyes and seems to gradually lose its sight, with its vision becoming blurry toward the end of the first 24 hours. |
10 | Slimy Doom | The creature begins to bleed uncontrollably. |
XGtE
Soul Cage
6-level Necromancy
Deep Magic Volume 2 (p.229)
Stygian Eye
6-level Necromancy
Deep Magic Volume 1
Tolling Doom
6-level Necromancy
Transmutation
Deep Magic Volume 1
Entomb
6-level Transmutation
SRD
Flesh to Stone
6-level Transmutation
XGtE
Investiture of Flame
6-level Transmutation
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet 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 15 feet long and 5 feet 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.
XGtE
Investiture of Ice
6-level Transmutation
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
XGtE
Investiture of Stone
6-level Transmutation
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. 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.
XGtE
Investiture of Wind
6-level Transmutation
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet 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 10 feet away from the center of the cube.
Specialized
Clockwork Magic
Deep Magic Volume 1
Clockwork Catapult
6-level Transmutation
Dark Magic
Deep Magic Volume 1
Investiture of Blight
6-level Transmutation
- You have immunity to necrotic damage and resistance to poison damage.
- Creatures that miss on melee attacks against you become frightened of you until the end of their next turn.
- You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.
Fiendish Magic
Deep Magic Volume 1
Aura of Wrath
6-level Enchantment
Shadow Magic
Deep Magic Volume 1
Become Nightwing
6-level Enchantment
Deep Magic Volume 1
Shadow Metamorphosis
6-level Transmutation
Temporal Magic
Deep Magic Volume 1
Time Loop
6-level Transmutation
Sections
Eldritch Magika
Manifestations A-Z- Avronin's Astral Assembly
- Bombard
- Circle of Death
- Conjure Fey
- Create Undead
- Dimensional Rending
- Een's Armor of Glass
- Entomb
- Extract Knowledge
- Eyebite
- Flesh to Stone
- Grim Harvest
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mass Suggestion
- Mental Prison
- Ominous Shadow
- Phantasm
- Plague Hysteria
- Scatter
- Soul Cage
- Stygian Eye
- Summon Fiend
- Tolling Doom
- True Seeing
By School
ConjurationDivination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Specialized
Clockwork MagicDark Magic
Fiendish Magic
Shadow Magic
Temporal Magic
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