BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Engaging Cadenzas

6th Level Compositions

Abjuration

Deep Magic Volume 1

Ally Aegis

6-level Abjuration

Casting Time: 1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage.
Range/Area: 60ft.
Components: Verbal, Somatic
Duration: 1 round
Damage/Effect: Protection
When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.
Available for: Bard, Cleric, Sorcerer, Wizard

SRD

Guards and Wards

6-level Abjuration

Casting Time: 10 minutes
Range/Area: Touch (2,500ft. squared)
Components: Verbal, Somatic, Material
Materials: burning incense, a small measure of brimstone and oil, a knotted string, a small amount of monster blood, and a small silver rod worth at least 10 gp
Duration: 24 hours
Damage/Effect: Control, Warding
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.   When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.   Guards and wards creates the following effects within the warded area.   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 will believe 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 an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.   Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.   Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.   You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Available for: Bard, Wizard

Conjuration

Deep Magic Volume 2 (p.174)

Een's Armor of Glass

6-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a glass marble inlaid with silver worth at least 50 gp
Duration: 1 hour
Damage/Effect: Buff
You conjure a magical suit of glass armor over your existing armor and apparel for the duration. The glass armor appears in any color and style you choose. If you are wearing heavy armor, you have disadvantage on attack rolls as the bulk of the glass armor on top of the heavy armor limits your range of movement. Until this spell ends, your AC increases by 3 and you have advantage on saving throws against spells and effects that would alter your form.    When you cast this spell, the armor has a number of charges equal to your spellcasting ability modifier. Whenever you take cold, fire, lightning, or poison damage, you can use your reaction to expend a charge and reduce that damage to zero. The spell ends early if all charges are expended.    If you take thunder damage while wearing this glass armor, you must make a Constitution saving throw as if you were concentrating on a spell. On a failed save, this spell ends, as the glass armor shatters from the thunder damage.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Divination

SRD

Find the Path

6-level Divination

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a set of divinatory tools-such as bones, ivory sticks, cards, teeth, or carved runes-worth 100 gp and an object from the location you wish to find
Duration: Concentration, 1 day
Damage/Effect: Detection
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.   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. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Available for: Bard, Cleric, Druid

SRD

True Seeing

6-level Divination

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Duration: 1 hour
Damage/Effect: Detection
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Enchantment

SRD

Otto's Irresistible Dance

6-level Enchantment

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control, Debuff
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 Dexterity saving 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 Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Available for: Bard, Wizard

SRD

Mass Suggestion

6-level Enchantment

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: a snake's tongue and either a bit of honeycomb or a drop of sweet oil
Duration: 24 hours
Attack/Save: WIS Save
Damage/Effect: Control, Social
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 Wisdom saving throw. 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 levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Available for: Bard, Sorcerer, Warlock, Wizard

Illusion

SRD

Programmed Illusion

6-level Illusion

Casting Time: 1 action
Range/Area: 120ft. (30 ft. cube)
Components: Verbal, Somatic, Material
Materials: a bit of fleece and jade dust worth at least 25 gp
Duration: Until Dispelled
Damage/Effect: Control
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot 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 condition 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 this time, the illusion can be activated again.   The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet 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, or you could set the illusion to trigger only when a creature says the correct word or phrase.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its 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.
Available for: Bard, Wizard

Necromancy

Deep Magic Volume 1

Extract Knowledge

6-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a blank page
Duration: Instant
Damage/Effect: Communication
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.
Available for: Bard, Cleric, Warlock, Wizard

SRD

Eyebite

6-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet 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 60 feet 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 Wisdom saving throw. If it succeeds, the effect ends.
Available for: Bard, Sorcerer, Warlock, Wizard

Specialized

Chaos Magic

Deep Magic Volume 1

Chaotic World

6-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Material
Materials: seven irregular pieces of colored cloth that you throw into the air
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Control
You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Deep Magic Volume 1

Misfortune

6-level Necromancy

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a broken mirror
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Debuff
You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. A Remove Curse spell ends this effect.    Special. If a targeted creature is carrying a Stone of Luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a Luck Blade Shortsword (or a luck blade of any type), the creature is unaffected by the spell, but the sword’s Luck ability and saving throw bonuses cease to function for 24 hours.
Available for: Bard, Sorcerer, Wizard with Chaos Specialization

Dragon Magic

Deep Magic Volume 1

Claim Lair

6-level Abjuration

Casting Time: 10 minutes
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: material goods and wealth worth at least 2000 gp
Duration: 24 hours
Damage/Effect: Utility
By placing your personal wealth within an area and invoking the dragon’s territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20:
    Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die.The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • Part of the ceiling collapses above one creature you can see within 60 feet of you.The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.
  • A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
You can take an action to dismiss this spell.
Available for: Bard, Sorcerer, Wizard with Dragon Specialization

Temporal Magic

Deep Magic Volume 1

Time Loop

6-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: a metal loop
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Control
You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn.    If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.
Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard with Temporal Specialization

Comments

Please Login in order to comment!