Level 6 Spells
Abjuration
Deep Magic Volume 1
Absorbing Field
6-level Abjuration
Deep Magic Volume 1
Ally Aegis
6-level Abjuration
Obojima: Tales from the Tall Grass
Crustacean Form
6-level Abjuration
Fizban's Treasury of Dragons
Fizban's Platinum Shield
6-level Abjuration
- Cover. The creature has half cover.
- Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
- Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
SRD
Globe of Invulnerability
6-level Abjuration
SRD
Guards and Wards
6-level Abjuration
- 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.
Conjuration
PHB
Arcane Gate
6-level Conjuration
Book of Ebon Tides
Conjure Giant
6-level Conjuration
Deep Magic Volume 2 (p.164)
Dimensional Rending
6-level Conjuration
Deep Magic Volume 2 (p.168)
Doom of Night
6-level Conjuration
Deep Magic Volume 2 (p.174)
Een's Armor of Glass
6-level Conjuration
Deep Magic Volume 2 (p.187)
Hearth Walk
6-level Conjuration
SRD
Drawmij's Instant Summons
6-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerDeep Magic Volume 2 (p.201)
Monsoon
6-level Conjuration
Deep Magic Volume 2 (p.206)
Part Clouds
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
Deep Magic Volume 1
Heavenly Crown
6-level Enchantment
SRD
Otto's Irresistible Dance
6-level Enchantment
SRD
Mass Suggestion
6-level Enchantment
Evocation
Deep Magic Volume 2 (p.145)
Bombard
6-level Evocation
Deep Magic Volume 1
Bouncing Fireball
6-level Evocation
SRD
Chain Lightning
6-level Evocation
SRD
Contingency
6-level Evocation
Deep Magic Volume 1
Fault Line
6-level Evocation
SRD
Otiluke's Freezing Sphere
6-level Evocation
SRD
Sunbeam
6-level Evocation
SRD
Wall of Ice
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 longerSRD
Programmed Illusion
6-level Illusion
Necromancy
Deep Magic Volume 1
Animate Greater Undead
6-level Necromancy
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.
SRD
Magic Jar
6-level Necromancy
Deep Magic Volume 2 (p.204)
Ominous Shadow
6-level Necromancy
XGtE
Soul Cage
6-level Necromancy
Deep Magic Volume 2 (p.229)
Stygian Eye
6-level Necromancy
Transmutation
XGtE
Create Homunculus
6-level Transmutation
SRD
Disintegrate
6-level Transmutation
Deep Magic Volume 2 (p.166)
Doom of Abeyant Time
6-level Transmutation
Book of Ebon Tides
Doom of Stacked Stones
6-level Transmutation
Number of Turns Affected | Condition |
---|---|
1 (spell is cast) | restrained |
2 | incapacitated |
3 | stunned |
4 | paralyzed |
5 | petrified (turned to stone) |
Deep Magic Volume 1
Entomb
6-level Transmutation
Deep Magic Volume 1
Firewalk
6-level Transmutation
SRD
Flesh to Stone
6-level Transmutation
Deep Magic Volume 1
Icy Manipulation
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.
SRD
Move Earth
6-level Transmutation
XGtE
Tenser's Transformation
6-level Transmutation
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Specialized
Alkemancy Magic
Deep Magic Volume 1
Alchemical Form
6-level Transmutation
- you are immune to acid and poison damage and to the poisoned and stunned conditions
- you have resistance to nonmagical fire, piercing, and slashing damage
- you can’t speak, cast spells, use items or weapons, or manipulate objects
- your gear melds into your body and reappears when the spell ends
- you don't need to breathe
- your speed is 20 feet
- your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller
- you gain the following action: Melee Weapon Attack: spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; Hit: 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn
Angelic Magic
Deep Magic Volume 1
Celestial Fanfare
6-level Evocation
Chaos Magic
Deep Magic Volume 1
Chaotic World
6-level Illusion
Deep Magic Volume 1
Misfortune
6-level Necromancy
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.
Dragon Magic
Deep Magic Volume 1
Claim Lair
6-level Abjuration
-
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.
Deep Magic Volume 1
Cave Dragon's Dominance
6-level Transmutation
- Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing.
- You gain blindsight out to a range of 60 feet.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned.
- Finally, you gain a climbing speed of 40 feet.
Deep Magic Volume 1
Fire Dragon's Fury
6-level Transmutation
- Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit.
- You are resistant to fire.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
- Finally, the wings grant you a flying speed of 40 feet.
Deep Magic Volume 1
Mithral Dragon's Might
6-level Transmutation
- Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit.
- You have resistance to to acid and thunder damage.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
- Finally, the wings grant you a flying speed of 40 feet.
Elven Ritual Magic
Deep Magic Volume 1
Encroaching Shadows
6-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerFiendish Magic
Deep Magic Volume 1
Aura of Wrath
6-level Enchantment
Illumination Magic
Deep Magic Volume 1
Burning Radiance
6-level Evocation
Labyrinth Magic
Deep Magic Volume 1
Walk the Twisted Path
6-level Conjuration
Mythos Magic
Deep Magic Volume 1
Warp Mind and Matter
6-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerRing Magic
Deep Magic Volume 1
Enchant Ring
6-level Enchantment
Shadow Magic
Deep Magic Volume 1
Become Nightwing
6-level Enchantment
Deep Magic Volume 1
Black Well
6-level Necromancy
Deep Magic Volume 1
Shadow Metamorphosis
6-level Transmutation
Temporal Magic
Deep Magic Volume 1
Time Loop
6-level Transmutation
Void Magic
Deep Magic Volume 1
Life Drain
6-level Evocation
Spell Pages
Spell List
Spells A-Z- Absorbing Field
- Ally Aegis
- Animate Greater Undead
- Arcane Gate
- Avronin's Astral Assembly
- Bombard
- Bouncing Fireball
- Chain Lightning
- Circle of Death
- Conjure Giant
- Contingency
- Create Homunculus
- Create Undead
- Crustacean Form
- Dimensional Rending
- Disintegrate
- Doom of Abeyant Time
- Doom of Night
- Doom of Stacked Stones
- Een's Armor of Glass
- Entomb
- Extract Knowledge
- Eyebite
- Fault Line
- Firewalk
- Fizban's Platinum Shield
- Flesh to Stone
- Freezing Sphere
- Globe of Invulnerability
- Grim Harvest
- Guards and Wards
- Hearth Walk
- Heavenly Crown
- Icy Manipulation
- Instant Summons
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Irresistible Dance
- Magic Jar
- Mass Suggestion
- Mental Prison
- Monsoon
- Move Earth
- Ominous Shadow
- Part Clouds
- Phantasm
- Programmed Illusion
- Scatter
- Soul Cage
- Stygian Eye
- Summon Fiend
- Sunbeam
- Tenser's Transformation
- True Seeing
- Wall of Ice
By School
AbjurationConjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Specialized
Alkemancy MagicAngelic Magic
Chaos Magic
Clockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Fiendish Magic
Illumination Magic
Labyrinth Magic
Mythos Magic
Ring Magic
Shadow Magic
Temporal Magic
Void Magic
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