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Level 6 Spells

Abjuration

Deep Magic Volume 1

Absorbing Field

6-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Protection
You cloak yourself in a protective field that absorbs incoming magic, rejuvenating your spell slots. When you are the target of a spell (including spells that affect multiple targets, but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell has no effect on you and is absorbed by the field. You regain a spell slot of the same level as the spell that was cast against you. If you have no expended spell slots of that level, you don’t regain a spell slot, but this spell remains in effect. Even if the spell manages to bypass the field, you gain advantage on your saving throw.
Available for: Sorcerer, Wizard

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

Obojima: Tales from the Tall Grass

Crustacean Form

6-level Abjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a rust crab shell
Duration: Concentration, 1 minute
Attack/Save: Melee
Damage/Effect: Bludgeoning, Buff
You create a large ethereal crustacean form around your body, which protects and aids you in combat. For the duration, your Armor Class becomes 20 (if it wasn’t already higher), you gain a swimming speed of 40 feet, and you gain blindsight out to a range of 30 feet. In addition, you can use your bonus action to make a melee weapon attack using your claws. This attack uses your spell attack bonus and deals (1d10) bludgeoning damage on a hit.   Additionally, your ethereal shell has a damage threshold of 15 hit points. A damage threshold gives you immunity to all damage unless it is an amount of damage equal to or greater than the threshold value, in which case you take damage as normal. Any damage that fails to meet or exceed the shell’s damage threshold is considered superficial and doesn’t reduce any hit points.
Available for: Sorcerer, Wizard

Fizban's Treasury of Dragons

Fizban's Platinum Shield

6-level Abjuration

Casting Time: 1 bonus action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a platinum-plated dragon scale, worth at least 500 gp
Duration: Concentration, 1 minute
Damage/Effect: Warding
You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
  • 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.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
Available for: Sorcerer, Wizard

SRD

Globe of Invulnerability

6-level Abjuration

Casting Time: 1 action
Range/Area: Self (10 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a glass or crystal bead that shatters when the spell ends
Duration: Concentration, 1 minute
Damage/Effect: Negation, Warding
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius 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 cast using a higher level spell slot. 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 levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Available for: 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

PHB

Arcane Gate

6-level Conjuration

Casting Time: 1 action
Range/Area: 500 ft.
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Teleportation
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.   The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.   Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Available for: Sorcerer, Warlock, Wizard

Book of Ebon Tides

Conjure Giant

6-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Concentration, 1 hour
You summon a giant of challenge rating 7 or lower, which appears in an unoccupied space that you can see within range. The giant disappears when they drop to 0 hit points or when the spell ends. The giant is friendly to you and your companions for the duration. Roll initiative for the giant, which has their own turns. They obey any verbal commands that you issue to them (no action required by you) as long as the commands don’t violate their alignment. If you don’t issue any commands to the giant, they defend themself from hostile creatures but otherwise take no actions. If your concentration is broken, the giant doesn’t disappear, but instead, you lose control of them: the giant becomes hostile toward you and your companions and might attack. An uncontrolled giant can’t be dismissed by you, and they disappear 1 hour after summoned.   The GM has the giant’s statistics.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Available for: Druid, Wizard

Deep Magic Volume 2 (p.164)

Dimensional Rending

6-level Conjuration

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a crystal knife worth at least 500 gp
Duration: Concentration, 1 minute
Attack/Save: STR Save
Damage/Effect: Damage, Control
You conjure swirling, magical vortexes around one creature you can see within range. The vortexes flank the creature and pull it in opposite directions, tearing limbs and flesh. The target must make a Strength saving throw. On a failed save, it takes 3d10 force damage and its speed is halved until the end of its next turn. On a successful save, it takes half the damage and its speed isn’t reduced. Until the spell ends, you can use a bonus action on each of your turns to force this creature to repeat the saving throw, taking damage and reducing its speed as normal. The spell ends early if the target is ever outside the spell’s range.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.168)

Doom of Night

6-level Conjuration

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a vial of shadow dust
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Necrotic
You create a 30-foot-radius sphere of pulsing, luminous purple mist centered on a point you choose within range. This area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. After leaving the mist, the creature takes 5 points of necrotic damage per round until it succeeds on a Constitution saving throw or dies.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. The follow-on damage increases by 1 point for each slot level above 6th.
Available for: Wizard

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

Deep Magic Volume 2 (p.187)

Hearth Walk

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (10 mile radius)
Components: Verbal, Somatic
Duration: Instant
When you cast this spell, you become aware of any lit source of nonmagical fire that is the size of a campfire or larger within ten miles of you on the same plane of existence as you. You and up to five willing creatures you can see within 10 feet of you instantly teleport into unoccupied spaces within 10 feet of one fire you sense with this spell.
Available for: Wizard

SRD

Drawmij's Instant Summons

6-level Conjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: a sapphire worth 1000 gp
Duration: Until Dispelled
Damage/Effect: Teleportation, Detection
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.   At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.   If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.   Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
Available for: Wizard

Deep Magic Volume 2 (p.201)

Monsoon

6-level Conjuration

Casting Time: 1 action
Range/Area: Self (40 ft. radius)
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
You create a dark rain cloud in the shape of a cylinder that is 10 feet tall with a 40-foot radius, centered on the point you can see 100 feet in the sky directly above you. The spell fails if you can’t see a point in the air where the rain cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud remains centered on you in the sky above you, and moving to a place where you don’t have a clear path to the sky ends the spell early.    Until the spell ends, heavy rain and hailstones fall in the area within 40 feet of you, pummeling creatures and objects and loosening the ground. Nonmagical fires in the area are extinguished, the area is lightly obscured, and the ground in the area is difficult terrain. Any creature other than you that starts its turn in the area must make a Dexterity saving throw, taking 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

Deep Magic Volume 2 (p.206)

Part Clouds

6-level Conjuration

Casting Time: 1 minute
Range/Area: Self (1 mile radius)
Components: Verbal, Somatic, Material
Materials: a sun-bleached wind instrument carved from wood
Duration: Concentration, 1 hour
Damage/Effect: Utility
The clouds miraculously part within 1 mile of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.    When you cast this spell, nonmagical smoke, clouds, fog, and other obscuring mists, including the clouds in the sky, disperse in the area. Magical smoke, clouds, fog, and other obscuring mists disperse after 1 minute in the area. Until the spell ends, you can’t become lost while you travel, and the area is filled with bright sunlight if it is day or dim light if it is night.
Available for: Cleric, Druid, Wizard

XGtE

Scatter

6-level Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: Verbal
Duration: Instant
Attack/Save: WIS Save
Damage/Effect: Control, Teleportation
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving 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.
Available for: Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Summon Fiend

6-level Conjuration

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: humanoid blood inside a ruby vial worth at least 600 gp
Duration: Concentration, 1 hour
Damage/Effect: Summoning
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.   The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Tasha's Cauldron of Everything

Fiendish Spirit CR: PB

Large fiend, summoner's alignment
Armor Class: 12 + spell level (natural armor)
Hit Points: 50 (demon only) or 40 (devil only) or 60 (yugoloth only) +15 for each spell level above 6th
Speed: 40 ft , fly: 60 (devil only) ft , climb: 40 (demon only) ft

STR

13 +1

DEX

16 +3

CON

15 +2

INT

10 +0

WIS

10 +0

CHA

16 +3

Damage Resistances: Fire
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft., Passive Perception 10
Languages: Abyssal, Infernal, telepathy 60ft.
Challenge Rating: PB ( 0 XP)
Proficiency Bonus: Summoner's PB

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.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Available for: Warlock, Wizard

Divination

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

Deep Magic Volume 1

Heavenly Crown

6-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a small golden crown worth 50 gp.
Duration: Concentration, 1 minute
Damage/Effect: Buff
A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.
Available for: Cleric, Wizard

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

Evocation

Deep Magic Volume 2 (p.145)

Bombard

6-level Evocation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a shard of cooled magma
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Fire
A barrage of fiery projectiles begins falling in the shape of a cylinder that is 30 feet tall with a 15-foot-radius centered on a point within range. A creature that starts its turn there must make a Dexterity saving throw. On a failed save, a creature takes 4d10 fire damage and is knocked prone. On a successful save, a creature takes half the damage and isn’t knocked prone. As a bonus action on your turn, you can move the sphere up to 20 feet.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Bouncing Fireball

6-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a tiny ball of bat guano and sulfur, and three iron pins
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Fire
A bolt of flame streaks from your finger toward a point you choose within range, then explodes into an inferno of flame. Each creature within 20 feet of the explosion takes 7d6 fire damage, or half damage with a successful Dexterity saving throw. Immediately afterward, a second bolt of flame streaks from that explosion to a second target point you can see exactly 40 feet from the first explosion. It explodes again at the second target point, causing another 7d6 fire damage (halved by a successful Dexterity saving throw). Then the flame jumps instantly again to a third target point, also within your line of sight and exactly 40 feet from the second explosion, where it detonates for the final time with identical results. Note that for the second and third bursts, the flame jumps exactly 40 feet—never more, never less—and if any part of a burst area overlaps the area of a previous burst, the burst fails to happen and the spell ends immediately.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Available for: Sorcerer, Wizard

SRD

Chain Lightning

6-level Evocation

Casting Time: 1 action
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Lightning
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 feet 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 Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Available for: Sorcerer, Wizard

SRD

Contingency

6-level Evocation

Casting Time: 10 minutes
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a statuette of yourself carved from ivory and decorated with gems worth at least 1500 gp
Duration: 10 days
Damage/Effect: Utility
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 spell slots 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 stipulate 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. Also, contingency ends on you if its material component is ever not on your person.
Available for: Wizard

Deep Magic Volume 1

Fault Line

6-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Permanent
Attack/Save: DEX Save
Damage/Effect: Bludgeoning
The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Otiluke's Freezing Sphere

6-level Evocation

Casting Time: 1 action
Range/Area: 300ft. (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a small crystal sphere
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Cold
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.   If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.   You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Available for: Wizard

SRD

Sunbeam

6-level Evocation

Casting Time: 1 action
Range/Area: Self (60 ft. line)
Components: Verbal, Somatic, Material
Materials: a magnifying glass
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Radiant
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant 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. Undead and oozes have disadvantage on this saving throw.   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. This light is sunlight.
Available for: Druid, Sorcerer, Wizard

SRD

Wall of Ice

6-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small piece of quartz
Duration: Concentration, 10 mintues
Attack/Save: DEX Save
Damage/Effect: Cold
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot 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 Dexterity saving throw. On a failed save, the creature takes 10d6 cold 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 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points 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 Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Available for: Wizard

Illusion

XGtE

Mental Prison

6-level Illusion

Casting Time: 1 action
Range/Area: 60ft.
Components: Somatic
Duration: Concentration, 1 minute
Attack/Save: INT Save
Damage/Effect: Psychic
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 2 (p.206)

Phantasm

6-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a sympathetic item from the target, a pinch of grave dirt, and powdered sapphire worth at least 5000 gp, which the spell consumes
Duration: Concentration, 1 minute
Attack/Save: WIS Save
Damage/Effect: Psychic
You reach out with your consciousness and influence the dreams of another creature. The creature must be on the same plane of existence as you and have a minimum Intelligence score of 7. If the target is not asleep or in meditation (in the case of elves or similar creatures) when the spell is cast, the spell fails. This spell has no effect on Constructs or Undead.    The target must make a Wisdom saving throw. On a failed save, the target’s dream becomes a nightmare, and it takes 4d10 psychic damage. On a successful save, the target takes half the damage, the spell ends, and you take 4d10 psychic damage as you are shoved from the dream. At the start of each of its turns, the target can make another Wisdom saving throw, taking 4d10 psychic damage on a failed save, or ending the spell on a successful one. Once the target succeeds on its saving throw, it can’t be affected by this spell again until 7 days have passed. The target can’t wake itself, but if it is awakened by an outside force or if it is reduced to 0 hit points, the spell ends.    If the target succeeds on the saving throw, it can make a Wisdom (Insight) check against your spell save DC. On a success, if the target is familiar with you, it recognizes you as the attacker. If the target succeeds but is unfamiliar with you, it doesn’t recognize you, though at the GM’s discretion, it may vaguely recognize you at a later date if you cross paths.    For the duration of the spell, your body lies in repose in the location you cast the spell. You are blind and deaf to your body’s surroundings, though you can feel and are aware if you take damage. If your body is moved, the spell ends. If your target is awakened, the spell ends.
At higher levels: When you cast this spell at 7th level or higher, you deal an additional 1d10 psychic damage per spell slot above 6th.
Available for: Sorcerer, Warlock, Wizard

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

Animate Greater Undead

6-level Necromancy

Casting Time: 1 hour
Range/Area: 15ft.
Components: Verbal, Somatic, Material
Materials: a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes
Duration: Instant
Damage/Effect: Summoning
Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available. The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.
Available for: Cleric, Wizard

Deep Magic Volume 1

Avronin's Astral Assembly

6-level Necromancy

Casting Time: 10 minutes
Range/Area: Unlimited
Components: Verbal, Material
Materials: a spool of fine copper wire and a gem worth at least 100 gp for each target
Duration: Concentration, 1 hour
Damage/Effect: Communication
You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.    When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically. A creature can end the spell's effect on itself voluntarily at any time, as can you.   When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.
Available for: Warlock, Wizard

SRD

Circle of Death

6-level Necromancy

Casting Time: 1 action
Range/Area: 150ft. (60 ft. sphere)
Components: Verbal, Somatic, Material
Materials: the powder of a crushed black pearl worth at least 500 gp
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Available for: Sorcerer, Warlock, Wizard

SRD

Create Undead

6-level Necromancy

Casting Time: 1 minute
Range/Area: 10ft.
Components: Verbal, Somatic, Material
Materials: one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse
Duration: Instant
Damage/Effect: Control, Creation
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)   As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.   The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At higher levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Available for: Cleric, Warlock, Wizard

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

Book of Ebon Tides

Grim Harvest

6-level Necromancy

Casting Time: 1 bonus action
Range/Area: Self (30 ft. sphere)
Components: Verbal, Somatic, Material
Materials: a pinch of gray sand and a bone chip
Duration: Instant
Attack/Save: CON Save
You reap the life force of a dying creature and use it to empower the next spell you cast. Your target must be at 0 hit points and dying or must have died within the last round. If the target is dying, it must succeed on a Constitution saving throw or die. The next time you cast a spell, you gain 1d10 + your spellcasting ability modifier in temporary hit points and can choose one of the following effects to inflict on the target in addition to the usual effects of the spell you are casting. If you do not cast another spell within 1 minute of casting this one, the effect is lost.
  • 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.
Available for: Cleric, Druid, Warlock, Wizard

SRD

Magic Jar

6-level Necromancy

Casting Time: 1 minute
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a gem, crystal, reliquary, or some other ornamental container worth at least 500gp
Duration: Until Dispelled
Attack/Save: CHA Save
Damage/Effect: Control
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 protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. 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. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.   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 Charisma 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.
Available for: Wizard

Deep Magic Volume 2 (p.204)

Ominous Shadow

6-level Necromancy

Casting Time: 1 action
Range/Area: Self (60 ft. cone)
Components: Verbal, Somatic, Material
Materials: a horn from a creature native to the Plane of Shadow
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
When you cast this spell, you extend your shadow out in a 60-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 8d10 necrotic damage and has disadvantage on attack rolls and saving throws until the end of its next turn. On a success, a creature takes half the damage and doesn’t have disadvantage on attack rolls and saving throws from this spell.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Available for: Sorcerer, Warlock, Wizard

XGtE

Soul Cage

6-level Necromancy

Casting Time: 1 reaction which you take when a humanoid you can see within 60 feet of you dies
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a tiny silver cage worth 100 gp
Duration: 8 hours
Damage/Effect: Buff, Healing, Utility
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny 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 attack roll, ability check, or saving throw 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 (such as one using See Invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Available for: Warlock, Wizard

Deep Magic Volume 2 (p.229)

Stygian Eye

6-level Necromancy

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a black spherical bead
Duration: Concentration, 1 minute
Damage/Effect: Summoning
You create a spherical eyeball from magical shadow that floats just behind and above your head. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can cause the eye to emit one of the following effects:   Darkbolt. The eye sends a bolt of shadowy energy at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d6 cold damage and 2d6 necrotic damage.   Envenomed Pulse. The eye releases a sickening, strobing pulse at a creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and is poisoned until the end of its next turn.   Shadow Sentry. The eye emits magically disruptive pulses. The eye interrupts the next spell cast within 60 feet of you by a hostile creature before the start of your next turn. The spell must include you as a target or in its area and must be of 6th level or lower, otherwise the eye doesn’t interrupt the spell. An interrupted spell fails and has no effect. If the eye interrupts a spell, the eye disappears, and this spell ends.   Umbrage Beam. The eye sends a beam of disorienting shadow at a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d6 and the poison damage increases by 1d8 for each slot above 6th. When you cast this spell using a spell slot of 7th level or higher, the eye’s Shadow Sentry effect can interrupt a spell if its level is less than or equal to the level of the spell slot you used.
Available for: Sorcerer, Warlock, Wizard

Transmutation

XGtE

Create Homunculus

6-level Transmutation

Casting Time: 1 hour
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1000 gp
Duration: Instant
Damage/Effect: Creation, Utility
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s other components and touch them, transforming them into a special construct called a Homunculus.   The statistics of the Homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the Homunculus’s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the Homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means before then, except by the Homunculus’s death.   You can have only one Homunculus at a time. If you cast this spell while your Homunculus lives, the spell fails.
Available for: Wizard

SRD

Disintegrate

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a lodestone and a pinch of dust
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Force
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 Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.   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 true resurrection or a wish spell.   This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Available for: Sorcerer, Wizard

Deep Magic Volume 2 (p.166)

Doom of Abeyant Time

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a flat crystal disk
Duration: 1 round
Attack/Save: WIS Save
Damage/Effect: Control
You distort time in a 10-foot-radius sphere centered on a point you can see within range. Each creature in that area must succeed on a Wisdom saving throw or disappear and be thrown forward in time. At the end of your next turn, the creature returns to the space it previously occupied, or the nearest unoccupied space, unaware that any time has passed.
Available for: Sorcerer, Wizard

Book of Ebon Tides

Doom of Stacked Stones

6-level Transmutation

Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: 1 granite pebble
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Restrained
You and three creatures of your choice within range must succeed on a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained. If one of the three targeted creatures fails this saving throw, as many as two other creatures (per initial target), each within 30 feet of the initial target, must make the same save. A restrained creature must continue to make saving throws each turn, and their condition worsens on a failure, as follows:
Number of Turns AffectedCondition
1 (spell is cast) restrained
2 incapacitated
3 stunned
4 paralyzed
5 petrified (turned to stone)
Each condition afflicted adds to the previous conditions. New saving throws reduce the severity of the condition affecting a target by one step on a success. If a target other than you succeeds on the saving throw while it is restrained, the spell ends for it. (You must make a saving throw each round.)
As with all concentration spells, you can end the spell at any time (no action required). If you are turned to stone, the spell ends after all affected creatures make their saving throws. Creatures recover immediately when the spell ends, except for creatures turned to stone, which remain that way until the effect is removed.
Creatures turned to stone can see, hear, and smell normally, but they don’t need to eat or breathe. If Shatter is cast on a stone creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.
Creatures transformed into stone can be restored with Dispel Magic, Greater Restoration, or comparable magic. 
Available for: Druid, Sorcerer, Wizard

Deep Magic Volume 1

Entomb

6-level Transmutation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic, Material
Materials: a chip of granite
Duration: 8 hours
Damage/Effect: Control
You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.
Available for: Sorcerer, Warlock, Wizard

Deep Magic Volume 1

Firewalk

6-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Damage/Effect: Buff
The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.
Available for: Cleric, Druid, Sorcerer, Wizard

SRD

Flesh to Stone

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a pinch of lime, water, and earth
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Petrified
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. 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 Constitution 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 its 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.
Available for: Warlock, Wizard

Deep Magic Volume 1

Icy Manipulation

6-level Transmutation

Casting Time: 1 action
Range/Area: 60ft.
Components: Verbal, Somatic, Material
Materials: a piece of ice preserved from the plane of elemental ice
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves.   If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant. The petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with Greater Restoration or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute. If the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.
Available for: Sorcerer, Wizard

XGtE

Investiture of Flame

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Fire
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
  • 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.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Investiture of Ice

6-level Transmutation

Casting Time: 1 action
Range/Area: Self (15 ft. cone)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Cold
Until the spell ends, ice rimes your body, and you gain the following benefits:
  • 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.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Investiture of Stone

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: DEX Save
Damage/Effect: Prone
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
  • 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.
Available for: Druid, Sorcerer, Warlock, Wizard

XGtE

Investiture of Wind

6-level Transmutation

Casting Time: 1 action
Range/Area: Self (15 ft. cube)
Components: Verbal, Somatic
Duration: Concentration, 10 minutes
Attack/Save: CON Save
Damage/Effect: Bludgeoning
Until the spell ends, wind whirls around you, and you gain the following benefits:
  • 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.
Available for: Druid, Sorcerer, Warlock, Wizard

SRD

Move Earth

6-level Transmutation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: an iron blade and a small bag containing a mixture of soils-clay, loam, and sand
Duration: Concentration, 2 hours
Damage/Effect: Control
Choose an area of terrain no larger than 40 feet on a side 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-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet 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.
Available for: Druid, Sorcerer, Wizard

XGtE

Tenser's Transformation

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a few hairs from a bull
Duration: Concentration, 10 minutes
Damage/Effect: Buff
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:
  • 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.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Available for: Wizard

Specialized

Alkemancy Magic

Deep Magic Volume 1

Alchemical Form

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of acid, poison, or alchemist's fire
Duration: 1 minute
Damage/Effect: Buff
You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:
  • 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
Available for: Wizard with Alkemancy Specialization

Angelic Magic

Deep Magic Volume 1

Celestial Fanfare

6-level Evocation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic, Material
Materials: miniature trumpet worth 100 gp
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Thunder, Radiant
A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take 4d6 thunder damage and 4d6 radiant damage and are blinded and deafened for 2d4 rounds. A successful Constitution saving throw reduces the damage and the duration of the blinded and deafened conditions by half. Neutral or unaligned creatures within the area take half as much damage and are blinded and deafened for 1d4 rounds. A successful save reduces the damage to one-quarter and negates the blinding and deafening effects. Good-aligned creatures are not harmed by this spell.
Available for: Cleric, Wizard with Angelic Specialization

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

Clockwork Magic

Deep Magic Volume 1

Clockwork Catapult

6-level Transmutation

Casting Time: 1 action
Range/Area: 400ft.
Components: Verbal, Somatic, Material
Materials: a small platinum level and fulcrum worth 400 gp
Duration: Instant
Attack/Save: Ranged Spell Attack
Damage/Effect: Bludgeoning
You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.
Available for: Sorcerer, Warlock, Wizard with Clockwork Specialization

Dark Magic

Deep Magic Volume 1

Investiture of Blight

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a vial of ectopasm or ghostly essence
Duration: Concentration, 10 minutes
Damage/Effect: Buff
Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell’s duration. Until the spell ends, you gain the following benefits:
  • 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.
Available for: Cleric, Druid, Sorcerer, Warlock, Wizard with Dark 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

Deep Magic Volume 1

Cave Dragon's Dominance

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws.
  • 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.
Available for: Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Fire Dragon's Fury

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws.
  • 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.
Available for: Sorcerer, Wizard with Dragon Specialization

Deep Magic Volume 1

Mithral Dragon's Might

6-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Buff
You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws.
  • 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.
Available for: Sorcerer, Wizard with Dragon Specialization

Elven Ritual Magic

Deep Magic Volume 1

Encroaching Shadows

6-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 hour
Range/Area: 150ft.
Components: Verbal, Somatic, Material
Materials: a drop of blood smeared on a silver rod worth 100 gp
Duration: 12 hours
Damage/Effect: Control
You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area. A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.    Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional 12 hours for each spellcaster other than yourself, up to a maximum duration of 48 hours.    Ritual Focus. If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.
Available for: Cleric, Sorcerer, Wizard with Elven Ritual Specialization

Fiendish Magic

Deep Magic Volume 1

Aura of Wrath

6-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. A creature overcome with rage must take its next action to attack the nearest possible target —if more than one target is available, choose randomly. The creature uses a melee weapon if it has one; otherwise, it attacks with any other offensive ability it possesses.    If an affected creature leaves the aura, the aura’s effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura. If a creature affected by your aura hits you with an attack that targets you, the creature takes 4d8 psychic damage.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, creatures that leave the aura remain under the effect of the spell for 1 additional round for each slot level above 6th. Also, the damage an affected creature takes from striking you increases by 2d8 for each slot level above 6th.
Available for: Warlock, Wizard with Fiendish Specialization

Illumination Magic

Deep Magic Volume 1

Burning Radiance

6-level Evocation

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: DEX Save
Damage/Effect: Radiant
A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. A successful saving throw halves the damage and prevents a creature from catching fire. The burning radiance ignites flammable objects in the area that aren’t being worn or carried.
Available for: Cleric, Wizard with Illumination Specialization

Labyrinth Magic

Deep Magic Volume 1

Walk the Twisted Path

6-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a map
Duration: Special
Damage/Effect: Control
When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world. You can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check.   If you have the ability to retrace a path you have previously taken without making a check (as a Minotaur or a Goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends. When the spell ends, you and those traveling with you appear in a safe location at your destination.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.
Available for: Sorcerer, Wizard with Labyrinth Specialization

Mythos Magic

Deep Magic Volume 1

Warp Mind and Matter

6-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 30ft.
Components: Verbal, Somatic, Material
Materials: root of deadly nightshade and a drop of the caster's blood
Duration: Dispel
Attack/Save: WIS Save
Damage/Effect: Debuff
A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.
Available for: Wizard with Mythos Specialization

Ring Magic

Deep Magic Volume 1

Enchant Ring

6-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: 500 gp worth of diamond dust, which the spell consumes
Duration: Permanent
Damage/Effect: Debuff
You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails. The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.
Available for: Sorcerer, Wizard with Ring Specialization

Shadow Magic

Deep Magic Volume 1

Become Nightwing

6-level Enchantment

Casting Time: 1 action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: a crow's eye
Duration: Concentration, 1 minute
Damage/Effect: Buff
This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.    Nightwing Breath (Recharge 4–6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.
Available for: Sorcerer, Warlock, Wizard with Shadow Specialization

Deep Magic Volume 1

Black Well

6-level Necromancy

Casting Time: 1 action
Range/Area: 300ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: STR Save, then CON Save
Damage/Effect: Necrotic
You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated.   A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.
Available for: Wizard with Shadow Specialization

Deep Magic Volume 1

Shadow Metamorphosis

6-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Attack/Save: CON Save
Damage/Effect: Control
You touch a creature of Huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked.    An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity (Stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage.
Available for: Warlock, Wizard with Shadow 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

Void Magic

Deep Magic Volume 1

Life Drain

6-level Evocation

Casting Time: 1 action
Range/Area: 90ft.
Components: Verbal, Somatic
Duration: Instant
Attack/Save: CON Save
Damage/Effect: Necrotic
With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.
Available for: Wizard with Void Specialization
< Mystic Arcanum
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Spell List

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By School

Abjuration
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Alkemancy Magic
Angelic 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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