Substantial Aspect
Level 6 Spells
Abjuration
Deep Magic Volume 1
Absorbing Field
6-level Abjuration
Deep Magic Volume 1
Ally Aegis
6-level Abjuration
Obojima: Tales from the Tall Grass
Crustacean Form
6-level Abjuration
Fizban's Treasury of Dragons
Fizban's Platinum Shield
6-level Abjuration
- Cover. The creature has half cover.
- Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
- Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
SRD
Globe of Invulnerability
6-level Abjuration
Conjuration
PHB
Arcane Gate
6-level Conjuration
Deep Magic Volume 2 (p.164)
Dimensional Rending
6-level Conjuration
Deep Magic Volume 2 (p.174)
Een's Armor of Glass
6-level Conjuration
Deep Magic Volume 2 (p.201)
Monsoon
6-level Conjuration
XGtE
Scatter
6-level Conjuration
Divination
SRD
True Seeing
6-level Divination
Enchantment
SRD
Mass Suggestion
6-level Enchantment
Evocation
Deep Magic Volume 2 (p.145)
Bombard
6-level Evocation
Deep Magic Volume 1
Bouncing Fireball
6-level Evocation
SRD
Chain Lightning
6-level Evocation
Deep Magic Volume 1
Fault Line
6-level Evocation
SRD
Sunbeam
6-level Evocation
Illusion
XGtE
Mental Prison
6-level Illusion
Deep Magic Volume 2 (p.206)
Phantasm
6-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerNecromancy
SRD
Circle of Death
6-level Necromancy
SRD
Eyebite
6-level Necromancy
Deep Magic Volume 2 (p.204)
Ominous Shadow
6-level Necromancy
Deep Magic Volume 2 (p.229)
Stygian Eye
6-level Necromancy
Transmutation
Deep Magic Volume 1
Aspect of the Firebird
6-level Transmutation
SRD
Disintegrate
6-level Transmutation
Deep Magic Volume 2 (p.166)
Doom of Abeyant Time
6-level Transmutation
Book of Ebon Tides
Doom of Stacked Stones
6-level Transmutation
Number of Turns Affected | Condition |
---|---|
1 (spell is cast) | restrained |
2 | incapacitated |
3 | stunned |
4 | paralyzed |
5 | petrified (turned to stone) |
Deep Magic Volume 1
Entomb
6-level Transmutation
Deep Magic Volume 1
Firewalk
6-level Transmutation
Deep Magic Volume 1
Icy Manipulation
6-level Transmutation
XGtE
Investiture of Flame
6-level Transmutation
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
XGtE
Investiture of Ice
6-level Transmutation
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
XGtE
Investiture of Stone
6-level Transmutation
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
XGtE
Investiture of Wind
6-level Transmutation
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
SRD
Move Earth
6-level Transmutation
Specialized
Chaos Magic
Deep Magic Volume 1
Chaotic World
6-level Illusion
Deep Magic Volume 1
Misfortune
6-level Necromancy
Clockwork Magic
Deep Magic Volume 1
Clockwork Catapult
6-level Transmutation
Dark Magic
Deep Magic Volume 1
Investiture of Blight
6-level Transmutation
- You have immunity to necrotic damage and resistance to poison damage.
- Creatures that miss on melee attacks against you become frightened of you until the end of their next turn.
- You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.
Dragon Magic
Deep Magic Volume 1
Claim Lair
6-level Abjuration
-
Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die.The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it, but you can see in the area as if it were brightly lit. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Part of the ceiling collapses above one creature you can see within 60 feet of you.The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.
- A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.
Deep Magic Volume 1
Cave Dragon's Dominance
6-level Transmutation
- Until the spell ends, your AC can’t be lower than 16, regardless of what kind of armor you are wearing.
- You gain blindsight out to a range of 60 feet.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned.
- Finally, you gain a climbing speed of 40 feet.
Deep Magic Volume 1
Fire Dragon's Fury
6-level Transmutation
- Until the spell ends, your AC can’t be less than 16, regardless of what kind of armor you are wearing.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit.
- You are resistant to fire.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
- Finally, the wings grant you a flying speed of 40 feet.
Deep Magic Volume 1
Mithral Dragon's Might
6-level Transmutation
- Until the spell ends, your AC can’t be lower than 16, regardless of what armor you are wearing.
- You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit.
- You have resistance to to acid and thunder damage.
- Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon.
- Finally, the wings grant you a flying speed of 40 feet.
Elven Ritual Magic
Deep Magic Volume 1
Encroaching Shadows
6-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerLabyrinth Magic
Deep Magic Volume 1
Walk the Twisted Path
6-level Conjuration
Ring Magic
Deep Magic Volume 1
Enchant Ring
6-level Enchantment
Shadow Magic
Deep Magic Volume 1
Become Nightwing
6-level Enchantment
Temporal Magic
Deep Magic Volume 1
Time Loop
6-level Transmutation
I am magic, magic is me
Arcane Expressions
Things I Might Know A-Z- Absorbing Field
- Ally Aegis
- Arcane Gate
- Aspect of the Firebird
- Bombard
- Bouncing Fireball
- Chain Lightning
- Circle of Death
- Crustacean Form
- Dimensional Rending
- Disintegrate
- Doom of Abeyant Time
- Doom of Stacked Stones
- Een's Armor of Glass
- Entomb
- Eyebite
- Fault Line
- Firewalk
- Fizban's Platinum Shield
- Globe of Invulnerability
- Icy Manipulation
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mass Suggestion
- Mental Prison
- Monsoon
- Move Earth
- Ominous Shadow
- Phantasm
- Scatter
- Stygian Eye
- Sunbeam
- True Seeing
By School
AbjurationConjuration
Divination
Enchantment
Evocation
Illusion
Necromancy
Transmutation
Specialized
Chaos MagicClockwork Magic
Dark Magic
Dragon Magic
Elven Ritual Magic
Labyrinth Magic
Ring Magic
Shadow Magic
Temporal Magic
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