6th-level evocation
You conjure blade that spins at incredible speeds, igniting with a hellish blue flame. When you cast the spell and as a bonus action on your subsequent turns, the weapon moves up to 30 feet and then causes one of the following effects with it:
Direct. All creatures in a line 5 feet wide and length equal to the distance moved must make a Dexterity saving throw or take 4d10 fire damage.
Deflecting Stance. The spinning weapon interposes itself between you and a creature of your choice until you give the weapon a different command. The weapon moves to stay between you and the target, providing you with half cover against the target. The target can attempt to move through the Boomerang, but must succeed on a Dexterity saving throw or take 4d10 fire damage, be pushed 5 feet back and land prone.
Spin. The weapon spins more vigorously and lets out gouts of spiraling flame. Creatures within 15 feet of the weapon, must make a Dexterity saving throw or take 4d10 fire damage.
6th-level evocation
You brandish the weapon used in the spell's casting and send out three arcing slashes of magical moonlight. Each slash forms a line 100 feet long and 5 feet wide in a direction you choose that goes around corners. Each creature caught in one of the lines must make a Dexterity saving throw. A creature takes 2d6 force damage plus 2d6 radiant damage on a failed save, or half as much on a successful one.
When you cast this spell and after each time you choose the direction for one of the lines, you can fly up to 10 feet without provoking opportunity attacks.
A creature caught in more than one of the lines makes a saving throw against for each line it is in the area of.
6th-level transmutation
You pull forth shadows that reside in the deepest corners of the realm to shroud yourself. Upon casting this spell, you gain 60 temporary hit points. Whilst these temporary hit points persist, you have half cover from melee attacks.
Additionally, if you take damage from a creature, if that creature is within 30 feet of you and can see you, that creature must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn.
6th-level evocation
You combine the elements, firing forth a concentrated blast of fire, frost and lightning. Choose one of the following effects:
Concentrated. You unleash the spell in a 15-foot wide, 60-foot long line in front of you. Each creature caught in the area must succeed on a Constitution saving throw or suffer 3d10 cold damage, plus 3d10 fire damage, plus 3d10 lightning damage, taking half damage on a successful save.
Separated. You unleash the spell in three separate 5-foot wide, 60-foot long lines. Each of the lines go in a different direction you choose, originating from you. Each creature caught in the area must succeed on a Dexterity saving throw or suffer 3d10 damage, taking half damage on a success. The first line deals cold damage, the second deals fire damage, and the third deals lightning damage.
6th-level evocation
You conjure three glowing missiles of magical force. Each missile hits a creature or object of your choice that you can see within range. Each missile deals 3d4 + 3 force damage to its target. The missiles all strike simultaneously and you can direct them to hit one creature or several.
Any creature or object immune to damage from the magic missile spell suffers half damage from this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level, or higher, the spell creates one more missile for each spell slot level expended above 6th.
6th-level transmutation
Through arcane metamagics, you fuse the effects of two spells, conjuring their power simultaneously. Choose two spells of 3rd level or lower with a casting time of 1 action that you know or have prepared. You cast both of these spells at 3rd level without expending spell slots. You choose which order you cast both spells.
After you cast both spells, you cannot cast another spell of 1st level or higher until the end of the turn.
6th-level conjuration
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.
6th-level enchantment
You plant the spell’s components in the ground, burying the source of the magic, whilst blanketing a cube area up to 100 feet across with brain-warping magic, straining the minds of those who are exposed to it for extended periods of time. Any creature that takes a long rest in the area must succeed on a Charisma saving throw. The DM keeps track of individual saving throws for each affected character. Should a large number of inconsequential creatures be affected, such as a series of homes occupied by random civilians, the relevant creatures make a collective saving throw for each of them.
Whenever a creature’s number of saving throw failures reaches a multiple of five, it rolls 1d4, reducing its Intelligence score by the selected amount, repeating the process for its Wisdom and Charisma scores. This feature cannot reduce an ability score below 6.
Whenever a creature has its ability scores reduced by this feature, it is likely to experience some kind of mental break or change, such as increased aggression, decreased awareness, loss of social function, or any other effect chosen by the DM. These effects worsen the more failures a creature accumulates.
The spell ends only if a successful dispel magic is cast on the spell’s material component. Casting the dispel evil and good spell on a creature affected by this spell reduces its number of failed saving throws by 10, potentially reversing some of its lost ability scores.
Casting detect magic in the area of the spell shows faint pinkish energy moving about in the air in the spell’s area. Affected creatures appear with pink eyes, the glow more intense the more failed saving throws they have.
Once a creature has failed its saving throw against this spell 50 times, the effects of the spell become permanent, reversable only through the use of a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum area affected by the spell grows in size, increasing to 1,000 feet at 7th level, 1 mile at 8th level and 5 miles at 9th level. The cost of the materials, as well as the number of required rats used in this spell doubles for each spell slot level expended above 6th.
6th level evocation
As part of the action used to cast this spell, and on each of your turns for the duration by using your action, you launch a large bolt of force like that fired from a ballista. You can launch the bolt at a creature or object you can see within range. Make a ranged spell attack. On a hit, the target takes 5d10 force damage. This spell does double damage to objects and structures.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bolt deals an extra 1d10 force damage for each slot level above 6th.
6th-level evocation
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
6th-level transmutation
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 17 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is knocked prone and restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must immediately crawl into the nearest unoccupied space.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
6th-level transmutation
Your touch pulls apart the earth. You gain a burrowing speed of 30 feet, which lasts for the duration. To burrow in this way, you must have both of your hands free.
Additionally, you can burrow through solid rock at half your burrow speed and when you do so, you leave behind a tunnel in your wake large enough to fit creatures of your size or smaller.
6th-level evocation
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.
6th-level necromancy
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each hostile creature in that area must make a Constitution saving throw. On a failure, a creature takes 10d6 necrotic damage and it can’t regain hit points until the start of your next turn. On a success, a creature takes half as much damage and it’s otherwise unaffected.
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.
6th-level dunamancy
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, 1 bonus action, or 1 reaction, 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. If the contingent spell has a casting time of 1 reaction, the condition for that spell to be cast must also be met for it to take effect. For example, a contingency cast with absorb elements might stipulate that aborb elements comes into effect when you would be reduced to 0 hit points. In this case, absorb elements would require both the chosen circumstance and for you to take the acid, cold, fire, lightning, or thunder damage required to cast absorb elements normally.
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.
6th-level transmutation
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.
Your homunculus can be sculpted to look however you choose, as long as it still counts as a tiny creature and has both legs and wings when you bring it life.
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‘ death.
You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
6th-level necromancy
This spell creates more powerful servants of undead. Choose up to two corpses of Medium or Small humanoids within range. Each corpse rises as an Undead creature. The creature uses the Greater Animated Undead statblock. When you cast the spell, choose Ghoul, Mummy, or Wight. The undead resembles a creature of the chosen type. Creatures animated with this spell are your Companions, though you must be within 60 feet of them to command them.
The creature is under your control for 24 hours, after which they cease being your Companions. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four Greater Animated Undead, rather than animating new ones. Additionally, you may cast the animate dead spell in this way to reassert control over two Greater Animated Undead, rather than the spell's normal effects.
Medium Undead (Ghoul, Mummy, or Wight), Neutral Evil
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 14 (+2) | 18 (+4) | 10 (+0) | 12 (+1) | 8 (–1) |
Magic Weapons. The undead’s weapon attacks are magical.
Multiattack. The undead makes two attacks, only one of which can be a Life Drain attack (Wight Only).
Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 4 bludgeoning damage.
Ghoulish Claws (Ghoul Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 slashing damage. Critical Hit: The target must succeed on a Constitution saving throw against your spell save DC or become paralyzed until the start of the ghoul's next turn.
Life Drain (Wight Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 2d6 + 4 necrotic damage. The target must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A Humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the Humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
Rotting Fist (Mummy Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 4 necrotic damage. If the target is a creature, it starts to rot, taking 2d6 necrotic damage at the start of each of its turns. A creature can make a Constitution saving throw against your spell save DC at the end of each of its turns, ending the effect on itself on a success.
6th-level necromancy
You attempt to break down a creature's structure. Make a melee spell attack against a creature you can reach. On a hit, the target takes 10d10 necrotic damage, and you gain temporary hit points equal to half the amount of necrotic damage dealt for the duration. If the target is killed by this spell, this number is doubled.
A humanoid killed by this spell has its body unraveled, absorbed into the caster. If you are missing body members (finger, leg, tail, eye, etc.) you instantly regrow any of your choice. The new members take on the likeness of the target but retain their original function.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 5th.
6th-level transmutation
A thin beam of energy springs from your pointing finger in a 60-foot-long, 1/2-inch-wide line in a direction you choose. The closest creature or object in the line must make a Dexterity saving throw. On a failure, a creature takes take 10d6 + 40 force damage. If this damage reduces to the target 0 hit points, it is disintegrated. On a success, the target is unaffected and the next closest creature or object in the line must then make the saving throw. If there are no other creatures or objects in the line, the beam fizzles out and the spell has no effect.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of 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 non-magical 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 not damaged or destroyed by this spell, but prevents the beam from travelling further.
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.
6th-level transmutation
When you cast this spell, you transform yourself into an open channel to the Positive Plane, shedding bright light in a 5-foot radius, and dim light for an additional 5 feet for the spell’s duration. Until the spell ends, you gain the following benefits:
6th-level conjuration (ritual)
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.
6th level divination (ritual)
The next time you attempt to sleep before the spell ends, you instantly fall asleep, as your spirit separates from your body. Your spirit is invisible, and has a flying speed of 100 feet. Your spirit can move through creatures and objects as if they were difficult terrain, is immune to any nonmagical damage, and cannot be grappled, paralyzed, petrified, or restrained. You can see and hear as if you were standing in the same location as your spirit. Your spirit cannot attack or cast spells, only observe. Creatures and spells that can detect invisible or ethereal creatures can see your spirit.
If your spirit suffers any damage, it instantly returns to your body, and you remain unconcious for the spell's remaining duration.
When the spell ends, your spirit returns to your body if it hasn't already, and you awaken. If your body suffers damage whilst your spirit is absent, you immediately suffer 4d6 necrotic damage, plus 4d6 psychic damage, and the spell ends.
6th-level abjuration
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30—foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. Ifyou don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can‘t leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
6th-level evocation
Magma bursts from the ground in a 20-foot radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the radius must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The ground in the area is considered difficult terrain for the duration.
Each round you maintain concentration on this spell, the eruption produces additional effects on your turn.
Round 2. Clumps of dirt and rock dislodged by the explosion fall from the sky. The area in the cylinder becomes lightly obscured. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and becomes restrained until the spell ends. On a successful save, it takes half as much damage and isn’t restrained. A creature restrained this way can make a Strength saving throw as an action on its turn, freeing itself on a successful save.
Round 3-5. Poisonous volcanic gas floods the area. The area in the cylinder becomes heavily obscured. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 2d6 poison damage and is poisoned for 1 minute. On a successful save, it takes half as much damage and isn’t poisoned. If a creature enters the area for the first time in a turn while the gas persists, it becomes subject to the effect. A creature poisoned this way makes a Constitution saving throw at the end of each of its turns, ending the condition on a successful save.
Round 6-10. The same as Round 3-5, but the targets make their initial Constitution saving throw against the effect each round with advantage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius and height of the cylinder each increase by 10 feet for each slot level above 6th.
6th-level evocation
You channel every ounce of your energy into an explosive blast of odyllic force that fills a 30-foot-radius sphere around you. Each creature you choose within the area must make a Constitution saving throw. If you’re bloodied when you cast this spell, each target has disadvantage on its saving throw. On a failure, a creature takes 8d8 force damage. If your hit point maximum is equal or half your normal hit point maximum when you cast this spell, the spell deals an extra 4d8 necrotic damage. On a success, a creature takes half as much damage.
6th-level abjuration
You create a field of silvery light that surrounds a creature of your choice within range. The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.
6th-level transmutation
You transmute the flesh of a creature you can see within range, causing it to rapidly grow around and over itself into horrifying growths. If the target’s body is made from flesh, it must succeed on a Constitution saving throw or have its fat and muscle tissue rapidly expand in horrible, grotesque fashion. A creature who fails its save suffers the following effects, starting at the beginning of its next turn:
The spell can be ended early by a greater restoration, or wish spell.
If you maintain concentration on the spell for its full duration, the spell’s effects become permanent, and any magical attempts to end them do not take effect until 1 minute has passed.
6th-level transmutation
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.
6th-level abjuration (ritual)
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell’s area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
6th-level conjuration
You conjure forth the maw of the titan, Gaea at a point that you can see within range. The maw is Large size and remains in place for the duration. As a part of your action to cast the spell, or as an action on subsequent turns, you can have the maw change its direction if you choose, then inhale.
When it inhales, each creature in a 60-foot cone in front of the maw must make a Strength saving throw. On a failure, a creature is pulled 30 feet towards the maw and falls prone. On a successfully save, a creature is instead only pulled 15 feet and is not knocked prone.
A creature that is pulled into the maw’s space falls down into a 10-foot wide, 30-foot deep demiplanar pit at the back of the maw’s throat.
A creature that starts its turn inside the maw’s demiplane must succeed on a Constitution saving throw or take 6d8 acid damage, taking half on a success.
If the spell ends with a creature still inside the maw, that creature reappears prone in the maw’s previously occupied space.
6th-level transmutation
You channel powerful lightning energy into your body empowering your speed beyond comprehension, expelling excess energy at the tips of your fingers in palm-sized storm. For the duration, your speed is doubled and opportunity attacks are made against you at disadvantage. Whilst your speed persists in this way, you can move across liquids and vertical surfaces as if they were solid ground.
Additionally, as a part of your bonus action to cast this spell and as a bonus action again on subsequent turns, you can strike a creature, unloading your excess energy into their bodies. Make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 3d12 lightning damage and cannot take reactions until the start of your next turn.
6th-level abjuration
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.
6th-level dunamancy
You manifest a ravine of gravitational energy in a 100-foot long, 5-foot wide line originating from you. Each creature in that line must make a Constitution saving throw. On a failure, a creature takes 8d8 force damage, or half on a success.
Each creature within 10 feet of the line, but not inside of it, must succeed on a Strength saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 1d8 for each spell slot level above 6th.
6th-level evocation
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends bleeding, blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
6th-level transmutation
You touch a Large or smaller creature, creating a pair of burning wings upon its back, before sending it soaring high into the air. An unwilling creature can avoid the spell’s effects with a successful Dexterity saving throw. On a failure, the target is sent flying upwards to an unoccupied space that you can see within a 60-foot cone above you. When it reaches the chosen point, the wings burn up to nothing, causing the target to suffer 7d10 fire damage, then fall prone. On a successful save, the target suffers only half the fire damage, and is not carried into the air.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cone in which the target can be flown to increases in size by 20 feet for each spell slot level expended above 6th.
6th-level transmutation
Until the spell ends, poisonous gases and bubbling acid cover your body. You gain the following benefits:
6th-level transmutation
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:
6th-level transmutation
Until the spell ends, ice rimes your body, and you gain the following benefits:
6th-level transmutation
Until the spell ends, your body emanates pure radiance, shedding bright light in a 60-foot radius centred on your position and dim light for an additional 30 feet. Any magical darkness created by a spell of 5th level or lower within the area is dispelled. You gain the following additional benefits:
6th-level transmutation
Until the spell ends, shadows swirl around you, and you gain the following benefits:
6th-level transmutation
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
6th-level transmutation
Until the spell ends, wind whirls around you, and you gain the following benefits:
6th-level abjuration
This spell turns the flesh of a willing creature you touch into solid iron. Until the spell ends, the target has resistance to acid, bludgeoning, cold, fire, lightning, piercing, poison, and slashing damage.
6th-level necromancy
You conjure a dark, spectral eyeball above a creature that you can see within range. Whilst the eyeball persists, the target gains no benefits from being hidden from you or any creature that can see the eyeball and all attack rolls made against it are made with advantage.
At the start of your next turn, the eye explodes in a 20-foot radius, forcing each creature with the area to make a Dexterity saving throw.
On a failed save, a creature takes 8d8 necrotic damage, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the damage of the spell increases by 2d8 per spell slot level expended above 6th.
6th-level conjuration
You conjure a swarming cloud of locusts around a creature that you can see within range. The target creature becomes blinded as the locusts harry them relentlessly. At the start of each of the creature’s turns, it must succeed on a Wisdom saving throw or become frightened of the locusts until the start of its next turn.
Any creature you choose that starts its turn within 20 feet of an affected creature must succeed on a Dexterity saving throw or have a swarm of locusts surround them, subjecting them to the spell’s effects.
A creature can use an action on its turns to make a Strength (Athletics) check against your spell save DC, fighting off the locusts on a success.
6th-level transmutation
This spell has the capacity to restore youth, but it's magic is fickle. Choose an amount of time no greater than 100 years. The DM then rolls on the Longevity table.
d100 | Result |
---|---|
1–5 | You instead become a number of years older equal to the chosen amount of time. |
6–10 | You become a number of years younger equal to twice the chosen amount of time. |
11–25 | Roll 2d10. Your age changes by a number of years equal to the result. If the roll is odd, you get younger. If the roll is even, you get older. |
26–50 | You become a number of years younger equal to one fourth the chosen amount of time. |
51–75 | You become a number of years younger equal to half the chosen amount of time. |
76–00 | You become a number of years younger equal to the chosen amount of time. |
If this spell would cause you age past your race's average lifespan, you must succeed on a DC 15 Constitution saving throw or die from old age. On a success, you have 2d10 years before you die from old age.
Alternatively, if this spell would cause your age to become less than 0, your body is reduced to nothing and you die.
If you provide the heart of a sphinx as a part of cast this spell, the spell consumes the heart, providing one of the following benefits depending on the type of sphinx heart used:
6th-level necromancy
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 humanoids 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.
6th-level evocation
You tear up the earth from beneath your feet, sending it flying in a 20-foot-radius around you. Each creature other than you that's caught in the area must make a Dexterity saving throw. On a failure, a creature takes 6d10 piercing damage and whenever it moves before the end of its next turn, it takes 2d4 piercing damage for every 5 feet it travels. On a success, a creature takes half as much damage and is otherwise unaffected.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the initial damage increases by 1d10 per spell slot level expended above 6th.
6th-level illusion
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.
6th-level enchantment
You infect the mind of a creature you can see within range, causing their brain to begin shutting down. At the start of each of the target's turns for the duration, it must make a Wisdom saving throw. On a failure, it takes 3d10 psychic damage and its Intelligence score is reduced by 1d4. If this reduces its Intelligence to 0, the spell ends. If the target succeeds on three of these saving throws, the spell ends.
The reduction to a creature's Intelligence caused by this spell persists when the spell ends and a creature with an Intelligence score of 0 is stunned until it regains at least one point of Intelligence. A remove curse, heal, or regenerate spell restores the target's Intelligence score.
6th-level transmutation
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 change 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 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.
6th-level transmutation
You transform into a bolt of dark energy and fly forward towards a creature within range. If the creature is not willing, it must succeed on a Charisma saving throw or be magically inhabited by you until the spell ends. Undead and constructs are unaffected. Whilst you are inhabiting a creature in this way, you can’t move, take actions, be seen, hear or otherwise sensed, or be targeted by any attack, spell, or other effect. You can otherwise sense as if you were in the creature's space and you remain in the target’s space wherever it moves.
Whenever the spell ends, you burst forth from the creature in a violent explosion that fills a 20-foot radius around the creature. Each creature within the area must then make a Constitution saving throw, taking 10d8 necrotic damage on a failed save, or half as much on a success. If the creature willingly allowed you to inhabit it, it succeeds the saving throw automatically and suffers no damage.
You then appear in an unoccupied space that you can see within 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d8 per spell slot level expended above 6th.
6th-level evocation
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 30-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 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.
6th-level conjuration
You conjure four long blades of hardened shadow above your head before flinging them at your enemies. You can hurl the blades at one target or several. Make a ranged spell attack for each blade. On a hit, the target takes 3d10 necrotic damage.
When you hit a creature with a blade, if that creature has any temporary hit points, it must succeed on a Constitution saving throw. On a failure, it instantly loses any temporary hit points it currently possesses, before the damage of the spell is dealt to the target.
6th-level evocation
You burn brightly with coloured light, creating a vortex of chemical fire around you. You express bright light in a 20-foot radius around yourself and dim-light for a further 20 feet. Any creature that enters the light for the first time or starts its turn there must succeed on a Constitution saving throw. A creature that fails takes 3d8 fire damage and becomes blinded until the start of its next turn. A successful save halves the damage taken.
A creature damaged by this spell is burned by chemical fire, taking 1d6 acid damage at the start of each of its subsequent turns unless it or another creature within 5 feet of it uses its action to put the fire out.
6th-level conjuration
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
6th-level divination
You invoke a powerful extrasensory ability in yourself as the world slows down around you. For the duration, you gain an additional reaction to use every round. Additionally, you gain the following benefits:
6th-level abjuration
You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
6th-level evocation
You shape the latent heat in the area around you into a burning bolt of fire shaped like a flaming bird, which remains for the duration. As a part of your action to cast this spell, or as a bonus action on subsequent turns, the bird flies out and strikes a creature that you can see within range, before returning to your side. Make a melee spell attack for the bird. On a hit, the target creature takes 3d10 fire damage and must make a Constitution saving throw. On a failure, the target is set aflame, taking an additional 2d10 fire damage at the start of each of its turns until it or another creature uses an action to put the flames out.
At Higher Levels. When you cast a spell using a spell slot of 7th level or higher, the spell’s initial damage increases by 1d10 per spell slot level expended above 6th.
6th-level conjuration
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.
6th-level conjuration
You cast yourself along the path between stars. Until end of turn, you gain the following benefits:
6th-level dunamancy
You form a gravitational ring of burning starlight that spins around you for the duration, forming in a 10-foot radius, 1-foot thick, 1-foot tall ring of celestial energy. The ring moves with you, and can pass through solid objects as if they weren’t there. Any creature that passes through a space occupied by the ring for the first time each turn must make a Dexterity saving throw. On a failure, a creature takes 5d4 fire damage, plus 5d4 radiant damage, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, both the radiant and the fire damage dealt by the spell increase by 1d4 for each spell level expended above 6th.
6th-level evocation
You create a 30-foot-radius burst of searing sunlight at a point that you can see within range. Each creature caught in the area must make a Constitution saving throw, taking 4d6 fire damage plus 4d6 radiant damage on a failed save, or half as much on a successful one.
Additionally, a creature becomes blinded for 1 minute on a failed save, or until the end of its next turn on a successful one. If a creature ends its turn while blinded in this way, it makes a Constitution saving throw, ending the effect on itself on a success.
6th-level evocation
You unleash a burst of supersonic energy out in a 30-foot long, 10-foot wide line extending from you. Each creature caught in the area must succeed on a Constitution saving throw. A creature that fails the save takes 6d10 thunder damage and falls prone. A successful saving throw halves the damage taken and the creature is not knocked prone. Regardless, a creature damaged by this spell is deafened until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 1d10 per spell slot level expended above 6th.
6th-level necromancy
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 can 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 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 cased.
6th-level transmutation
You take on the ability to move through earth, passing through any stone, sand, brick, silt, dirt, or similar material as though it were difficult terrain. If the spell ends whilst you are inside of a surface, you are shunted out into the nearest unoccupied space from the surface and fall prone.
6th-level necromancy
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.
6th-level transmutation
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
6th-level transmutation
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:
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
6th-level abjuration
For the duration, the willing creature you touch has immunity to one damage type of your choice from among acid, cold, fire, lightning, or thunder.
6th-level transmutation
Choose a creature, structure, or object you can see within range. A surge of magical energy repairs the target, causing it to regain 70 hit points, or restores one legendary magic item to working condition. This spell also ends any conditions afflicting the target. This spell only has an effect on constructs, structures and objects.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the hit points regained increases by 10 for each slot level above 6th.
6th-level conjuration
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
6th-level abjuration
Until the spell ends, vines and other plant material rise from your feet to your head, encasing you in a protective armor. You gain a ward with a hit point maximum of 50, which lasts for the duration. Whenever a creature moves into a space on the ground within 30 feet of you, if the ward has at least 1 hit point, you can use your reaction to force that creature to make Strength saving throw. On a failure, the target becomes restrained by summoned vines until the start of their next turn.
Additionally, the ward regains 5 hit points at the start of each of your turns.
6th-level evocation
You create a wall of corrosive liquid. You can make the wall up to 30 feet long and 10 feet high, or you can make a ringed wall up to 20 feet in diameter and 20 feet high. Regardless, the wall is 5 feet thick and its space is difficult terrain. The wall vanishes when the spell ends.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll.
Whenever a creature enter the walls space for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 4d4 for each slot level above 6th.
6th-level evocation
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.
6th-level evocation
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
6th-level evocation
You unleash a spinning vortex of howling wind in an area around you, before dashing upon your invoked gale towards your destination. The wind fills a 30-foot radius sphere centred on you, forcing all creatures caught in that radius to make a Strength saving throw. On a failure, a creature takes 6d8 bludgeoning damage. A creature that succeeds the saving throw takes only half damage.
You may then fly to a point within 60 feet, carrying any creature caught in the wind that failed its saving throw for the same distance you travelled.
At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the damage dealt increases by 1d8 per spell slot level expended above 6th.
6th level transmutation
You pull the air into knotted and spiralling currents in any number of 5-foot wide, 5-foot tall lines. Whenever a creature moves into the affected area for the first time on a turn, or starts its turn there, it must make a Strength saving throw. On a failure, a creature is moved to any other unoccupied space within the affected area, as long as that area is within 100 feet. On a success, a creature takes only half damage and is not moved.
Any creature inside the affected area is deafened.
The total length of all lines created by this spell cannot exceed 300 feet, and all lines must be connected to the previously-created line.
6th-level transmutation
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
6th-level conjuration
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
6th-level transmutation
You enact the third stage of the great work: the yellowing, in a creature that you can see within range. The target becomes blinded until the end of its next turn as its body is suffused with light, drawing in more power than its body can handle.
When the spell ends, the target unleashes a burst of yellowish light in a 20-foot radius around it. The target takes 6d10 radiant damage, then each other creature caught in the area must make a Constitution saving throw, taking an equal amount of 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 dealt increases by 1d10 for each slot level above 6th.