6th Level Spells

Acid Rain

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Conduit*, Druid, Sorcerer

A storm cloud appears in the shape of a dome that is 20 feet tall with a 40-foot radius, centered 30 feet above a point you can see within range. This cloud spreads around corners and rains on the spaces directly below it.

For the duration of the spell, any creatures who enters the rain or cloud for the first time on their turn, or starts their turn in it, must make a Constitution saving throw. On a failed save, a creature takes 3d6 acid damage, and has its AC reduced by 1 so long as it remains in the rain or cloud. On a successful save, it takes half as much damage.

Any objects of organic matter in contact with this rain or cloud dissolves, potentially destroying cover and causing objects to collapse (DM’s discretion).

Divine Mark

  • School: Evocation
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a divine arrow, worth at least 5,000gp)
  • Duration: Instantaneous
  • Classes: Cleric

A streak of holy light soars from your hand, aimed towards a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, at which point five beams of light strike it. Each beam deals 2d8 radiant damage, and ignores cover.

If you miss, the creature must instead make a Dexterity saving throw. On a failed save, it takes 10d8 radiant damage, or half as much on a success.

Extract Shadow

  • School: Conjuration
  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, M (a nearly finished candle)
  • Duration: 10 minutes
  • Classes: Warlock, Wizard

You flood a creature you can see within range with necrotic energy, ripping their shadow from their body. The creature must make a Wisdom saving throw, rolling with disadvantage if they are in bright light, or with advantage if they are in darkness. It takes 4d10 necrotic damage on a failed save, or half as much on a success. Regardless of the save, a Shadow is manifested within 5 feet of them. This Shadow disappears when the spell ends, when it drops to 0 hit points, or when you dismiss it as a bonus action.

This Shadow is friendly to you and your companions for the duration, and acts immediately after your turn. It obeys any verbal command that you issue to it (no action required by you). If you don’t issue any commands to the Shadow, it attacks the target of this spell. It has advantage on its attack rolls and saving throws against the target of this spell.

When summoned, the shadow gain a number of hit points equal to the damage dealt to the target creature, and adds your spellcasting modifier for its attack and damage rolls.

Final Heartbeat

  • School: Transmutation
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a spellcasting focus worth 100gp, which is absorbed and consumed into the target)
  • Duration: 10 days
  • Classes: Sorcerer, Warlock, Wizard

You prime a willing creature to become a vessel for arcane chaos upon their death. If the target would be killed by another creature while the spell is active, their body is transmuted into pure explosive magical energy, causing every creature within a 50-foot radius to make a Dexterity saving throw. On a failed save, a creature takes 10d10+10 force damage, or half as much on a success. This explosion spreads around corners, and any nonmagical object that isn’t being worn or carried also takes this damage if it is in the spell’s area.

Once a creature dies while being under the effects of this spell, it can only be restored to life by means of a true resurrection or a wish spell.

Fissure

  • School: Evocation
  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a piece of clothing, which the spell consumes)
  • Duration: Concentration, up to 1 minute
  • Classes: Conduit*, Druid, Sorcerer, Wizard

You tear apart the earth ahead of you, creating a 60-foot long, 15-foot wide, 30-feet deep fracture in the ground. Creatures entirely in this line must make a Dexterity saving throw. On a failed save, a creature falls into the fracture unless it was flying or can float. On a successful save, a creature moves safely to the nearest unoccupied space beside the fracture.

The fracture seals itself once the spell ends. Any creatures that were still in it by then take 8d8 bludgeoning damage and are pushed out, falling prone on their new space. If a creature would drop to 0 hit points from this damage, their body and anything on their person remains buried.

Phantom Orchestra

  • School: Conjuration
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a musical instrument or conductor baton worth at least 100gp)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard

You summon an ensemble of musical spirits to perform with you. They float around you to a distance of 30 feet for the duration. You choose the instruments they play or if they sing, and the song played.

Whenever a hostile creature of your choice would enter this area or start its turn within it, they must make a Constitution saving throw. On a failed save, they take 5d8 thunder damage and are deafened until they leave the spell’s area. On a successful save, they take half damage and instead have disadvantage on any ability check that requires hearing.

Until the spell ends, you can use a bonus action on each of your turns to motivate an ally within the spell’s area through music. Until the start of your next turn, they can use your spellcasting modifier for any saving throw they make.

Poison Soul

  • School: Necromancy
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock

You attempt to corode the spirit of a creature within range, forcing them to make a Charisma saving throw. On a failure, they take 9d6 necrotic damage and have disadvantage on any d20 roll they make for the duration of the spell. On a successful save, they take half damage and the spell ends.

At the end of each of its turns, the target of this spell can repeat this saving throw, ending the effect early on itself on a success.

Planar Chains

  • School: Abjuration
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Conduit*, Warlock

Choose a creature that you can see within range. The target must succeed on a Charisma saving throw or be paralyzed for the duration as magical chains bind them. While under the effect of this spell, the target cannot be moved or transported by any means. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.

If the target is not native to this plane, they take 3d12 radiant or necrotic damage (your choice) at the start of each of its turns.

Reaper's Gift

  • School: Transmutation
  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Warlock, Wizard

You call upon the lords of the dead to bless your weapon with deadly purpose. You touch a weapon and choose one creature within 90 feet of you. Until the spell ends or until the target dies, this weapon deals and additional 2d10 necrotic damage, or 3d10 cold damage against undead.

Attacks made with this weapon against the target are done with advantage, and deal a critical hit on a roll of 19 or 20.

If the spell ends before the target dies, you must succeed a DC 15 Constitution saving throw or suffer a level of exhaustion as the dead demand payment.

Unwilling Ward

  • School: Abjuration
  • Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you
  • Range: 60 feet
  • Components: S
  • Duration: 1 hour
  • Classes: Bard, Cleric

This spell curses a creature who harms you, creating a powerful connection between the two of you until the spell ends. While the target is within 60 feet of you, you gain a +1 bonus to AC and saving throws, and you have resistance to all damage. If the target would make an attack roll against you or force you to make a saving throw, this bonus increases to a +2. Additionally, each time you take damage, the target takes the same amount.

The spell ends if either of you drop to 0 hit points, and if the spell is cast again on either of you. If you or the target become separated by more than 60 feet, the spell still remains active but the target does not take damage each time you do.