6th-Level Spells
Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.
Chain Lightning
- 6th‑level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
- Duration: Instantaneous
You create a bolt of lightning that arcs toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each 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. Each target must make a Dexterity saving throw, taking 10d8 lightning damage on a failed save, or half as much on a successful one. 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.
Circle of Death
- 6th-level necromancy
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
- Duration: Instantaneous
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.
Contingency
- 6th-level evocation
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
- Duration: 10 days
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.
Create Undead
- 6th-level necromancy
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (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: Instantaneous
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.
Disintegrate
- 6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a lodestone and a pinch of dust)
- Duration: Instantaneous
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.
Flesh to Stone
- 6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of lime, water, and earth)
- Duration: Concentration, up to 1 minute
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.
Freezing Sphere
- 6th‑level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a small crystal sphere)
- Duration: Instantaneous
A frigid globe streaks to a point within range and explodes in a 60‑foot‑radius sphere. Each creature in the area must make a Constitution saving throw, taking 10d6 cold damage on a failed save, or half as much on a successful one. If the globe strikes a body of water, it freezes the liquid to a depth of 6 inches over a 30‑foot square for 1 minute; swimming creatures on that surface can be trapped (Strength check against your spell save DC as an action to break free). You can instead hold the globe for up to 1 minute and throw it (range 40 feet) or hurl it with a sling; it shatters on impact with the same effect. Damage increases by 1d6 for each slot level above 6th.
Globe of Invulnerability
- 6th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
- Duration: Concentration, up to 1 minute
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.
Heal
- 6th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose a creature you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on undead or constructs.
Move Earth
- 6th‑level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an iron blade and a small bag containing a mixture of soils)
- Duration: Concentration, up to 2 hours
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 (raise or lower elevation, create or fill a trench, erect or flatten a wall, or form a pillar). The maximum change in elevation is 20 feet for the entire area. The changes take 10 minutes to complete, so creatures usually can’t be trapped or crushed. Rock and stone can’t be affected. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
7th-Level
Sunbeam
- 6th-level evocation
- Casting Time: 1 action
- Range: Self (60‑foot line)
- Components: V, S, M (a magnifying glass)
- Duration: Concentration, up to 1 minute
A brilliant beam of 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 success, it takes half as much damage and isn’t blinded. Undead and oozes have disadvantage on this save. You can create a new line of radiance as an action on any turn until the spell ends.
Transport via Plants
- 6th-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: 1 round
You create a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
True Seeing
- 6th-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (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
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.
Wall of Ice
- 6th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small piece of quartz)
- Duration: Concentration, up to 10 minutes
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.
Wall of Thorns
- 6th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a handful of thorns)
- Duration: Concentration, up to 10 minutes
You create a wall of tough, pliable, tangled brush bristling with needle‑sharp thorns. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter. 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 success. A creature can move through the wall, though slowly and painfully: for every 1 foot a creature moves through, it must spend 4 feet of movement and takes 1d8 piercing damage for each 5 feet traveled.
Wind Walk
- 6th-level transmutation
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (fire and holy incense)
- Duration: 8 hours
You and up to ten willing creatures you can see within range assume a gaseous form, appearing as wispy clouds. While in this form, a creature has a flying speed of 300 feet and resistance to nonmagical damage, but it can’t attack or cast spells. A creature can revert to its normal form, which takes 1 minute, during which time it is incapacitated and can’t move. If the spell ends while a creature is in gaseous form, it safely reverts.