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Arcane Gate

  • casting timeAction
  • range500 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.

The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.

A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.

Sorcerer, Warlock, Wizard(2024),, Level 6 Conjuration

Blade Barrier

  • casting timeAction
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You 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, and its space is Difficult Terrain.

Any creature in the wall’s space makes a Dexterity Saving Throw, taking 6d10 Force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall’s space or ends it turn there. A creature makes that save only once per turn.

Cleric(2024) Level 6 Evocation

Chain Lightning

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

three silver pins

You launch a lightning bolt 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 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.

Each target makes a Dexterity Saving Throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot: One additional bolt leaps from the first target to another target for each spell slot level above 6.

Sorcerer, Wizard(2024), Level 6 Evocation

Circle of Death

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

the powder of a crushed black pearl worth 500+ GP

Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution Saving Throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot: The damage increases by 2d8 for each spell slot level above 6.

Sorcerer, Warlock, Wizard(2024), Level 6 Necromancy

Conjure Fey

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one Melee Spell Attack against a creature within 5 feet of it. On a hit, the target takes Psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear.

As a Bonus Action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.

Using a Higher-Level Spell Slot: The damage increases by 2d12 for each spell slot level above 6.

Druid(2024), Level 6 Conjuration

Contingency [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a gem-encrusted statuette of yourself worth 1,500+ GP

Choose a spell of level 5 or lower that you can cast, that has a casting time of an 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 trigger occurs.

You describe that trigger 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 trigger occurs 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,

Wizard(2024), Level 6 Abjuration

Contingency [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • duration10 days

a gem-encrusted statuette of yourself worth 1,500+ GP

Contingency ends on you if its material component is ever not on your person.

Wizard(2024), Level 6 Abjuration

Create Undead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one 150+ GP black onyx stone for each corpse

You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual page 132 for its stat block).

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 of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain

Cleric, Warlock, Wizard(2024) Level 6 Necromancy

Create Undead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one 150+ GP black onyx stone for each corpse

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.

Using a Higher-Level Spell Slot: If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.

Cleric, Warlock, Wizard(2024) Level 6 Necromancy

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Disintegrate 1/2

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and dust

You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.

A creature targeted by this spell makes a Dexterity Saving Throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.

Sorcerer,Wizard(2024), Level 6 Transmutation

Disintegrate2/2

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a lodestone and dust

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.

Using a Higher-Level Spell Slot: The damage increases by 3d6 for each spell slot level above 6

Sorcerer,Wizard(2024),, Level 6 Transmutation

Drawmij’s Instant Summons

  • casting time1 minute or Ritual
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a sapphire worth 1,000+ GP

You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.

Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.

Wizard(2024), Level 6 Conjuration

Eyebite

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom Saving Throw or be affected by one of the following effects of your choice for the duration.

On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.

ASLEEP: The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.

PANICKED: The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.

SICKENED: The target has the Poisoned condition.

Bard, Sorcerer, Warlock, Wizard(2024) Level 6 Necromancy

Find the Path

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 day

a set of divination tools—such as cards or runes—worth 100+ GP

You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.

Bard, Cleric, Druid(2024), Level 6 Divination

Flesh to Stone

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a cockatrice feather

You attempt to turn one creature that you can see within range into stone. The target makes a Constitution Saving Throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.

A Restrained target makes 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 has the Petrified condition for the duration. The successes and failures needn’t be consecutive

Druid, Sorcerer, Wizard(2024) Level 6 Transmutation

Forbiddance [1/2]

  • casting time10 minutes or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration1 day

ruby dust worth 1,000+ GP

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, the Ethereal Plane, the Feywild, the 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: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic damage (your choice when you cast this spell).

You can designate a password when you cast the spell. A creature that speaks the password as it enters the

Cleric(2024) Level 6 Abjuration

Forbiddance [2/2]

  • casting time10 minutes or Ritual
  • rangeTouch

  • componentsV, S, M
  • duration1 day

ruby dust worth 1,000+ GP

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.

Cleric(2024) Level 6 Abjuration

Globe of Invulnerability

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a glass bead

An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.

Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. 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 areas of effect created by such spells.

Using a Higher-Level Spell Slot: The barrier blocks spells of 1 level higher for each spell slot level above 6.

Sorcerer, Wizard(2024),, Level 6 Abjuration

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Guards and Wards [1/4]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a silver rod worth 10+ GP

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.

When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.

The spell creates the effects below within the warded area. Dispel Magic has no effect

Cleric(2024), Level 6 Abjuration

Guards and Wards [2/4]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a silver rod worth 10+ GP

on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.

CORRIDORS: Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it

Cleric(2024), Level 6 Abjuration

Guards and Wards [3/4]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a silver rod worth 10+ GP

chooses.

DOORS:All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doorswith an illusion to make them appear as plain sections of wall.

STAIRS: Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.

OTHER SPELL EFFECT: Place ONE of the following magical effects within the warded area:

Dancing Lights in four corridors, with a

Cleric(2024), Level 6 Abjuration

Guards and Wards [4/4]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

a silver rod worth 10+ GP

simple program that the lights repeat as long as Guards and Wards lasts

Magic Mouth in two locations

Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)

Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)

Suggestion in one 5-foot square

Cleric(2024), Level 6 Abjuration

Harm

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You unleash virulent magic on a creature you can see within range. The target makes a Constitution Saving Throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only.

This spell can’t reduce a target’s Hit Point maximum below 1.

Cleric(2024),, Level 6 Necromancy

Heal

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.

Using a Higher-Level Spell Slot: The healing increases by 10 for each spell slot level above 6.

Cleric, Druid(2024), Level 6 Abjuration

Heroes’ Feast

  • casting time10 minutes
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a gem-encrusted bowl worth 1,000+ GP, which the spell consumes

You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes gains several benefits, which last for 24 hours:

-The creature has Resistance to Poison damage,
-It has Immunity to the Frightened and Poisoned conditions.
-Its Hit Point maximum increases by 2d10, and it gains the same number of Hit Points.

Bard, Cleric, Druid(2024),, Level 6 Conjuration

Magic Jar 1/3

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

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 take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.

Wizard(2014) Level 6 Necromancy

Magic Jar 2/3

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

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 makes a Charisma Saving Throw. On a failed save, your soul enters the target’s body, and the target’s soul becomes trapped in the container. On a successful save, 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 Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics.

Wizard(2024) Level 6 Necromancy

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Magic Jar 3/3

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.

If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, 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.

Wizard(2024), Level 6 Necromancy

Mass Suggestion [1/2]

  • casting timeAction
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake’s tongue

You suggest a course of activity - described in no more than 25 words- to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say:

, “Walk to the village down that road, and help the villagers there harvest crops until sunset.”

Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hour.”

Each target must succeed on a Wisdom Saving Throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a

Bard, Sorcerer, Wizard(2024) Level 6 Enchantment

Mass Suggestion [2/2]

  • casting timeAction
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake’s tongue

target upon completing it.

Using a Higher-Level Spell Slot: The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).

Bard, Sorcerer, Wizard(2024) Level 6 Enchantment

Move Earth [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 2 hours

a miniature shovel

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, 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. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range.

This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to

Druid, Sorcerer, Wizard(2024),, Level 6 Transmutation

Move Earth [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 2 hours

a miniature shovel

accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Druid, Sorcerer, Wizard(2024),, Level 6 Transmutation

Otiluke’s Freezing Sphere [1/2]

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a miniature crystal sphere

A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution Saving Throw, taking 10d6 Cold damage on failed save or half as much damage on a successful one.

If the globe strikes a body of water, it freezes the water 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 and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, 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

Sorcerer, Wizard(2024),, Level 6 Evocation

Otiluke’s Freezing Sphere [2/2]

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a miniature crystal sphere

range). It shatters on impact, with the same effect as a 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.

Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 6.

Sorcerer, Wizard(2024),, Level 6 Evocation

Otto’s Irresistible Dance

  • casting timeAction
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 minute

One creature that you can see within range must make a Wisdom Saving Throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.

On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity Saving Throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.

Bard, Wizard(2024), Level 6 Enchantment

Planar Ally [1/2]

  • casting time10 minutes
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, 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 a particular way. You can ask it 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

Cleric(2024), Level 6 Conjuration

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Planar Ally [2/2]

  • casting time10 minutes
  • range60 feet

  • componentsV, S
  • durationInstantaneous

living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

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 possible. If you are unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.

Cleric(2024), Level 6 Conjuration

Programmed Illusion [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 25+ GP

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again.

The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.

Physical interaction with

Bard, Wizard(2024), Level 6 Illusion

Programmed Illusion [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 25+ GP

the image reveals it to be illusory, since things can pass through it.

A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Bard, Wizard(2024), Level 6 Illusion

Summon Fiend

  • casting timeAction
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bloody vial worth 600+ GP

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block (see Player's Handbook page 327). When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot: Use the spell slot’s level for the spell’s level in the stat block.

Warlock,Wizard(2024), Level 6 Conjuration

Sunbeam

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a magnifying glass

You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution Saving Throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only.

Until the spell ends, you can take a Magic action to create a new Line of radiance.

For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.

Cleric, Druid, Sorcerer, Wizard(2024), Level 6 Evocation

Tasha’s Bubbling Cauldron

  • casting timeAction
  • range5 feet

  • componentsV, S, M
  • duration10 minutes

a gilded ladle worth 500+ GP

You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends, along with the bubbling liquid inside it.

The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and the spell ends.

Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.

Cleric, Druid, Sorcerer, Wizard(2024), Level 6 Conjuration

Transport via Plants

  • casting timeAction
  • range10 feet

  • componentsV, S
  • duration1 minute

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.

Druid(2024),, Level 6 Conjuration

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

mushroom powder worth 25+ GP, which the spell consumes

For the duration, the willing creature you touch has Truesight with a range of 120 feet.

Druid(2024),, Level 6 Divination

Wall of Ice [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a piece of quartz

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe 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 is pushed to one side of the wall (you choose which side) and makes a Dexterity Saving Throw, taking 10d6 Cold damage on a failed save or half as much damage on a successful one.

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 has Immunity to Cold, Poison, and Psychic damage and Vulnerability 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

Wizard(2024), Level 6 Evocation

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Wall of Ice [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a piece of quartz

occupied.

A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution Saving Throw, taking 5d6 Cold damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot: 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 spell slot level above 6.

Wizard(2024), Level 6 Evocation

Wall of Thorns [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a handful of thorns

You create a wall of 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 in its area makes a Dexterity Saving Throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one.

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 a space in the wall on a turn or ends its turn there, the creature makes a Dexterity Saving Throw, taking 7d8 Slashing damage on a failed save or half as much damage on a successful one. A

Druid(2024) Level 6 Conjuration

Wall of Thorns [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a handful of thorns

creature makes this save only once per turn.

Using a Higher-Level Spell Slot: Both types of damage increase by 1d8 for each spell slot level above 6.

Druid(2024) Level 6 Conjuration

Wind Walk

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a candle

You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover

Druid(2024) Level 6 Transmutation

Word of Recall

  • casting timeAction
  • range5 feet

  • componentsV
  • durationInstantaneous

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 location, such as a temple, as a sanctuary by casting this spell there.

Cleric(2024) Level 6 Conjuration

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV,S, M
  • duration1 hour

mushroom powder worth 25+ GP, which the spell consumes

For the duration, the willing creature you touch has Truesight with a range of 120 feet.

Cleric(2024) Level 6 Divination

True Seeing

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

mushroom powder worth 25+ GP, which the spell consumes

For the duration,the willing creature you touch has Truesight with a range of 120feet.

The classes that can cast this spell are actually Bard, Cleric, Sorcerer, Warlock, Wizard

Cleric(2024) Level 6 Divination

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