6th Level
BANSHEE WAIL
6th-level necromancy (shadow)Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (a swatch from a death shroud)
Duration: instantaneous
You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.
BECOME NIGHTWING
6th-level enchantment (shadow)Casting Time: 1 action
Range: Self
Components: V, S, M (a crow's eye)
Duration: Concentration, up to 1 minute
By channeling the essence of the Shadow Roads into yourself, this spell imbues you with wings of shadow. For the duration of the spell, you gain a fly speed of 60 feet and a new attack action: nightwing breath. Nightwing Breath (recharge 4–6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half damage with a successful Dexterity saving throw.
BLACK WELL
6th-level necromancy (illumination)Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
You summon a seething sphere of dark energy 5 feet in diameter. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and the creature isnt stunned. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failure. Creatures take damage only upon entering the well—they take no additional damage for remaining in it—but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well's upper-dimensional space at one time. Creatures that enter the black well cannot be targeted or take damage by outside sources until they leave the well. When the well's duration ends, all creatures inside it tumble out in a heap, landing prone.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.
CATAPULT (Greater)
6th-level transmutation (clockwork)Casting Time: 1 action
Range: 400 feet
Components: V, S, M (a small platinum lever and fulcrum worth 400 gp)
Duration: Instantaneous
You magically hurl an object or creature weighing 500 lb. or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.
At Higher Levels: When you cast this spell using a higher level spell slot, each additional level increases the damage by 1d10, the distance thrown by 10 feet, and the weight thrown by 100 lb.
CHAOTIC WORLD
6th-level illusion (chaos)Casting Time: 1 action
Range: 60 feet
Components: V, M (seven irregular pieces of colored cloth that you throw into the air)
Duration: Concentration, up to 1 minute
You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. All enemies within the cube must make successful Intelligence saving throws or be blinded, deafened, and fall prone. They cannot stand up or recover from this blindness or deafness while within the area of effect, but the conditions and the restriction on standing end immediately for a creature who leaves the spell's area of effect.
CURSE OF BOREAS
6th-level transmutation (rune)Casting Time: 1 action
Range: self
Components: V, S, M
Duration: Permanent
You blow a freezing breath in front of you in a 60 ft. cone., all creatures within the cone make a Constitution saving throw. If a creature fails its saving throw, it and its equipment begin to freeze solid, becoming a physically inert statue of ice. They are considered restrained. At the beginning of each of their turns they make another save, ending this effect on a success, if they fail they are frozen solid and are considered petrified as an ice statue. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. Dispel magic can't end this spell, but it can allow the target to speak (but not move or cast spells) for 1 round per the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice. All objects not being worn and liquid in this cone freezes solid immediately upon casting.
DROWN
6th-level conjuration (elemental)Casting Time: 1 action
Range: 30 feet
Components: V, S, M (water from the lungs of a drowned creature)
Duration: Concentration, up to 1 minute
Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water blocking its air passages. On a successful save, the creature isn’t affected. An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its esophagus by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by drown.
ENCHANT RING
6th-level enchantment (ring)Casting Time: 1 action
Range: Touch
Components: V, S, M (500 gp worth of diamond dust, which the spell consumes)
Duration: Permanent until discharged
You enchant a ring that isn’t being worn or carried. The next creature who willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or your ally. If the creature dons the ring while directly threatened by you or your ally, the spell fails. The charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize its feeling toward you changed (potentially vastly) in a short time. How the creature reacts and regards you in the future is up to the GM.
ENCROACHING SHADOWS
6th-level illusion/illumination (ritual; high elven)Casting Time: 1 hour
Range: 150 feet
Components: V, S, M (a drop of blood smeared on a silver rod worth 100 gp)
Duration: 12 hours
You cause menacing shadows to invade an area 200 feet on a side and 50 feet high. Illumination in the area drops one step (from bright light to dim, from dim light to darkness). Any spell that creates light in the area that's cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and spells that create light don't function in the area if they are of a lower spell slot level. Nonmagical effects can't increase the level of illumination in the affected area. Spells with “shadow” in their names and spells that create darkness or shadow take effect in the area as if a one-level-higher spell slot was used casting them.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.
Ritual Focus. If you expend your ritual focus, the spell's duration increases by 12 hours and it cannot be dispelled by spells that create light, even if they are cast with a higher-level spell slot.
ENTOMB
6th-level transmutation (elemental)Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a chip of granite)
Duration: 8 hours
You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate. The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.
EXTRACT KNOWLEDGE
6th-level necromancy (ritual; hieroglyph)Casting Time: 1 action
Range: Touch
Components: V, S, M (a blank page)
Duration: Instantaneous
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than a sentence—and very specific to the framed question. The corpse doesn't need a functioning mouth to speak its answer; you receive the information telepathically. It doesn't matter whether the creature was your friend or enemy; the spell compels it to answer in any case.
FAULT LINE
6th-level evocation (battle)Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Permanent
The ground thrusts sharply upward along a 60-foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected space are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn’t damage permanent structures.
HEAVENLY CROWN
6th-level enchantment (angelic)Casting Time: 1 action
Range: Self (30-foot sphere)
Components: V, S, M (a small golden crown worth 50 gp)
Duration: Concentration, up to 1 minute
A glowing golden crown appears on your head and sheds dim light in a 30-foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.
ICY MANIPULATION
6th-level transmutation (dragon)Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of ice preserved from the plane of elemental ice)
Duration: Concentration, up to 1 minute
One creature you can see within range must make a Constitution saving throw. If it fails, the creature is petrified (frozen solid). A petrified creature repeats the saving throw at the end of its turn, ending the effect on its second success. If the saving throw fails twice (not counting the original failure that caused petrification) before it succeeds twice, the petrification becomes permenant. Petrification also becomes permanent if you maintain concentration on icy manipulation for a full minute. A permanently-petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting icy manipulation on the creature again and maintaining concentration for a full minute. If the frozen creature is broken before it recovers from being petrified, the same injury carries over to its normal state.
LEY WHIP
6th-level evocation (ley line)Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn’t interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction.
Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.
LIFE DRAIN
6th-level void magicCasting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you rolled.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.
SEAL RED PORTAL
6th-level abjurationCasting Time: 1 action
Range: 60 feet
Components: V, S, M (a gold key worth 250 gp)
Duration: Until dispelled
You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.
ROBE OF SHARDS
6th-level abjuration (clockwork)Casting Time: 1 action
Range: Self
Components: V, S, M (a metal shard)
Duration: 1 minute
You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.
WALK THE TWISTED PATH
6th-level conjuration (labyrinth)Casting Time: 1 action
Range: 100 miles
Components: V, S, M (a map)
Duration: See text
You and up to five creatures you can see enter the Great Maze, a shifting landscape of endless walls and corridors that connect to many places throughout the world. To find your way to a destination within 100 miles, you must know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. The Intelligence check must be made by you, not by your companions. If you have the ability to retrace a path you’ve previously taken without a check (such as a minotaur or goristro), this check succeeds automatically. If the check fails, you fail to find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or you die. In either event, the spell ends. When the spell ends, you and those traveling with you appear in a safe location at your destination.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.
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