6th-level Spells, the Bamstacks Variant

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Spells (6th): The Bamstacks Variant

Arcane Gate

6th level Conjuration


  • Spell Lists: Cleric, Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 500 Feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

You create linked teleportation portals that remain open for the duration. Choose two points on the ground within range, 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 a space occupied by a creature or an object, 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. If the creature or object would arrive in a place already occupied by an object or a creature, then they are unable to pass through the portal as long as the obstruction lasts. 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.

Blade Barrier

6th level Evocation


  • Spell Lists: Cleric
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

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.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 5th.

Circle of Death

6th level Necromancy


  • Spell Lists: Sorcerer, Warlock, Wizard
  • 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 12d6 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.

Disintegrate

6th level Transmutation


  • Spell Lists: Sorcerer, Wizard
  • 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, or half as much on a success. 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.

Find the Path

6th level Divination


  • Spell Lists: Bard, Cleric, Druid
  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
  • Duration: 1 Day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.

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. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Fizban's Platinum Shield

6th level Abjuration


  • Spell Lists: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a platinum-plated dragon scale, worth at least 500 gp)
  • Duration: Instantaneous

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

The creature protected by the field gains the following benefits:

  • The creature has half cover.
  • The creature has resistance to acid, cold, fire, lightning, and poison damage.
  • If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Heroes' Feast

6th level Conjuration


  • Spell Lists: Cleric, Odic, Oracle
  • Casting Time: 10 Minutes
  • Range: 30 Feet
  • Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous

You bring forth a great feast, including magnificent food and drink. 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 of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum hit points of each creature benefiting from the feast increases by 1d10 for each slot level above 6th.

Investiture of Flame

6th level Transmutation


  • Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

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:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 2d10 fire damage.
  • You can use your action to create a line of fire 40 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 fire 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 passive fire damage and action fire damage increases by one die for each slot level above 6th.

Investiture of Ice

6th level Transmutation


  • Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

Until the spell ends, ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 15-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d10 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the difficult terrain increases by 5 feet and the cold damage of the action effect increases by 1d10 for each slot level above 6th.

Investiture of Stone

6th level Transmutation


  • Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

  • Any instance of nonmagical bludgeoning, piercing, and slashing damage you take for the duration is reduced by 10.
  • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
  • You can use your action to create a small earthquake on the ground in a 20-foot radius centered on you. Each creature of your choice within the radius must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and falls prone on a failed save, or takes half as much damage and doesn't fall prone on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage of the action effect increases by 1d8 and the radius increases by 5 feet for each slot level above 6th.

Investiture of Wind

6th level Transmutation


  • Spell Lists: Druid, Sorcerer, Warlock, Wizard
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 Minutes

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll, and you have resistance to damage coming from ranged weapon attacks.
  • You have advantage on Dexterity saving throws.
  • Opportunity attacks against you are made with disadvantage.
  • You gain a flying speed of 120 feet. If you are still flying when the spell ends, you fall safely to the ground.
  • You can use your action to create a 20-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 15 feet away from the center of the cube.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, for the action effect, the size of the cube increases by 5 feet and the bludgeoning damage increases by 1d6 for each slot level above 6th.

Magic Jar

6th level Necromancy


  • Spell Lists: Wizard
  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
  • Duration: Until Dispelled

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 with the exception of hit points and hit dice. 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.

Move Earth

6th level Transmutation


  • Spell Lists: Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (an iron blade and a small bag containing a mixture of soils--clay, loam, and sand)
  • 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. 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. 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.

This spell can manipulate natural stone, but the spell may only dig into the stone, creating a 5-foot square excavation for every 10 minutes concentrating on this spell.

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 stone construction. Structures shift to 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.

Otiluke's Freezing Sphere

6th level Evocation


  • Spell Lists: Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: 300 Feet
  • Components: V, S, M (a small crystal sphere)
  • Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 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 80 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.

Otto's Irresistible Dance

6th level Enchantment


  • Spell Lists: Bard, Wizard
  • Casting Time: 1 Action
  • Range: 30 Feet
  • Components: V
  • Duration: Concentration, up to 1 Minute

Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.

A dancing creature must use all its movement and its action to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. At the end of each of its turns, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for every two slot levels above 6th.

Summon Fiend

6th level Conjuration


  • Spell List: Warlock, Wizard
  • Casting Time: 1 Action
  • Range: 90 Feet
  • Components: V, S, M (a golden reliquary worth at least 500 gp)
  • Duration: Concentration, up to 1 Hour

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits 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 companions. 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 move to avoid danger.


Fiendish Spirit

Medium Fiend, Unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 80 (Demon only) or 70 (Devil only) or 90 (Yugoloth only) + 20 for each spell level above 6th
  • Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft. (120 ft. Devil only), passive Perception 12
  • Languages Abyssal, Infernal, telepathy 60 ft.

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spell's level fire damage on a failed save, or half as much damage on a successful one.

Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell's level (rounded down).

Bite (Demon Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage. The target must make a Wisdom saving throw or else be frightened of the fiend.

Lightning Claw (Yugoloth Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + the spell's level magical slashing damage + 1d8 lightning damage. The target also can't take reactions until the start of its next turn.

Hurl Flame (Devil Only). Ranged Weapon Attack: your spell attack modifier to hit, reach 150 ft., one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Bonus Actions

Teleport (Yugoloth Only). The fiend can teleport to an unoccupied space within 30 feet of it.

Sunbeam

6th level Evocation


  • Spell Lists: Cleric, Druid, Sorcerer, Wizard
  • Casting Time: 1 Action
  • Range: Self (60-Foot Line)
  • Components: V, S, M (a magnifying glass)
  • Duration: Concentration, up to 1 Minute

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.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radiant damage increases by 1d8 for each slot level above 6th.

Tenser's Transformation

6th level Transmutation


  • Spell Lists: Wizard
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a few hairs from a bull)
  • Duration: Concentration, up to 1 Hour

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Wall of Ice

6th level Evocation


  • Spell Lists: Wizard
  • 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 10d6 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 as well as the damage from passing through the sheet of frigid air increases by 2d6 for each slot level above 6th.

Wall of Thorns

6th level Conjuration


  • Spell Lists: Druid
  • 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 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, whenever a creature enters a space occupied by the wall, the creature must make a Dexterity saving throw. It takes 10d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th.

Credits

For all spells not listed here but listed in a variant's spell list, you can find their source here:

Source Spell
meowmagic all the lights are souls, creeping darkness, death of the author*, eyes of six, scorchline artifact, trojan focus
The Arcanist's Handbook aura of silence, bloodseize, bind familiar, ghostwalk
OAP's Shaman forecast
Ultimate Adventurer's Handbook investiture of darkness*, investiture of light*
The Complete Devout Handbook divine conduit, eruption
OAP's Elementalist investiture of dust*, investiture of emptiness*, investiture of ignition*, investiture of mirage*, investiture of mist, investiture of scales*, investiture of sound*, investiture of steel*, investiture of time*, investiture of vigor*, investiture of vines*, investiture of voltage*
OAP's Odic primordial ward
Silverflame's First Compendium chant of zakeb, hellscream, syletza's angelic form*, syletza's fiendish form*, wall of flesh
Necromancy Revised blood doll
Kibbles Elemental Spells aether lance*, erode, thunder pulse, vortex blast
u/Jonoman3000 temporal witness
Druids of the Primal Circle icy tomb
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