S.6. 6th Level Spells - JulTob/DnD GitHub Wiki

6th Level


Druid Grove

  • Level: 6th-level
  • School: Abjuration
  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (mistletoe, a sprig of spruce, and a vial of holy water)
  • Duration: Until dispelled

Description

Druid Grove is a powerful abjuration spell that allows the caster to shape the environment around a natural location, creating a secure and sacred space protected by various natural defenses.

Effects:

  • Area: The spell affects an area up to 90 feet on each side, creating a zone that is imbued with natural magic.
  • Customization: The caster can create various effects within the area. The following effects are examples of what can be done, though the DM may allow other similar effects:
    1. Solid Fog: The caster can fill any number of 10-foot cubes within the area with thick fog, heavily obscuring vision within these cubes. The fog can be dispersed by a strong wind.
    2. Grasping Undergrowth: The caster can cause roots, vines, and undergrowth to sprout in any number of 10-foot square areas, turning the ground into difficult terrain. Creatures moving through these areas must succeed on a Strength saving throw or become restrained by the plants. Restrained creatures can use an action to make another Strength check to free themselves.
    3. Grove Guardians: The caster can animate up to four trees in the area, transforming them into protectors that stand watch over the grove. These trees have statistics similar to the awakened trees from the awaken spell and attack intruders that enter the grove.
    4. Additional Effects: The spell also allows the creation of other effects such as:
      • Creating a wind that makes all areas within the grove difficult terrain for creatures other than the caster's allies.
      • Filling the grove with magical fog that provides concealment.
      • Creating areas that repel non-good creatures or hide the area from divination magic.

Components:

  • Verbal (V): The caster must chant an incantation invoking the power of nature spirits.
  • Somatic (S): The caster performs a series of ritualistic gestures to channel the magic into the land.
  • Material (M): Mistletoe, a sprig of spruce, and a vial of holy water are consumed during the casting to infuse the area with sacred natural energy.

Strategic Applications:

  • Defense: Druid Grove is ideal for setting up a fortified position, protecting allies, or securing a retreat.
  • Ambush: The spell's effects can be used to set traps and ambushes for pursuing enemies, creating a dangerous environment for intruders.
  • Area Control: The variety of effects provided by the spell allows the caster to control a large area, restricting enemy movement and obscuring vision.

Limitations:

  • Long Casting Time: The spell takes 10 minutes to cast, making it unsuitable for use in immediate combat situations.
  • Area Bound: The effects of the spell are confined to the grove, meaning it is not mobile and is best used in situations where the caster can prepare the area in advance.
  • Concentration-Free: The spell does not require concentration, allowing the caster to maintain other concentration spells while the grove remains active.

Notes:

  • Druid Grove is particularly useful for druids and other nature-based spellcasters looking to create a home base, sacred site, or area of protection in the wilderness.
  • The spell is highly customizable, allowing the caster to tailor the grove's defenses to suit their specific needs or the threats they expect to face.
  • Because the spell's effects are long-lasting (until dispelled), it can be used to create permanent strongholds in natural areas.

Create Homunculus

  • Level: 6th-level
  • School: Transmutation
  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (clay, ash, mandrake root, 500 gp worth of powdered ruby, which the spell consumes, and a drop of your blood)
  • Duration: Instantaneous

Description

Create Homunculus allows the caster to create a magical servant known as a homunculus. This creature is a construct that serves the caster loyally. The spell involves an intricate process of combining various materials and infusing them with magic.

Effects:

  • The homunculus is created from the specified materials and serves as a companion to the caster.
  • The homunculus is friendly to the caster and obeys their commands.
  • The creature has its own statistics, detailed in the Monster Manual, and is linked telepathically to the caster.
  • As long as the homunculus is on the same plane of existence, the caster can communicate telepathically with it.
  • The caster can also perceive through the homunculus's senses as long as they are within 1 mile of each other, but doing so causes the caster to be blind and deaf to their own surroundings.
  • If the homunculus dies, the caster takes 1d10 psychic damage.

Components:

  • Verbal (V): The caster must speak specific incantations during the creation process.
  • Somatic (S): The caster must perform intricate hand gestures to weave the magic that animates the homunculus.
  • Material (M): Specific materials are required, including clay, ash, mandrake root, 500 gp worth of powdered ruby, and a drop of the caster's blood.

Homunculus Features:

  • Telepathic Bond: The caster and the homunculus share a telepathic link, allowing communication and sensory perception.
  • Loyal Servant: The homunculus is utterly loyal to the caster and follows their commands without question.
  • Construct Nature: As a construct, the homunculus does not require food, drink, or sleep.

Strategic Applications:

  • Scout: Use the homunculus to scout dangerous areas while perceiving through its senses.
  • Companion: The homunculus can assist with tasks or serve as a companion during travels and adventures.
  • Utility: Employ the homunculus in various utility roles, such as carrying items, delivering messages, or triggering traps.
  • Telepathic Communication: The ability to communicate telepathically over long distances can be invaluable for coordination and planning.

Limitations:

  • Creation Time: The spell requires a full hour to cast, making it unsuitable for use in the heat of battle.
  • Material Cost: The required powdered ruby is consumed during the casting, representing a significant financial investment.
  • Psychic Feedback: The caster takes psychic damage if the homunculus is destroyed, reflecting the deep bond between them.

Notes:

  • The homunculus's utility depends on how creatively the caster uses it.
  • Consider the homunculus's small size and flight capabilities when planning its use in various scenarios.

  • Mental Prison

    • School: Illusion
    • Casting Time: 1 action
    • Range: 60 feet
    • Components: S, M (a piece of string and a bit of wood)
    • Duration: Concentration, up to 1 minute
    • Description:
      • You attempt to bind a creature within an illusory cell. The target must make an Intelligence saving throw. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way.

  • Bones of the Earth

    • Level: 6th-level

    • School: Transmutation

    • Casting Time: 1 action

    • Range: 120 feet

    • Components: V, S

    • Duration: Instantaneous

    • Description

      • You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target an area of ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. If a pillar is reduced to 0 hit points, it crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius.
    • Effects:

      • Pillar Creation: You can create up to six pillars of stone that rise from the ground.
      • Height: Each pillar can be up to 30 feet tall.
      • Area: The pillars must be placed on the ground that is wide enough for their diameter (5 feet).
      • Targeting Creatures: You can target a spot underneath a Medium or smaller creature. The creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature that is lifted by a pillar is restrained until it breaks free, which requires a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, or until the pillar is destroyed.
      • Pillar Durability: Each pillar has AC 5 and 30 hit points.
      • Pillar Destruction: If a pillar is reduced to 0 hit points, it crumbles into rubble and creates an area of difficult terrain with a 10-foot radius.
    • Additional Uses:

      • You can use the pillars to trap or lift creatures, block passages, or create stepping stones across gaps.
      • You can also cause the pillars to form walls or barriers, although they have limited height and width.
    • Limitations:

      • The ground must be solid and wide enough to support the pillar's base.
      • The spell doesn't affect creatures that are Large or larger.
      • The pillars can't be created on surfaces that can't support their weight, such as water or other liquids.