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Mage Spells Level 6 - Spell Data Files - KloOge
This the full list of all 6th level Mage spells
# Name Level Cast Level Expression # Memorized Cost Rarity Sound Effect Antimagic Shell 6 6 For {$L} turns, magic can't function in a {$L} ft diameter around me. 0 1 Arrow of Bone 6 6 I enchant an arrow, bolt, javelin or dart. If it hits someone, they have to save vs death or die. If they make the save they take normal damage plus {$L} additional points of damage. 0 1 Augmentation II 6 6 5 direct damage spells cast within the next 3 turns deal an additional point of damage per damage die dealt. 0 1 Bigby's Forceful Hand 6 6 A large hand gets between me and the target, pushing it back for {$L} rounds. 0 1 Blackmantle 6 6 All within a 15' radius of the target must save vs spell or be unable to heal in any way for the next {$L} turns. 0 1 Bloodstone's Spectral Steed 6 6 I create a quasireal vulture-like steed which sticks around for {$L} hours. 0 1 Chain Lightning 6 6 A bolt of lighting strikes a target for {12d6} points of damage (save for half). The bolt then arcs to another target within {40+($L*5)} yards dealing one die less damage until it either runs out of damage or is grounded by an appropriate object. 0 1 Claws of the Umber Hulk 6 6 My hands become umber hulk claws which I can use to dig for {$L} turns. 0 1 Conjure Animals - Wizard 6 6 I conjure forth {2*$L} HD of random animals or {$L} HD of specified animals which attack as I will for {$L} rounds. 0 1 Contingency 6 6 I cast a spell to be triggered at a later time sometime in the next {$L} days. 0 1 Control Weather - Wizard 6 6 I change the local weather for {4d6} hours. 0 1 Dead Man's Eyes 6 6 My eyes gain a death gaze that kill weaker creatures and damage stronger ones for {$L} rounds. {1d100[1-5="Unfortunately, I am blind";6-100="Luckily, I am not blind"]} at the spell's conclusion for {1d6+4} hours. 0 1 Death Fog 6 6 I conjure forth a fog of acid which kills plants and damages animals for {1d4+$L} rounds. 0 1 Death Spell 6 6 Creatures under 8+3 hit dice die, no save. 0 1 Demishadow Magic 6 6 I create quasireal 4th and 5th level evocation spells. 0 1 Dilation II 6 6 Spells of 5th leve or less have their areas of effect expanded. 0 1 Dimensional Blade 6 6 For {$L} rounds, a blade's edge becomes infinitely sharp, ignoring armor of any kind. 0 1 Disintegrate 6 6 Save or become dust. 0 1 Dragon Scales 6 6 I'm covered in dragon scales for {$L} turns, gaining 2 to my AC. My Charisma is also reduced by 2. 0 1 Enchant an Item 6 6 I prepare an item for enchanting. 0 1 Ensnarement 6 6 I lure a powerful extraplanar creature into a trap. 0 1 Etherealness - Wizard 6 6 I and up to 6 others, linked by hands, go ethereal for up to {$L} hours. 0 1 Extension III 6 6 Duration of 1-5 level spells are increased. 0 1 Eyebite 6 6 I can do one of 4 different gaze attacks for the next {$L/3} rounds. 0 1 Forest's Fiery Constrictor 6 6 A tendril of flame extend from a fire, entwining a target within 20 feet of the fire. If it fails a save, it is entangled, taking {3d6} points of damage a round for {$L} rounds. If it makes its save, it avoided entanglement and only takes {1d6} points of damage. 0 1 Geas 6 6 I target creature is commanded to do as I command. 0 1 Glassee 6 6 A section of wood, stone or metal is see through for {$L} rounds. 0 1 Globe of Invulnerability 6 6 I create an immobile 5' radius globe, through which spells of less than 4th level may not pass for the next {$L} rounds. 0 1 Greater Sign of Sealing 6 6 I create a ward which seals a door shut, strengthens it, and casts a spell upon any who would smash the door open. 0 1 Guards and Wards 6 6 For the next {$L} hours, my stronghold is magically protected in several ways. 0 1 Invisible Stalker 6 6 I conjure forth an invisible stalker which does a specific task for me. 0 1 Invulnerability To Magical Weapons 6 6 I create an immobile, 5' radius sphere, through which magical weapons cannot pass for {$L} rounds. 0 1 Legend Lore 6 6 I learn legendary information about a person, place or object. 0 1 Lorlovelm's Shadowy Transformation 6 6 A creature or object is turned to shadow for {1d4+$L} rounds. 0 1 Lower Water - Wizard 6 6 For {$L*5} rounds, a {$L*10} foot square of water is lowered up to {$L*2} feet. 0 1 Mass Suggestion 6 6 {$L} creatures follow a reasonable suggestion for {4+($L*4)} turns. 0 1 Mirage Arcana 6 6 For as long as I concentrate, the area looks like anything I wish. 0 1 Mislead 6 6 I cloak myself in invisibility while at the same time making an illusionary double of myself for escape for the next {$L} rounds. 0 1 Monster Summoning IV 6 6 For the next {5+$L} rounds, I summon up {1d3} {1d20[1="5-6 HD Ankhegs.";2="cariverous apes.";3="banderlogs.";4="ettercaps.";5="gargoyles.";6="ghasts.";7="hell hounds.";8="huecuvas.";9="5 headed hydras.";10="werewolves.";11="ogres.";12="gray oozes.";13="owlbears.";14="huge scorpions.";15="giant constrictor snakes.";16="poisonous toads.";17="fire toads.";18="giant wasps.";19="worgs.";20="yetis"]} 0 1 Mordenkainen's Lucubration 6 6 I remember a spell I cast within the last 24 hours. 0 1 Move Earth 6 6 I slowly move around earth. 0 1 Otiluke's Freezing Sphere 6 6 I can freeze a sheet of water, fire a ray of cold (which deals {($L)d4+($L*2)} points of damage) or throw a stone of explosive coldness (which deals {6d6} points of damage. 0 1 Part Water - Wizard 6 6 For {$L*5} rounds, I create a trough or tunnel through the water which is {$L} feet deep, {$L*30} feet wide and {$L*20} feet long. 0 1 Permanent Illusion 6 6 I create a permanent illusion, complete with visual, auditory, olfactory and thermal components. 0 1 Programmed Illusion 6 6 I create an illusion (as per spectral force) which triggers as I specify. Once it triggers, it lasts {$L} rounds. 0 1 Project Image 6 6 I project an illusion of myself somewhere within {10*$L} yards for the next {$L} rounds. 0 1 Reincarnation 6 6 I am reincarnated as a {1d100[1-5="bugbear.";6-11="dwarf.";12-18="elf.";19-23="gnoll.";24-28="gnome.";29-33="goblin.";34-40="half-elf.";41-47="halfling.";48-54="half-orc.";55-59="hobgoblin.";60-73="human.";74-79="kobold.";80-85="orc.";86-90="ogre.";91-95="ogre mage.";96-100="troll."]} 0 1 Repulsion 6 6 For {$L/2} rounds, all objects in a 10'x{$L*10}' path in front of me are repelled from me. 0 1 Shades 6 6 I create {$L} hit dice worth of illusionary, quasi-real monsters. 0 1 Stone to Flesh 6 6 Stone is turned to flesh. 0 1 Superior Magnetism 6 6 An object is magnetized for {$L/5} rounds. 0 1 Tenser's Transformation 6 6 For {$L} rounds, I fight in a berserker rage. I gain +4 to AC, double hit points, fighter THAC0, and +2 damage. If I am using a dagger, I get 2 attacks a round, if I'm using a staff, I get only one. I can only use one of those two weapons. 0 1 Tentacles 6 6 2 10' long tentacles emerge from my body which I can use to grapple, fight, or climb for {$L} turns. 0 1 Tower of Mental Resistance 6 6 I create a psychic barrier against psionic attack for up to 24 hours. This barrier is powered by {$Ld4} PSPs. 0 1 Transmute Water to Dust - Wizard 6 6 a {$L*10}' cube of water is turned to dust. 0 1 Trollish Fortitude 6 6 For {$L} rounds, I regenerate 3 hit points a round. 0 1 True Seeing - Wizard 6 6 I see everything as it truly is out to 60' for the next {$L} rounds. 0 1 Veil 6 6 I cause the area to appear as I wish for {$L} turns. 0 1 Wildshield 6 6 I am protected from {2d6} spell levels. Wild surges count as 1d6 spell levels. 0 1 Wildstrike 6 6 For {2d4} rounds, spells cast by the target cause wild surges unless he saves to avoid the spell. 0 1