Level 6 Spells

Spell Action
Blade Barrier Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
{name} creates a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. They 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 DC {ssDC}. On a failed save, the creature takes {"6d10"} slashing damage. On a successful save, the creature takes half as much damage.
Chain Lightning Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous
{name} creates a bolt of lightning that arcs toward a target of their choice that they can see within range. {"Three"} bolts then leap from that target to as many as {"three"} other targets, 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.
A target must make a Dexterity saving throw DC {ssDC}. The target takes !(10d8) lightning damage on a failed save, or half as much damage on a successful one.

When they cast this spell using a spell slot of {"7th level or higher"}, one additional bolt leaps from the first target to another target for each slot level above {"6th"}.

Materials: a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins
Circle of Death Casting Time: 1 action
Range: 150 feet
Components: V, S, M
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 DC {ssDC}. A target takes !(8d6) necrotic damage on a failed save, or half as much damage on a successful one.

When {name} casts this spell using a spell slot of {"7th level or higher"}, the damage increases by {"2d6"} for each slot level above {"6th"}.
Additional Damage:
Spell slot level 7: !!(2d6)
Spell slot level 8: !!(4d6)
Spell slot level 9: !!(6d6)

Materials: the powder of a crushed black pearl worth at least 500 gp
Conjure Fey Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
{name} summons a fey creature of challenge rating {6} or lower, or a fey spirit that takes the form of a beast of challenge rating {6} or lower. It appears in an unoccupied space that they can see within range. The fey creature disappears when it drops to {"0 hit points"} or when the spell ends.
The fey creature is friendly to {name} and their companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that {name} issues to it (no action required by them), as long as they don’t violate its alignment. If {name} doesn’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If {name}'s concentration is broken, the fey creature doesn’t disappear. Instead, they lose control of the fey creature, it becomes hostile toward them and their companions, and it might attack. An uncontrolled fey creature can’t be dismissed by {name}, and it disappears 1 hour after they summoned it.
The GM has the fey creature’s statistics.

When cast using a spell slot of {"7th level or higher"}, the challenge rating increases by {1} for each slot level above {"6th"}.
Contingency Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: 10 days
Choose a spell of {"5th level or lower"} that {name} can cast, that has a casting time of {"1 action"}, and that can target them. {name} casts 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 circumstance occurs. They describe that circumstance when they cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when {name} is engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not {name} wants it to, and then contingency ends.
The contingent spell takes effect only on {name}, even if it can normally target others. They can use only one contingency spell at a time. If they cast this spell again, the effect of another contingency spell on them ends. Also, contingency ends on them if its material component is ever not on their person.

Materials: a statuette of {name} carved from ivory and decorated with gems worth at least {"1,500 gp"}
Create Undead Casting Time: 1 minute
Range: 10 feet
Components: V, S, M
Duration: Instantaneous
A full description of the spell available at 5eSRD

{name} can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under {name}'s control. (The GM has game statistics for these creatures.)
As a bonus action on each of {name}'s turns, they can mentally command any creature they animated with this spell if the creature is within {"120 feet"} of them.
The creature is under {name}'s control for {"24 hours"}, after which it stops obeying any command they have given it. To maintain control of the creature for another {"24 hours"}, they must cast this spell on the creature before the current {"24-hour"} period ends.

When {name} casts this spell using a {"7th-level"} spell slot, they can animate or reassert control over {"four"} ghouls. When they cast this spell using an {"8th-level"} spell slot, they can animate or reassert control over {"five"} ghouls or {"two"} ghasts or wights. When they cast this spell using a {"9th-level"} spell slot, they can animate or reassert control over {"six"} ghouls, {"three"} ghasts or wights, or {"two"} mummies.

Materials: one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse
Disintegrate Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous
A thin green ray springs from {name}'s pointing finger to a target that they 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 DC {ssDC}. On a failed save, the target takes !(10d6 + 40) force damage. If this damage reduces the target to {"0 hit points"}, it is disintegrated.
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.

When {name} casts this spell using a spell slot of {"7th level or higher"}, the damage increases by {"3d6"} for each slot level above {"6th"}.
Additional Damage:
Spell slot level 7: !!(3d6)
Spell slot level 8: !!(6d6)
Spell slot level 9: !!(9d6)
Eyebite Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
More detail available at 5eSRD

For the spell’s duration, {name}'s eyes become an inky void imbued with dread power. One creature of their choice within {"60 feet"} of them that they can see must succeed on a Wisdom saving throw DC {ssDC} or be affected by one of the following effects of their choice for the duration. On each of their turns until the spell ends, they can use their action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
_ Asleep _ Panicked * Sickened
At the end of each of its turns, it can make another Wisdom saving throw DC {ssDC}. If it succeeds, the effect ends.
Find the Path Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 day
This spell allows {name} to find the shortest, most direct physical route to a specific fixed location that they are familiar with on the same plane of existence. If they 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 they are on the same plane of existence as the destination, they know how far it is and in what direction it lies. While they are traveling there, whenever they are presented with a choice of paths along the way, they automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Materials: a set of divinatory tools— such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location {name} wishes to find
Flesh to Stone Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
{name} attempts to turn one creature that they can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw DC {ssDC}. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw DC {ssDC} 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 subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If they maintain their concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Materials: a pinch of lime, water, and earth
Forbiddance Casting Time: 10 minutes
Range: Touch
Components: V, S, M
Duration: 1 day
{name} creates 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, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that {name} chooses when they cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes {"5d10"} radiant or necrotic damage ({name}'s choice when they cast this spell).
When {name} casts this spell, they can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell’s area can’t overlap with the area of another forbiddance spell. If they 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.

Materials: a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp
Freezing Sphere Casting Time: 1 action
Range: 300 feet
Components: V, S, M
Duration: Instantaneous
A frigid globe of cold energy streaks from {name}'s fingertips to a point of their choice within range, where it explodes in a {"60-foot-radius"} sphere. Each creature within the area must make a Constitution saving throw DC {ssDC}. 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 DC {ssDC} to break free.
{name} can refrain from firing the globe after completing the spell, if they wish. A small globe about the size of a sling stone, cool to the touch, appears in their hand. At any time, they or a creature they 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 range). It shatters on impact, with the same effect as the normal casting of the spell. They can also set the globe down without shattering it. After {1} minute, if the globe hasn’t already shattered, it explodes.

When they cast this spell using a spell slot of {"7th level or higher"}, the damage increases by {"1d6"} for each slot level above {"6th"}.
Additional Damage:
Spell slot level 7: !!(1d6)
Spell slot level 8: !!(2d6)
Spell slot level 9: !!(3d6)

Materials: a small crystal sphere
Globe of Invulnerability Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S, M
Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a {"10-foot"} radius around {name} and remains for the duration.
Any spell of {"5th level or lower"} cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. 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 the areas affected by such spells.

When {name} casts this spell using a spell slot of {"7th level or higher"}, the barrier blocks spells of {"one"} level higher for each slot level above {"6th"}.

Materials: a glass or crystal bead that shatters when the spell ends
Guards and Wards Casting Time: 10 minutes
Range: Touch
Components: V, S, M
Duration: 24 hours
Details of the effects available at 5eSRD

{name} creates a ward that protects up to {"2,500 square feet"} of floor space (an area {"50 feet"} square, or {"one hundred 5-foot"} squares or {"twenty-five 10-foot"} squares). The warded area can be up to {"20 feet"} tall, and shaped as they desire. They can ward several stories of a stronghold by dividing the area among them, as long as they can walk into each contiguous area while they are casting the spell.
When {name} casts this spell, they can specify individuals that are unaffected by any or all of the effects that they choose. They can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
_ Corridors _ Doors _ Stairs _ Other Spell Effect

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
{name} can create a permanently guarded and warded structure by casting this spell there every day for one year.

Materials: burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp
Harm Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
{name} unleashes a virulent disease on a creature that they can see within range. The target must make a Constitution saving throw DC {ssDC}. On a failed save, it takes !(14d6) necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below {1}. If the target fails the saving throw, its hit point maximum is reduced for {"1 hour"} by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
Heal Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose a creature that {name} can see within range. A surge of positive energy washes through the creature, causing it to regain {"70 hit points"}. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

When they cast this spell using a spell slot of {"7th level or higher"}, the amount of healing increases by {10} for each slot level above {"6th"}.
Heroes' Feast Casting Time: 10 minutes
Range: 30 feet
Components: V, S , M
Duration: Instantaneous
{name} brings 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"} other 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"}.

Materials: a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes
Instant Summons Casting Time: 1 minute
Range: Touch
Components: V, S, M
Duration: Until dispelled
{name} touches an object weighing {10} pounds or less whose longest dimension is {"6 feet or less"}. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire they use as the material component. Each time they cast this spell, they must use a different sapphire.
At any time thereafter, they can use their action to speak the item’s name and crush the sapphire. The item instantly appears in their hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to {name}, but instead they learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

Materials: a sapphire worth 1,000 gp
Irresistible Dance Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Choose one creature that {name} 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 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. As an action, a dancing creature makes a Wisdom saving throw DC {ssDC} to regain control of itself. On a successful save, the spell ends.
Magic Jar Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: Until dispelled
Full spell details available at 5eSRD

{name}'s body falls into a catatonic state as their soul leaves it and enters the container they used for the spell’s material component. While their soul inhabits the container, they are aware of their surroundings as if they were in the container’s space. They can’t move or use reactions. The only action they can take is to project their soul up to {"100 feet"} out of the container, either returning to their living body (and ending the spell) or attempting to possess a humanoids body.
{name} can attempt to possess any humanoid within {"100 feet"} of them that they 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 DC {ssDC}. On a failure, {name}'s soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target resists {name}'s efforts to possess it, and they can’t attempt to possess it again for {"24 hours"}.
When the spell ends, the container is destroyed.

Materials: a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp
Mass Suggestion Casting Time: 1 action
Range: 60 feet
Components: V, M
Duration: 24 hours
Full spell description available at 5eSRD

{name} suggests a course of activity (limited to a sentence or two) and magically influences up to twelve creatures of their choice that they can see within range and that can hear and understand them. Creatures that can’t be charmed are immune to this effect.
Each target must make a Wisdom saving throw DC {ssDC}. On a failed save, it pursues the course of action {name} described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
If they or any of their companions damage a creature affected by this spell, the spell ends for that creature.

When {name} casts this spell using a {"7th-level"} spell slot, the duration is {10} days. When cast as an {"8th-level"} spell slot, the duration is {30} days. When cast as a {"9th-level"} spell slot, the duration is {"a year and a day"}.

Materials: a snake’s tongue and either a bit of honeycomb or a drop of sweet oil
Move Earth Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than {"40 feet"} on a side within range. {name} can reshape dirt, sand, or clay in the area in any manner they choose for the duration. They 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 they affect a 40-foot square, they 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.
At the end of every 10 minutes they spend concentrating on the spell, they 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 natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way they 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.

Materials: an iron blade and a small bag containing a mixture of soils—clay, loam, and sand
Planar Ally Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
Full spell description including payment available at 5eSRD

{name} beseeches an otherworldly entity for aid. The being must be known to them: a god, a primordial, 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 them, making the creature appear in an unoccupied space within range. If they know a specific creature’s name, they can speak that name when they cast this spell to request that creature, though they might get a different creature anyway (GM’s choice).
When the creature appears, it is under no compulsion to behave in any particular way. {name} can ask the creature 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). They must be able to communicate with the creature to bargain for its services.
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 {name}, if appropriate to the task and if possible. If {name} is unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
A creature enlisted to join {name}'s group counts as a member of it, receiving a full share of experience points awarded.
Programmed Illusion Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Until dispelled
Full spell description available at 5eSRD

{name} creates an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a {"30-foot"} cube, and they decide when they cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition they specify occurs, the illusion springs into existence and performs in the manner they described. Once the illusion finishes performing, it disappears and remains dormant for {10} minutes. After this time, the illusion can be activated again.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against DC {ssDC}. 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.

Materials: a bit of fleece and jade dust worth at least 25 gp
Sunbeam Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M
Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from {name}'s hand in a {"5-foot-wide"}, {"60-foot-long"} line. Each creature in the line must make a Constitution saving throw DC {ssDC}. On a failed save, a creature takes {"6d8"} radiant damage and is blinded until {name}'s 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.
{name} can create a new line of radiance as their action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in {name}'s hand. It sheds bright light in a {"30-foot"} radius and dim light for an additional {"30 feet"}. This light is sunlight.

Materials: a magnifying glass
Transport via Plants Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 round
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. {name} 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.
True Seeing Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 hour
This spell gives the willing creature {name} touches the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of {"120 feet"}.

Materials: an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell
Wall of Ice Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} creates a wall of ice on a solid surface within range. They can form it into a hemispherical dome or a sphere with a radius of up to {"10 feet"}, or they 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 DC {ssDC}. 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 DC {ssDC}. That creature takes {"5d6"} cold damage on a failed save, or half as much damage on a successful one.

When {name} casts this spell using a spell slot of {"7th level or higher"}, 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 slot level above {"6th"}.
Additional Damage:
Spell slot level 7: !!(2d6)
Spell slot level 8: !!(4d6)
Spell slot level 9: !!(6d6)

Materials: a small piece of quartz
Wall of Thorns Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
{name} creates 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. They 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 DC {ssDC}. 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, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw DC {ssDC}. It takes {"7d8"} slashing damage on a failed save, or half as much damage on a successful one.

When {name} casts this spell using a spell slot of {"7th level or higher"}, both types of damage increase by {"1d8"} for each slot level above {"6th"}.
Additional Damage:
Spell slot level 7: !!(1d8)
Spell slot level 8: !!(2d8)
Spell slot level 9: !!(3d8)

Materials: a handful of thorns
Wind Walk Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: 8 hours
{name} and up to ten willing creatures they can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of {"300 feet"} and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes {"1 minute"}, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the {"1 minute"} transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends {"60 feet"} per round for {"1 minute"} until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Materials: fire and holy water
Word of Recall Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
{name} and up to five willing creatures within 5 feet of them instantly teleport to a previously designated sanctuary. They and any creatures that teleport with them appear in the nearest unoccupied space to the spot they designated when they prepared their sanctuary (see below). If they cast this spell without first preparing a sanctuary, the spell has no effect.
{name} must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to their deity. If they attempt to cast the spell in this manner in an area that isn’t dedicated to their deity, the spell has no effect.

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article