D&D: Five of the Best 6th-Level Spells
When it comes to the best 6th-level spells in D&D, the options are surprisingly few and far between.
6th-level spells are sort of in a weird place in D&D. They’re the first big batch of spells that come after the game hits a ceiling. Or a new tier, if you’re one of the lucky few who play games past 11th level.
But some of them are really lackluster. Many feel like they’re sort of beginning again. This is a shame because some of the other 6th-level spells feel like they stand out as great examples of the kind of ‘world-shaking’ spells that players might eventually hope to cast. Here are some of our picks for the best 6th-level spells in D&D.
Mass Suggestion
This is a prime example of what some of the best 6th-level spells can look like. This spell lasts 24 hours, affects up to 12 creatures, and doesn’t take your Concentration. It’s a straight-up improvement of Suggestion, both in terms of targets and duration. This means that you can, with a single action, basically dictate a course of action that up to twelve creatures within 60 feet must undertake immediately.
Which is often more than enough to handle at least one encounter, if not more, depending on how clever your suggestions get.
Heal
When you absolutely need to get your friends back in the fight, Heal is your friend. It’s instantaneous healing that surpasses pretty much any other healing spell you have available to you at this point. Heal doesn’t require touch, affects the target who needs it most, and can basically put someone back up to full or close to it if you need it.
On top of healing damage, it also ends blindness, deafness, and diseases currently affecting the target.
Summon Fiend
Here we get to one of the new Summon spells included in Tasha’s Cauldron of Everything. This is what “modern” summon spells look like. And while it’s not as strong numerically as something like Animate Objects, you do get an ally who hits scaled to your level. For those situations when animated objects just don’t have the accuracy to hit, a Fiend, who is capable of ranged or melee multi-attacks, can be a great force multiplier, adding three or more attacks per round.
Magic Jar
This spell is a tricky one to pull off, but it shows just how powerful spellcasters get when they hit the region of 6th-level spells. With Magic Jar, you cast your soul into a container and can project out from your magic jar, possessing another humanoid that’s within 100 feet of your jar.
If you succeed, you take over the creature, gaining full control of it. Your stats are replaced by its stats, though you retain your own alignment and mental ability scores. Just make sure you stay within 100 feet of your body when you think you might want to go back because your soul won’t travel that far.
Soul Cage
Finally a spell for adding insult to injury. This spell traps the soul of a creature that dies. As a reaction, when a creature dies, you can snatch it out of the ether, so to speak. And once you’ve got it trapped, you’ve got up to six cool things you can do. From using the trapped soul to heal your own damage, physical not emotional, to compelling the soul to answer your questions. You can even bolster your own actions with the soul’s life experience.
If you want to play a powerful spellcaster, Soul Cage helps you live up to that fantasy.
What are your picks for best 6th-level spell? Let us know!