D&D: Five of the Worst 6th-Level Spells
Sixth-level spells are a step beyond the average mortal. You only get one of these per day until you hit 19th level, so maybe don’t choose one of these.
When it comes to 6th-level spells, it’s no surprise that most of them are beyond the ken of mere mortals. That is to say, only full spellcasters get them, so Wizards, Bards, Druids, Sorcerers, and Clerics need apply. Technically Warlocks get them too, but their options are limited beyond just mere spell slots. And they’re almost certainly no longer “mere” mortals anyway.
But even Paladins and Rangers need not apply. Though it’s just as well they don’t have to deal with these picks for the worst 6th-level spells in D&D.
Investiture of Wind
This spell combines many lesser-level spell effects into one. And while the Investiture Spells can be a ton of fun, Investiture of Wind is one of those that makes you go “wait, what” as you look through what it actually does. For starters, it lets you fly, which is pretty good. But it only affects you, which kind of strikes a strange chord, because an upcast Fly spell targets you and up to four of your friends.
You also get disadvantage on ranged attacks if anyone targets you, and can use your action to deal 2d12 damage, which is less than a cantrip at this point.
Flesh to Stone
This is a classic spell from the D&D elder days. But it’s one that’s been hit by the nerf bat more than a few times along the way. It’s not a bad effect, transform someone into stone. It’s what you’d expect from a 6th level spell, except it’s not actually that. It’s “fail three saving throws before you succeed at three” or turn to stone.
Add to that that your creature gets to save every round and it becomes a roll of the dice whether or not you needed to cast it in the first place.
Circle of Death
Circle of Death is a big AoE, which is exciting. However, it’s just using a 6th-level spells lot to do exactly the same damage as a regular, 3rd-level Fireball, with the added benefit of increasing a spell that’s already big enough to hit anyone who meaningfully matters in the fight. No wonder this one’s on the list.
Primordial Ward
6th-level spells sure do love to find the weird “hey let’s do a lower-level spell’s effects but somehow worse” side of things. Because that’s exactly what we get here. Primordial Ward is basically like Absorb Elements, except with many extra steps in the way.
For one you have to cast this spell, which only lasts a minute, so you’d better time it right. Then you have to hope you get hit by the specific energy type the spell protects from, and the spell goes away if you use it to even try to be better than Absorb Elements.
What are your picks for the worst 6th-level spells in D&D?