by Claude Helper | Sep 25, 2026 | Spells
Level 6 Transmutation spell available to Druids. Turn the whole party into flying clouds of mist that resist non-magical damage and cannot be hurt much, but also cannot attack, cast, or talk. It is a travel and escape spell, and a very strange thing to spend a Level 6 slot on.
Spell description: Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non-magical damage, gain Advantage on Constitution, Dexterity, and Strength Saving Throws, and become Tiny. While transformed, you cannot attack, cast spells, or talk.
Spell properties
- Range: 9m (30ft)
- Duration: Until Long Rest
- Conditions applied: Gaseous Form. Resistant to non-magical damage, Advantage on Strength, Dexterity, and Constitution saves, Tiny, can Fly. Cannot attack, cast, or talk.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Wind Walk at higher levels provides no additional benefits.
How to obtain Wind Walk
Transform yourself and all nearby party members into tiny clouds of mist to avoid attacks. You become Resistant to non-magical damage, gain Advantage on Constitution, Dexterity, and Strength Saving Throws, and become Tiny. While transformed, you cannot attack, cast spells, or talk.
Duration: Until Long Rest
AoE: 9m (30ft) radius
- Transformed into a cloud of mist. Tiny, and can Fly.
- Resistant to all non-magical damage. Immune to Bleeding.
Advantage on Strength, Dexterity, and Constitution Saving Throws.
- Cannot attack, cast spells, or speak. Strength and Dexterity are set to 10 while transformed. Can be dismissed at will.
When to cast Wind Walk
Cast it to leave. If a fight has gone badly and the exit is a long way off or up a cliff, Wind Walk makes everyone Tiny, flying, and resistant to most of what is being thrown at them. Float away, dismiss the form, and rest.
It is also a way to get the whole party somewhere they cannot walk. Anywhere Fly would get one character, Wind Walk gets four, without spending four slots.
In combat it is a non-starter. Nobody in mist form can attack or cast, and the form has to be dismissed before they can, so the best case is a turn of everyone doing nothing. Do not cast it thinking of it as a defensive buff.
The honest verdict: prepare it when you know you are travelling or planning an escape, and leave it out on days you expect to fight. Sunbeam and Heroes’ Feast want that slot.
by Claude Helper | Sep 25, 2026 | Spells
Level 6 Conjuration spell available to Druids. A 36m wall of thorns that does 7d8 Piercing a turn to anything inside it, slows them down while they are there, and can Entangle them so they never leave. It is the Druid’s answer to Blade Barrier and it is at least as good.
Spell description: Create a wall of pliable, twisting thorns surrounded by Entangling vines. Creatures can move through the wall but take 7d8 Piercing damage per turn, and their Movement Speed is quartered.
Spell properties
- Damage: 7d8 Piercing per turn
- Damage type: Piercing
- Range: 18m (60ft)
- Area: 36m (120ft) line
- Duration: 60 turns
- Concentration spell
- Save: DEX save (half damage on success)
- Conditions applied: Wall of Thorns. Creatures in the wall take 7d8 Piercing per turn and are slowed. The vines around it can Entangle.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Wall of Thorns at higher levels provides no additional benefits.
How to obtain Wall of Thorns
Create a wall of pliable, twisting thorns surrounded by Entangling vines. Creatures can move through the wall but take 7d8 Piercing damage per turn, and their Movement Speed is quartered.
On save: Targets still take half damage.
When to cast Wall of Thorns
Cast it across the enemy’s route or straight through their formation. Anything inside takes 7d8 a turn, moves at half speed, and might get Entangled in the vines, at which point it stays in the thorns taking 7d8 a turn until it dies. Piercing is resisted by almost nothing.
It lasts until your Concentration breaks or the fight ends, and the wall is four metres wide, so it takes a real effort to cross. Against melee enemies it is a wall of damage they have to eat to reach you.
The save DC is currently bugged low on the thorns themselves (fixed at 3), so nearly everything takes half damage rather than full. Half of 7d8 every turn is still enough, and the Entangle uses a normal DC 12 Strength save.
It is Concentration and it is Level 6, so it competes with Sunbeam and Heroes’ Feast for the slot. Cast the Feast in the morning and save this for the big fight.
by Claude Helper | Sep 25, 2026 | Spells
Level 6 Evocation spell available to Druids, Sorcerers, and Wizards. An 18m line of light that does 6d8 Radiant and Blinds everything it touches, and then you get to fire it again every turn for free while you Concentrate. One slot, ten turns of lasers.
Spell description: A beam of brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a Spell Slot.
Spell properties
- Damage: 6d8 Radiant
- Damage type: Radiant
- Range: Self
- Area: 18m (60ft) line
- Duration: 10 turns
- Concentration spell
- Save: CON save (half damage on success)
- Conditions applied: Blinded for 10 turns. While you Concentrate, you can Recast Sunbeam every turn without a Spell Slot.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Sunbeam at higher levels provides no additional benefits.
How to obtain Sunbeam
- Druid, Sorcerer, Wizard at Class level 11
Source items: The Blood of Lathander, Scroll of Sunbeam
When to cast Sunbeam
Cast it when the enemies are in a line, or can be made to be. Corridors, bridges, and stairs are ideal. Every recast is another 6d8 to everyone in the beam and another Constitution save against Blinded, and the recasts cost nothing but your Action.
Blinded is the real payload. A Blinded enemy attacks with Disadvantage, has its range cut to 3m, and gets hit with Advantage by everyone. Blinding a group of archers or casters shuts them down completely.
Radiant damage is resisted by almost nothing and does extra to a few things, and a caster Concentrating on Sunbeam also emits a 9m aura of sunlight, which triggers Sunlight Hypersensitivity on the vampire spawn and similar.
It is Concentration and the beam starts at you, so positioning matters every turn. The Blood of Lathander gives it to whoever holds the mace, which makes a Cleric or Paladin a surprisingly good Sunbeam user.
by Claude Helper | Sep 25, 2026 | Spells
Level 6 Conjuration spell available to Clerics. One slot after a Long Rest and you have a Djinni, a Deva, or a Cambion for the whole day. All three are strong, none of them need Concentration, and the Deva can cast Revivify, which means your summon can raise your Cleric.
Spell description: Beseech one of these otherworldly entities for aid. Summon either an Elemental, Celestial, or Fiend to fight for you.
Spell properties
- Range: 18m (60ft)
- Duration: Until Long Rest
- Conditions applied: Summons a Djinni, a Deva, or a Cambion until Long Rest.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Planar Ally at higher levels provides no additional benefits.
How to obtain Planar Ally
Source items: Infernal Rapier (Cambion only), Scroll of Bestial Communion (Deva only)
Beseech one of these otherworldly entities for aid. Summon either an Elemental, Celestial, or Fiend to fight for you.
Planar Ally spell variants
Three summons, all of them until Long Rest. The Djinni is an elemental with crowd control, the Deva is a flying celestial healer, the Cambion is a fiend with fire and a charm.
1. Planar Ally: Djinni
Conjure a powerful djinni to fight alongside you. It can cast Sweetplum Gales, Thunderwave, and Drunken Inhale.
2. Planar Ally: Deva
Conjure a Celestial Deva to fight alongside you. It can cast Wrathful Smite, Revivify, and Concussive Smash.
3. Planar Ally: Cambion
Conjure a Cambion to fight alongside you.
When to cast Planar Ally
Cast it every morning. It lasts until Long Rest and it is not Concentration, so it is an extra party member for the price of one Level 6 slot a day. Cast it before Heroes’ Feast so the summon gets the buff.
The Deva is the default pick. It flies, it smites, and it has a once-per-Long-Rest Revivify, so your party has a backup revive that does not cost a scroll. Concussive Smash is decent damage on top.
The Djinni is control: Sweetplum Gales and an upcast Thunderwave push enemies around, and Drunken Inhale is a debuff. The Cambion is the damage option, with Rays of Fire and a Fiendish Charm that can turn an enemy for a turn.
The Infernal Rapier gives any wielder the Cambion version once per Long Rest, which is worth knowing for a non-Cleric. Only one Planar Ally per caster at a time.
by Claude Helper | Sep 25, 2026 | Spells
Level 6 Enchantment spell available to Bards and Wizards. There is no save when you cast it. The target just starts dancing, loses its next turn, and only gets to try a Wisdom save at the start of each turn after that. It is the most reliable single-target lockdown in the game.
Spell description: Cause a creature to start dancing, making it unable to take Actions or Move. Its attackers have Advantage on Attack Rolls. The dancer has Disadvantage on Attack Rolls and Dexterity Saving Throws.
Spell properties
- Range: 9m (30ft)
- Duration: 10 turns
- Concentration spell
- Save: WIS save (no save on the initial cast)
- Conditions applied: Otto’s Irresistible Dance. The creature cannot take Actions or Move. Attacks against it have Advantage; its own attacks and Dexterity saves have Disadvantage.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Otto’s Irresistible Dance at higher levels provides no additional benefits.
How to obtain Otto’s Irresistible Dance
- Bard, Wizard at Class level 11
Source item: Scroll of Otto’s Irresistible Dance
When to cast Otto’s Irresistible Dance
Cast it on the enemy who must not get a turn. Bosses, legendary casters, the one creature with a game-ending ability. Every other control spell gives them a save first. This one takes their next turn away with no roll at all, and Counterspell is about the only thing that stops it.
While it lasts, the dancer cannot move or take Actions, everyone hits it with Advantage, and it has Disadvantage on Dexterity saves, so your Fireball and your Disintegrate are very likely to land in full. Point everything at it.
It repeats the save at the start of its turns, and it is a Wisdom save, so against a high-Wisdom boss you might only get the one guaranteed turn. That one turn is still often the whole fight.
It is Concentration and 9m range, so the caster has to be fairly close. Sorcerers cannot learn it, which is one of the better arguments for a Bard or a Wizard in an Act Three party.