Flesh to Stone

Flesh to Stone

Level 6 Transmutation spell available to Warlocks and Wizards. A slow Petrify: the target is Restrained while it fails Constitution saves, and if it fails four in a row it is a statue for good. Four saves is a lot to ask, but the Restraint on the way there is useful on its own.

Spell description: Atrophy a foe, Restraining them until they temporarily turn to stone. The target will Petrify if it does not succeed its Saving Throw within 3 turns.

Spell properties

  • Range: 18m (60ft)
  • Concentration spell
  • Save: CON save
  • Conditions applied: Restrained for up to 3 turns, then Petrified permanently if the creature fails every save.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Flesh to Stone at higher levels provides no additional benefits.

How to obtain Flesh to Stone

  • Warlock, Wizard at Class level 11

Source item: Scroll of Flesh to Stone

FLESH TO STONE

Level 6 Transmutation Spell

Atrophy a foe, Restraining them until they temporarily turn to stone. The target will Petrify if it does not succeed its Saving Throw within 3 turns.

Range: 18m (60ft) Save: CON save

CONDITION: FLESH TO STONE

Duration: 3 turns, then permanent

Condition: Flesh to Stone: Restrained

  • The creature cannot move as its body begins to petrify.
  • Attack Rolls against it have Advantage; its Attack Rolls and Dexterity Saving Throws have Disadvantage.
  • It repeats the Constitution Saving Throw each turn. On the fourth failure it is Petrified: cannot act, resists all damage, and stays that way until cured with Greater Restoration or Basilisk Oil.

When to cast Flesh to Stone

Cast it on a single dangerous enemy with bad Constitution, which mostly means casters. The Restraint alone stops it moving and gives your party Advantage against it, and if the saves keep failing it is permanently out of the fight.

Be honest about the odds. The target has to fail the initial save and then three more, one per turn, with Constitution being the save most creatures are good at. Against a brute it will almost never finish the job. Against a wizard-type it is a real threat.

Petrified is effectively dead. The statue resists all damage, cannot act, and shatters at 0 Hit Points instead of being downed. It is also cured by Greater Restoration, which the enemy is not going to cast.

It is Concentration, so a failed save on your caster ends it early. The one neat trick: casting it on an NPC out of combat is not treated as hostile until they either turn to stone or pass a save, which makes for a very quiet assassination.

Eyebite

Eyebite

Level 6 Necromancy spell available to Bards, Sorcerers, Warlocks, and Wizards. One slot buys ten turns of a free Wisdom-save debuff every turn: make something run in Fear, give it Disadvantage on everything, or put it to sleep. It is a control spell that pays for itself by turn two.

Spell description: Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a Spell Slot.

Spell properties

  • Range: 18m (60ft)
  • Duration: 10 turns
  • Concentration spell
  • Save: WIS save
  • Conditions applied: Panicked, Sickened, or Asleep for 10 turns. While you Concentrate, you can recast Eyebite every turn without a Spell Slot.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Eyebite at higher levels provides no additional benefits.

How to obtain Eyebite

  • Bard, Sorcerer, Warlock, Wizard at Class level 11

Source item: Scroll of Eyebite

EYEBITE

Level 6 Necromancy Spell

Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a Spell Slot.

Range: 18m (60ft) Save: WIS save Duration: 10 turns

Eyebite spell variants

You pick the effect on the first cast, and that first cast is the only one that costs a slot. For the next ten turns, as long as you keep Concentration, you get to cast any of the three again every turn for free.

1. Eyebite: Panicked

EYEBITE: PANICKED

Level 6 Necromancy Spell

Strike Fear deep into a creature’s heart.

Range: 18m (60ft) Save: WIS save Duration: 10 turns

CONDITION: FEARFUL

Duration: 10 turns

Condition: Fearful

  • Disadvantage on Ability Checks and Attack Rolls.
  • Must run from the source of its fear and cannot take other actions.
  • Repeats the Saving Throw at the end of its turn if it is out of sight of the caster.

2. Eyebite: Sickened

EYEBITE: SICKENED

Level 6 Necromancy Spell

Afflict a creature with Disadvantage on Attack Rolls and Ability Checks.

Range: 18m (60ft) Save: WIS save Duration: 10 turns

CONDITION: EYEBITE: SICKENED

Duration: 10 turns

Condition: Eyebite: Sickened

  • Disadvantage on Attack Rolls and Ability Checks.
  • Repeats the Saving Throw at the end of each of its turns.

3. Eyebite: Asleep

EYEBITE: ASLEEP

Level 6 Necromancy Spell

Put a creature to sleep. The condition ends upon taking damage.

Range: 18m (60ft) Save: WIS save Duration: 10 turns

CONDITION: SLEEPING

Duration: 10 turns

Condition: Sleeping

  • The creature cannot move or act, and automatically fails Strength and Dexterity Saving Throws.
  • Attack Rolls against it have Advantage, and hits from within 1.5m are Critical Hits.
  • Ends when the creature takes damage, is Shoved, gets the Help action, or becomes Wet.

When to cast Eyebite

Cast it at the start of a long fight and then spend every Action on a free recast. Asleep is the strongest option: a Sleeping creature auto-fails Dexterity saves, gets crit by anything in melee, and does nothing until it takes damage. Point your Rogue at it.

Panicked is the answer to a big melee enemy. A Fearful creature runs away from you and cannot attack, and it stays that way until it ends a turn out of your sight. Sickened is the weakest of the three but it never stops being useful against a boss who keeps passing saves.

It is Concentration, and if it breaks the free recasts stop. Stand back, and remember every recast is a fresh Wisdom save on the target, so pick enemies with bad Wisdom or expect a lot of wasted turns.

For a Warlock it is one of the best Mystic Arcanum picks, because Warlocks have very few slots and this only ever costs one.

Create Undead

Create Undead

Level 6 Necromancy spell available to Clerics, Warlocks, and Wizards. Point at a corpse, get a Mummy that follows you until Long Rest. A Mummy is a proper undead brute with a Frightening gaze and a Rotting Fist, and it does not need Concentration.

Spell description: Create a corpse as a heinous mummy that fights by your side. The target must be a Medium or Small corpse.

Spell properties

  • Range: 3m (10ft)
  • Duration: Until Long Rest
  • Conditions applied: Raises a Mummy with Dreadful Glare, Multiattack, and Rotting Fist. It lasts until Long Rest, even if you unprepare the spell.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Create Undead at higher levels provides no additional benefits.

How to obtain Create Undead

  • Cleric, Warlock, Wizard at Class level 11

Source item: Crypt Lord Ring

CREATE UNDEAD

Level 6 Necromancy Spell

Create a corpse as a heinous mummy that fights by your side. The target must be a Medium or Small corpse.

Range: 3m (10ft) Duration: Until Long Rest

When to cast Create Undead

Cast it after a fight, on one of the bodies, and go into the next fight with a Mummy. It lasts until Long Rest and it is not Concentration, so the cost is one Level 6 slot per day for an extra frontliner who hits hard and scares things.

Dreadful Glare is the reason to want it. A Frightened enemy cannot move towards the Mummy and attacks with Disadvantage, which is a lot of control from a summon. Rotting Fist does Necrotic and inflicts a curse that stops healing.

You need a Medium or Small corpse within 3m, and it has to be intact. Disintegrate and most fire leave nothing to raise, so keep a body in one piece if you plan to use it.

A Necromancy Wizard should compare it to an upcast Animate Dead. A Level 6 Animate Dead raises three Ghouls, and three paralysing Ghouls often out-perform one Mummy. The Mummy is the pick for Clerics and Warlocks, who do not have that option.

Circle of Death

Circle of Death

Level 6 Necromancy spell available to Sorcerers, Warlocks, and Wizards. 8d6 Necrotic in a 9m radius, which is the biggest area any damage spell has. The dice are low for the slot, but if you need to hit fifteen things at once, this hits fifteen things at once.

Spell description: Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.

Spell properties

  • Damage: 8d6 Necrotic
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Area: 9m (30ft) radius
  • Save: CON save (half damage on success)
  • Conditions applied: Must target a creature. Hits everything within 9m of it, including allies.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Circle of Death at higher levels provides no additional benefits.

How to obtain Circle of Death

  • Sorcerer, Warlock, Wizard at Class level 11

Source item: Scroll of Circle of Death

CIRCLE OF DEATH

Level 6 Necromancy Spell

Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.

On save: Targets still take half damage.

Range: 18m (60ft) Save: CON save AoE: 9m (30ft) radius

When to cast Circle of Death

Cast it when the enemy is a horde. Fights with a dozen or more weak enemies, the kind where Fireball only catches half of them, are what a 9m radius is for. Half of a big room takes 8d6 and the trash is gone.

It has to be centred on a creature, not on the ground, so you cannot fine-tune the placement to miss your party. Pick a target on the far side of the enemy group and make sure your melee is more than 9m from it.

Necrotic does nothing to undead and constructs, and Constitution saves are the ones monsters pass most often. Against a strong group it will mostly do half damage to things that have plenty of Hit Points, and a Chain Lightning would have been much better.

For a Warlock it is the only damage spell on the Level 6 Mystic Arcanum list, so a Warlock who wants a big area nuke should look here. Everyone else should compare it to Chain Lightning first.

Chain Lightning

Chain Lightning

Level 6 Evocation spell available to Sorcerers and Wizards. 10d8 Lightning to a target, then three more bolts to three more enemies, each for the full 10d8. Four targets, no area, no friendly fire. It is the best damage spell in the game for the people who get it.

Spell description: Strike an enemy with lightning. Three more bolts leap from the target, electrifying as many as three other enemies within range.

Spell properties

  • Damage: 10d8 Lightning
  • Damage type: Lightning
  • Range: 18m (60ft)
  • Save: DEX save (half damage on success)
  • Conditions applied: Arcs to up to 3 additional enemies within 18m of the first target.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Chain Lightning at higher levels provides no additional benefits.

How to obtain Chain Lightning

  • Sorcerer, Wizard at Class level 11

Source items: Markoheshkir, Scroll of Chain Lightning

CHAIN LIGHTNING

Level 6 Evocation Spell

Strike an enemy with lightning. Three more bolts leap from the target, electrifying as many as three other enemies within range.

On save: Targets still take half damage.

Range: 18m (60ft) Save: DEX save

When to cast Chain Lightning

Cast it whenever there are four enemies to hit. That is 40d8 total, an average of 180 damage spread across the four biggest threats in the room, and none of it touches your party because it only jumps to enemies. Fireball has to be aimed around your melee. This does not.

It is single-target on the first bolt, so the initial hit can be aimed at whichever enemy you most want dead, and the chains pick up the rest. Against a boss with adds, the boss takes the first bolt and the adds take the chains.

Lightning is resisted by a handful of things, mostly elementals and some constructs, and it electrifies water. If the enemy is standing in a puddle, everyone in the puddle gets a bonus shock.

Twinned Spell does not work on it any more, but you do not need it to. With a Level 6 slot this is what a Sorcerer or Wizard should be casting on turn one of any real fight.