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S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

Warlock M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;1;Hellish Rebuke;1st level Evocation;1 reaction;60 feet;V

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time up to 1 minute;The next time you hit with a melee weapon attack during this spell's duration
  • range your attack deals an extra 1d6 psychic damage. Additionally

  • components if the target is a creature
  • duration it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action

the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.;Warlock;;;;;;;;;;;

S;Instantaneous;You point your finger M;Concentration

S

  • casting time any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save
  • range the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects

  • components such as the explosion of a fireball.
    If the warded creature makes an attack or casts a spell that affects an enemy creature
  • duration this spell ends. ;Warlock (Dao);;;;;;;;;;;

S;Instantaneous;You point your finger M;1 minute;(a small silver mirror)You ward a creature within range against attack. Until the spell ends

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Warlock (Djinni);;;;;;;;;;;

S;Instantaneous;You point your finger a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Instantaneous;As you hold your hands with thumbs touching and fingers spread

  • casting time or half as much damage on a successful one.
    The fire ignites any flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the damage increases by 1d6 for each slot level above 1st. ;Warlock (Efreeti);;;;;;;;;;;

S;Instantaneous;You point your finger a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save

S

  • casting time the water falls as rain in a 30-foot cube within range
  • range extinguishing exposed flames in the area.
    Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively

  • components you destroy fog in a 30-foot cube within range.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration you create or destroy 10 additional gallons of water

or the size of the cube increases by 5 feet

S;Instantaneous;You point your finger M;Instantaneous;(a drop of water if creating water or a few grains of sand if destroying it)You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d8 for each slot level above 1st. ;Warlock (Fathomless);;;;;;;;;;;

S;Instantaneous;You point your finger a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S;Concentration

  • casting time you know if there is an aberration
  • range celestial

  • components elemental
  • duration fey

fiend

or undead within 30 feet of you up to 10 minutes;For the duration

S;Concentration

  • casting time and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
  • range the radius of the fog increases by 20 feet for each slot level above 1st. ;Warlock (Marid);;;;;;;;;;;

or undead within 30 feet of you up to 1 hour;You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners

1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V 1;Wrathful Smite;1st level Evocation;1 bonus action;Self;V
1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V 1;Sanctuary;1st level Abjuration;1 bonus action;30 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V 1;Burning Hands;1st level Evocation;1 action;Self (15-foot cone);V
1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V 1;Create or Destroy Water;1st level Transmutation;1 action;30 feet;V
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
1;Detect Evil and Good;1st level Divination;1 action;Self;V 1;Detect Evil and Good;1st level Divination;1 action;Self;V
1;Fog Cloud;1st level Conjuration;1 action;120 feet;V 1;Fog Cloud;1st level Conjuration;1 action;120 feet;V

the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns

  • casting time the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Warlock (Fiend)(Undying);;;;;;;;;;;

or undead within 30 feet of you the target can make a Constitution saving throw. On a success

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Warlock;;;;;;;;;;;

or undead within 30 feet of you shifting and wavering to all who can see you. For the duration

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time which becomes visible if it is invisible
  • range and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

  • components the extra damage increases by 1d6 for each slot level above 2nd. ;Warlock;;;;;;;;;;;
  • duration

or undead within 30 feet of you the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target

S;Concentration

  • casting time choose one of the following two effects.
    You can suppress any effect causing a target to be charmed or frightened. When this spell ends
  • range any suppressed effect resumes

  • components provided that its duration has not expired in the meantime.
    Alternatively
  • duration you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends

the creature becomes hostile again

or undead within 30 feet of you up to 1 minute;You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw

S

  • casting time up to 1 minute;(a sliver of glass)You fill the air with spinning daggers in a cube 5 feet on each side
  • range centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.
    At Higher Levels: when you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 2d4 for each slot level above 2nd. ;Warlock;;;;;;;;;;;
  • duration

or undead within 30 feet of you M;Concentration

S;Concentration

  • casting time a twisted crown of jagged iron appears on its head
  • range and a madness glows in its eyes.
    The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
    On your subsequent turns

  • components you must use your action to maintain control over the target
  • duration or the spell ends. Also

the target can make a Wisdom saving throw at the end of each of its turns. On a success

the spell ends. ;Warlock;;;;;;;;;;; up to 1 minute;One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way

M;Concentration

  • casting time and nonmagical light can't illuminate it.
    If the point you choose is on an object you are holding or one that isn't being worn or carried
  • range the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object

  • components such as a bowl or a helm
  • duration blocks the darkness.
    If any of this spell's area overlaps with an area of light created by a spell of or lower

the spell that created the light is dispelled. ;Warlock;;;;;;;;;;;

the spell ends. ;Warlock;;;;;;;;;;; up to 10 minutes;(bat fur and a drop of pitch or piece of coal)Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness

S

  • casting time up to 1 minute;(a copper piece)For the duration
  • range you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends

  • components you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language
  • duration the creature is unaffected.
    You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action

you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper

the spell ends. ;Warlock;;;;;;;;;;; M;Concentration

up to 1 minute;Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw

the spell ends. ;Warlock;;;;;;;;;;; or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.;Warlock (XGE);;;;;;;;;;;

2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails 2;Blindness/Deafness;2nd level Necromancy;1 action;30 feet;V;1 minute;You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration 2;Branding Smite;2nd level Evocation;1 bonus action;Self;V;Concentration
2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V 2;Calm Emotions;2nd level Enchantment ;1 action;60 feet;V
2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V 2;Cloud of Daggers;2nd level Conjuration;1 action;60 feet;V
2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V 2;Crown of Madness;2nd level Enchantment ;1 action;120 feet;V
2;Darkness;2nd level Evocation;1 action;60 feet;V 2;Darkness;2nd level Evocation;1 action;60 feet;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration 2;Earthbind;2nd level Transmutation;1 action;300 feet;V;Concentration

S;1 minute;You weave a distracting string of words

  • casting time and if you or your companions are fighting a creature
  • range it has advantage on the save. On a failed save

  • components the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.;Warlock;;;;;;;;;;;
  • duration

the spell ends. ;Warlock;;;;;;;;;;; causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically

S

  • casting time up to 1 minute;(a bit of tallow
  • range a pinch of brimstone

  • components and a dusting of powdered iron)A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save
  • duration or half as much damage on a successful one.
    As a bonus action

you can move the sphere up to 30 feet. If you ram the sphere into a creature

the spell ends. ;Warlock;;;;;;;;;;; M;Concentration

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. ;Warlock;;;;;;;;;;;

the spell ends. ;Warlock;;;;;;;;;;; M;Concentration

S

  • casting time up to 1 hour;(an eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target one additional creature for each slot level above 2nd. ;Warlock;;;;;;;;;;;

the spell ends. ;Warlock;;;;;;;;;;; M;Concentration

S;Instantaneous;You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded

  • casting time paralyzed
  • range or poisoned.;Warlock (Celestial);;;;;;;;;;;

the spell ends. ;Warlock;;;;;;;;;;; deafened

up to 1 hour;You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

the spell ends. ;Warlock;;;;;;;;;;; taking 3d8 psychic damage on a failed save

S;1 minute;Three illusory duplicates of yourself appear in your space. Until the spell ends

  • casting time shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
    Each time a creature targets you with an attack during the spell's duration
  • range roll a d20 to determine whether the attack instead targets one of your duplicates.
    If you have three duplicates

  • components you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates
  • duration you must roll an 8 or higher. With one duplicate

you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate

the spell ends. ;Warlock;;;;;;;;;;; the duplicates move with you and mimic your actions

you teleport up to 30 feet to an unoccupied space that you can see.;Warlock;;;;;;;;;;;

the spell ends. ;Warlock;;;;;;;;;;;

S

  • casting time up to 1 minute;(a bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

2;Enthrall;2nd level Enchantment ;1 action;60 feet;V 2;Enthrall;2nd level Enchantment ;1 action;60 feet;V
2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V 2;Flaming Sphere;2nd level Conjuration;1 action;60 feet;V
2;Hold Person;2nd level Enchantment ;1 action;60 feet;V 2;Hold Person;2nd level Enchantment ;1 action;60 feet;V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V 2;Lesser Restoration;2nd level Abjuration;1 action;Touch;V
2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration 2;Mind Spike;2nd level Divination;1 action;60 feet;S;Concentration
2;Mirror Image;2nd level Illusion;1 action;Self;V 2;Mirror Image;2nd level Illusion;1 action;Self;V
2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;2nd level Conjuration;1 bonus action;Self;V;Instantaneous;Briefly surrounded by silvery mist
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V

S;Concentration

  • casting time the target deals only half damage with weapon attacks that use Strength until the spell ends.
    At the end of each of the target's turns
  • range it can make a Constitution saving throw against the spell. On a success

  • components the spell ends. ;Warlock;;;;;;;;;;;
  • duration

and other stimuli up to 1 minute;A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Warlock (Fiend);;;;;;;;;;;
  • range

and other stimuli the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S;Concentration

  • casting time light
  • range and thrown properties (range 20/60). In addition

  • components when you use the sword to attack a target that is in dim light or darkness
  • duration you make the attack roll with advantage.
    If you drop the weapon or throw it

it dissipates at the end of the turn. Thereafter

while the spell persists up to 1 minute;You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse

S

  • casting time painfully intense
  • range erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save

  • components or half as much damage on a successful one. A creature made of inorganic material such as stone
  • duration crystal

or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of or higher

while the spell persists M;Instantaneous;(a chip of mica)A sudden loud ringing noise

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Warlock (Undying);;;;;;;;;;;

while the spell persists up to 10 minutes;For the duration

S

  • casting time up to 1 hour;(a drop of bitumen and a spider)Until the spell ends
  • range one willing creature you touch gains the ability to move up

  • components down
  • duration and across vertical surfaces and upside down along ceilings

while leaving its hands free. The target also gains a climbing speed equal to its walking speed.;Warlock;;;;;;;;;;;

while the spell persists M;Concentration

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you 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.
You can also specify conditions that will trigger a special activity during the duration. For example

while the spell persists up to 8 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

S

  • casting time up to 10 minutes;(seven sharp thorns or seven small twigs
  • range each sharpened to a point)The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area

  • components it takes 2d4 piercing damage for every 5 feet it travels.
    The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. ;Warlock (Dao);;;;;;;;;;;
  • duration

while the spell persists M;Concentration

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

while the spell persists M;Concentration

2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V 2;Ray of Enfeeblement;2nd level Necromancy;1 action;60 feet;V
2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V 2;Shadow Blade;2nd level Illusion;1 bonus action;Self;V
2;Shatter;2nd level Evocation;1 action;60 feet;V 2;Shatter;2nd level Evocation;1 action;60 feet;V
2;Silence (ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (ritual);2nd level Illusion;1 action;120 feet;V
2;Spider Climb;2nd level Transmutation;1 action;Touch;V 2;Spider Climb;2nd level Transmutation;1 action;Touch;V
2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
2;Spike Growth;2nd level Transmutation;1 action;150 feet;V 2;Spike Growth;2nd level Transmutation;1 action;150 feet;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V

S;Instantaneous;You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit

  • casting time you create one additional ray for each slot level above 2nd. ;Warlock (Efreeti);;;;;;;;;;;
  • range

while the spell persists the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher

S

  • casting time up to 1 minute;(a legume seed)A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
    The gust disperses gas or vapor
  • range and it extinguishes candles

  • components torches
  • duration and similar unprotected flames in the area. It causes protected flames

such as those of lanterns

while the spell persists M;Concentration

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Warlock (Fathomless);;;;;;;;;;;

while the spell persists up to 10 minutes;For the duration

S

  • casting time up to 1 minute;(A bit of fleece)You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save
  • range you create a phantasmal object

  • components creature
  • duration or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
    The phantasm includes sound

temperature

and other stimuli M;Concentration

up to 1 minute;Your body becomes blurred

  • casting time any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight
  • range as with blindsight

  • components or can see through illusions
  • duration as with truesight.;Warlock (Marid);;;;;;;;;;;

and other stimuli shifting and wavering to all who can see you. For the duration

S;1 minute;Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher

  • casting time and when the spell ends if you are on the Ethereal Plane
  • range you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range

  • components you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
    While on the Ethereal Plane
  • duration you can see and hear the plane you originated from

which is cast in shades of gray

and other stimuli you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn

S

  • casting time up to 10 minutes;(a focus worth at least 100 gp
  • range either a jeweled horn for hearing or a glass eye for scrying)You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door

  • components around a corner
  • duration or in a grove of trees). The sensor remains in place for the duration

and it can't be attacked or otherwise interacted with. When you cast the spell

and other stimuli M;Concentration

its spell fails and has no effect. If it is casting a spell of 4th level or higher

  • casting time the creature's spell fails and has no effect.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. ;Warlock;;;;;;;;;;;

and other stimuli make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success

S;1 hour;A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried

  • casting time such as a bowl or a helm
  • range blocks the light.
    If any of this spell's area overlaps with an area of darkness created by a spell of or lower

  • components the spell that created the darkness is dispelled. ;Warlock;;;;;;;;;;;
  • duration

and other stimuli the light shines from the object with and moves with it. Completely covering the affected object with an opaque object

2;Scorching Ray;2nd level Evocation;1 action;120 feet;V 2;Scorching Ray;2nd level Evocation;1 action;120 feet;V
2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V 2;Gust of Wind;2nd level Evocation;1 action;Self (60-foot line);V
2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
2;Blur;2nd level Illusion;1 action;Self;V;Concentration 2;Blur;2nd level Illusion;1 action;Self;V;Concentration
3;Blink;3rd level Transmutation;1 action;Self;V 3;Blink;3rd level Transmutation;1 action;Self;V
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower 3;Counterspell;3rd level Abjuration;1 reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower
3;Daylight;3rd level Evocation;1 action;60 feet;V 3;Daylight;3rd level Evocation;1 action;60 feet;V

S;Instantaneous;Choose any creature

  • casting time or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target
  • range make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check

  • components the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used. ;Warlock;;;;;;;;;;;

and other stimuli object

S;Concentration

  • casting time cold
  • range fire

  • components lightning
  • duration or thunder. For the duration

the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level

and other stimuli up to 1 hour;A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid

S;Concentration

  • casting time the target loses the ability to distinguish friend from foe
  • range regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage

  • components it can repeat the saving throw
  • duration ending the effect on itself on a success.
    Whenever the affected creature chooses another creature as a target

it must choose the target at random from among the creatures it can see within range of the attack

spell up to 1 minute;You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save

S

  • casting time up to 1 minute;(a white feather or the heart of a hen)You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    While frightened by this spell
  • range a creature must take the Dash action and move away from you by the safest available route on each of its turns

  • components unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you
  • duration the creature can make a Wisdom saving throw. On a successful save

the spell ends for that creature. ;Warlock;;;;;;;;;;;

spell M;Concentration

S

  • casting time or until you use an action to touch the target and dismiss the spell
  • range the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated

  • components and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell
  • duration or becomes diseased or poisoned while under the spell's effect

the disease and poison have no effect until the spell ends. ;Warlock (Undying);;;;;;;;;;;

spell M;1 hour;(a pinch of graveyard dirt)You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Warlock (Fiend);;;;;;;;;;;

spell M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time up to 10 minutes;(a wing feather from any bird)You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends
  • range the target falls if it is still aloft

  • components unless it can stop the fall.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. ;Warlock;;;;;;;;;;;

spell M;Concentration

S

  • casting time up to 1 hour;(a bit of gauze and a wisp of smoke)You transform a willing creature you touch
  • range along with everything it's wearing and carrying

  • components into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
    While in this form
  • duration the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage

and it has advantage on Strength

Dexterity M;Concentration

S

  • casting time up to 1 minute;(a pickled octopus tentacle)You open a gateway to the dark between the stars
  • range a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears

  • components centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light
  • duration magical or otherwise

can illuminate the area

Dexterity M;Concentration

3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V 3;Dispel Magic;3rd level Abjuration;1 action;120 feet;V
3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V 3;Elemental Weapon;3rd level Transmutation;1 action;Touch;V
3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V 3;Enemies Abound;3rd level Enchantment;1 action;120 feet;V
3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V 3;Fear;3rd level Illusion;1 action;Self (30-foot cone);V
3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V 3;Feign Death (ritual);3rd level Necromancy;1 action;Touch;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Fly;3rd level Transmutation;1 action;Touch;V 3;Fly;3rd level Transmutation;1 action;Touch;V
3;Gaseous Form;3rd level Transmutation;1 action;Touch;V 3;Gaseous Form;3rd level Transmutation;1 action;Touch;V
3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V 3;Hunger of Hadar;3rd level Conjuration;1 action;150 feet;V

M;Concentration

  • casting time the creature becomes charmed for the duration. While charmed by this spell
  • range the creature is incapacitated and has a speed of 0.
    The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. ;Warlock;;;;;;;;;;;

Dexterity up to 1 minute;(a glowing stick of incense or a crystal vial filled with phosphorescent material)You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save

up to 1 hour;For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.;Warlock (TCE);;;;;;;;;;;

Dexterity you or one willing creature you can see within range has resistance to psychic damage

S

  • casting time which the spell consumes)You create a 10-foot-radius
  • range 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
    Choose one or more of the following types of creatures - celestials

  • components elementals
  • duration fey

fiends

Dexterity M;1 hour;(holy water or powdered silver and iron worth at least 100 gp

S

  • casting time up to 10 minutes;(a bit of fleece)You create the image of an object
  • range a creature

  • components or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real
  • duration including sounds

smells

Dexterity M;Concentration

S;Instantaneous;This spell channels vitality into plants within a specific area. There are two possible uses for the spell

  • casting time choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
    You can exclude one or more areas of any size within the spell's area from being affected.
    If you cast this spell over 8 hours
  • range you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. ;Warlock (Archfey);;;;;;;;;;;

Dexterity granting either immediate or long-term benefits.
If you cast this spell using 1 action

S;Instantaneous;At your touch

  • casting time its curse remains
  • range but the spell breaks its owner's attunement to the object so it can be removed or discarded.;Warlock;;;;;;;;;;;

Dexterity all curses affecting one creature or object end. If the object is a cursed magic item

S

  • casting time which the spell consumes)You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age
  • range nor can it restore any missing body parts.;Warlock (Celestial);;;;;;;;;;;

Dexterity M;Instantaneous;(diamonds worth 300 gp

S

  • casting time recognizes you as the sender if it knows you
  • range and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
    You can send the message across any distance and even to other planes of existence

  • components but if the target is on a different plane than you
  • duration there is a 5 percent chance that the message doesn't arrive. ;Warlock (Great Old One);;;;;;;;;;;

Dexterity M;1 round;(A short piece of fine copper wire)You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind

S

  • casting time allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
    Until the spell ends
  • range you can ask the corpse up to five questions. The corpse knows only what it knew in life

  • components including the languages it knew. Answers are usually brief
  • duration cryptic

or repetitive

Dexterity M;10 minutes;(burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S 3;Hypnotic Pattern;3rd level Illusion;1 action;120 feet;S
3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration 3;Intellect Fortress;3rd-level abjuration;1 action;30 feet;V;Concentration
3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V 3;Magic Circle;3rd level Abjuration;1 minute;10 feet;V
3;Major Image;3rd level Illusion;1 action;120 feet;V 3;Major Image;3rd level Illusion;1 action;120 feet;V
3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V 3;Plant Growth;3rd level Transmutation;1 action or 8 hours;150 feet;V
3;Remove Curse;3rd level Abjuration;1 action;Touch;V 3;Remove Curse;3rd level Abjuration;1 action;Touch;V
3;Revivify;3rd level Necromancy;1 action;Touch;V 3;Revivify;3rd level Necromancy;1 action;Touch;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V 3;Speak with Dead;3rd level Necromancy;1 action;10 feet;V

S;Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
    In addition

any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

Dexterity up to 1 minute;You call forth spirits of the dead

S

  • casting time up to 1 minute;(a rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Warlock (Fiend);;;;;;;;;;;

Dexterity M;Concentration

S

  • casting time up to 1 hour;(a gilded flower worth at least 300 gp)You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell
  • range choose a mood. Fuming

  • components Mirthful
  • duration or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood

which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dexterity M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 1-2: Two demons of challenge rating 1 or lower. 3-4: Four demons of challenge rating 1/2 or lower. 5-6: Eight demons ofchallenge rating 1/4 or lower.
    The DM chooses the demons

  • components such as manes or dretches
  • duration and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
    The demons are hostile to all creatures

including you. Roll initiative for the summoned demons as a group

Dexterity M;Concentration

S

  • casting time up to 1 hour;(tears inside a crystal vial worth at least 300 gp)You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell
  • range choose an emotion: Fury

  • components Despair
  • duration or Fear. The creature resembles a misshapen biped marked by the chosen emotion

which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dexterity M;Concentration

S

  • casting time up to 1 hour;(a gilded skull worth at least 300 gp)You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell
  • range choose the creature's form: Ghostly

  • components Putrid
  • duration or Skeletal. The spirit resembles an undead creature with the chosen form

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

Dexterity M;Concentration

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration the creature is left behind.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d10 for each slot level above 3rd.;Warlock (XGE);;;;;;;;;;;

Dexterity and each creature within 10 feet of the space you left must make a Constitution saving throw

M;1 hour;(a small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover

  • casting time any creature that knows at least one language and can hear the target understands what it says.;Warlock;;;;;;;;;;;
  • range

Dexterity when the target speaks

S;Concentration

  • casting time the target takes 3d6 necrotic damage
  • range and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends

  • components you can make the attack again on each of your turns as an action.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot level above 3rd. ;Warlock;;;;;;;;;;;

Dexterity up to 1 minute;The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit

3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V 3;Spirit Shroud;3rd-level necromancy;1 bonus action;Self;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Summon Fey;3rd-level conjuration;1 action;90 feet;V 3;Summon Fey;3rd-level conjuration;1 action;90 feet;V
3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V 3;Summon Lesser demons;3rd level Conjuration;1 action;60 feet;V
3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V 3;Summon Shadowspawn;3rd-level conjuration;1 action;90 feet;V
3;Summon Undead;3rd-level necromancy;1 action;90 feet;V 3;Summon Undead;3rd-level necromancy;1 action;90 feet;V
3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;3rd level Conjuration;1 action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Vampiric Touch;3rd level Necromancy;1 action;Self;V 3;Vampiric Touch;3rd level Necromancy;1 action;Self;V

S;8 hours;You step into a stone object or surface large enough to fully contain your body

  • casting time you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
    While merged with the stone
  • range you can't see what occurs outside it

  • components and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it
  • duration which ends the spell. You otherwise can't move.
    Minor physical damage to the stone doesn't harm you

but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled

Dexterity melding yourself and all the equipment you carry with the stone for the duration. Using your movement

S

  • casting time up to 1 minute;(a tiny fan and a feather of exotic origin)A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long
  • range 15 feet high

  • components and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
    When the wall appears
  • duration each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save

or half as much damage on a successful one.
The strong wind keeps fog

smoke M;Concentration

S

  • casting time or half as much damage on a successful one.
    The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • range the damage increases by 1d6 for each slot level above 3rd. ;Warlock (Efreeti);;;;;;;;;;;

smoke M;Instantaneous;(a tiny ball of bat guano and sulfur)A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save

S

  • casting time crystal
  • range or glass)A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    The lightning ignites flammable objects in the area that aren't being worn or carried.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration the damage increases by 1d6 for each slot above 3rd. ;Warlock (Fathomless);;;;;;;;;;;

smoke M;Instantaneous;(a bit of fur and a rod of amber

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

smoke M;Concentration

S;Instantaneous;You create 45 pounds of food and 30 gallons of water on the ground or in containers within range

  • casting time and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.;Warlock (Genie);;;;;;;;;;;
  • range

smoke enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing

S

  • casting time up to 1 minute;(a pinch of dust and a few drops of water)Until the spell ends
  • range freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured

  • components and exposed flames in the area are doused.
    The ground in the area is covered with slick ice
  • duration making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there

it must make a Dexterity saving throw. On a failed save

smoke M;Concentration

up to 10 minutes;Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends

  • casting time centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage
  • range and its hit point maximum can't be reduced. In addition

  • components a non-hostile
  • duration living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.;Warlock (Undying);;;;;;;;;;;

smoke the aura moves with you

S

  • casting time up to 1 minute;(an item distasteful to the target)You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
    If the target is native to the plane of existence you're on
  • range you banish the target to a harmless demiplane. While there

  • components the target is incapacitated. The target remains there until the spell ends
  • duration at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is native to a different plane of existence that the one you're on

the target is banished with a faint popping noise

smoke M;Concentration

3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V 3;Meld into Stone (ritual);3rd level Transmutation;1 action;Touch;V
3;Wind Wall;3rd level Evocation;1 action;120 feet;V 3;Wind Wall;3rd level Evocation;1 action;120 feet;V
3;Fireball;3rd level Evocation;1 action;150 feet;V 3;Fireball;3rd level Evocation;1 action;150 feet;V
3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V 3;Lightning Bolt;3rd level Evocation;1 action;Self (100-foot line);V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V 3;Create Food and Water;3rd level Conjuration;1 action;30 feet;V
3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V 3;Sleet Storm;3rd level Conjuration;1 action;150 feet;V
4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration 4;Aura of Life;4th level Abjuration;1 action;Self (30-foot radius);V;Concentration
4;Banishment;4th level Abjuration;1 action;60 feet;V 4;Banishment;4th level Abjuration;1 action;60 feet;V

S;Instantaneous;Necromantic energy washes over a creature of your choice that you can see within range

  • casting time or half as much damage on a successful one. This spell has no effect on undead or constructs.
    If you target a plant creature or a magical plant
  • range it makes the saving throw with disadvantage

  • components and the spell deals maximum damage to it.
    If you target a nonmagical plant that isn't a creature
  • duration such as a tree or shrub

it doesn't make a saving throw

smoke draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Warlock (XGE);;;;;;;;;;;
  • duration

smoke and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;8 hours;You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage

  • casting time and the spell ends.
    If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage
  • range that effect is instead negated against the target

  • components and the spells ends.;Warlock (Undying);;;;;;;;;;;
  • duration

smoke the target instead drops to 1 hit point

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Warlock;;;;;;;;;;;

smoke or one you can describe by stating distance and direction

S;Concentration

  • casting time it has advantage on the saving throw.
    While the beast is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

smoke up to 1 minute;You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S;Concentration

  • casting time and choose one of the following damage types - acid
  • range cold

  • components fire
  • duration lightning

or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type

smoke up to 1 minute;Choose one creature you can see within range

S

  • casting time up to 1 minute;(a piece of tentacle from a giant octopus or a giant squid)Squirming
  • range ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration

  • components these tentacles turn the ground in the area into difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • duration the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
    A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success

it frees itself. ;Warlock (Great Old One);;;;;;;;;;;

smoke M;Concentration

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

smoke M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S;Concentration

smoke up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Warlock (Archfey);;;;;;;;;;;

4;Blight;4th level Necromancy;1 action;30 feet;V 4;Blight;4th level Necromancy;1 action;30 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Death Ward;4th level Abjuration;1 action;Touch;V 4;Death Ward;4th level Abjuration;1 action;Touch;V
4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V
4;Elemental Bane;4th level Transmutation;1 action;90 feet;V 4;Elemental Bane;4th level Transmutation;1 action;90 feet;V
4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V 4;Evard's Black Tentacles;4th level Conjuration;1 action;90 feet;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V

or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. ;Warlock (Celestial);;;;;;;;;;;

smoke

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(a stone

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

the damage increases by 1d10 for each slot level above 4th. ;Warlock (Hexblade);;;;;;;;;;;

hill up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S

  • casting time up to 1 minute;(an undead eyeball encased in a gem worth at least 150 gp)Flame-like shadows wreathe your body until the spell ends
  • range causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness

  • components and bright light in the same area to dim light.
    Until the spell ends
  • duration you have resistance to radiant damage. In addition

whenever a creature within 10 feet of you hits you with an attack

the shadows lash out at that creature M;Concentration

S;Concentration

  • casting time greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners
  • range and it lasts until the spell ends.
    When a creature moves into the spell's area for the first time on a turn or starts its turn there

  • components that creature must succeed on a Constitution saving throw or take 4d10 radiant damage
  • duration and it suffers one level of exhaustion and emits a dim

greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.;Warlock (XGE);;;;;;;;;;;

the shadows lash out at that creature up to 10 minutes;Dim

up to 1 minute;The next time you hit a creature with a melee weapon attack during this spell's duration

  • casting time and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save
  • range it has disadvantage on attack rolls and ability checks

  • components and can't take reactions
  • duration until the end of its next turn.;Warlock (Hexblade);;;;;;;;;;;

the shadows lash out at that creature your weapon pierces both body and mind

S

  • casting time up to 1 hour;(a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell
  • range choose Beholderkin

  • components Slaad
  • duration or Star Spawn. The creature resembles an aberration of that kind

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 hour;(a vial of blood from a humanoid killed within the past 24 hours)You utter foul words
  • range summoning one demon from the chaos of the Abyss. You choose the demon's type

  • components which must be one of challenge rating 5 or lower
  • duration such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range

and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a small piece of phosphorus)You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long
  • range 20 feet high

  • components and 1 foot think
  • duration or a ringed wall up to 20 feet in diameter

20 feet high

the shadows lash out at that creature M;Concentration

4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Guardian of Faith;4th level Conjuration;1 action;30 feet;V;8 hours;A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
4;Shadow of Moil;4th level Necromancy;1 action;Self;V 4;Shadow of Moil;4th level Necromancy;1 action;Self;V
4;Sickening Radiance;4th level Evocation;1 action;120 feet;V 4;Sickening Radiance;4th level Evocation;1 action;120 feet;V
4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration 4;Staggering Smite;4th level Evocation;1 bonus action;Self;V;Concentration
4;Summon Aberration;4th-level conjuration;1 action;90 feet;V 4;Summon Aberration;4th-level conjuration;1 action;90 feet;V
4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V 4;Summon Greater Demon;4th level Conjuration;1 action;60 feet;V
4;Wall of Fire;4th level Evocation;1 action;120 feet;V 4;Wall of Fire;4th level Evocation;1 action;120 feet;V

S

  • casting time which must be worked into roughly the desired shape of the stone object)You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So
  • range for example

  • components you could shape a large rock into a weapon
  • duration idol

or coffer

or make a small passage through a wall M;Instantaneous;(soft clay

S;Concentration

or make a small passage through a wall up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Warlock (Djinni);;;;;;;;;;;

S

  • casting time shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
    The flames provide you with a warm shield or a chill shield
  • range as you choose. The warm shield grants you resistance to cold damage

  • components and the chill shield grants you resistance to fire damage.
    In addition
  • duration whenever a creature within 5 feet of you hits you with a melee attack

the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield

or make a small passage through a wall M;10 minutes;(a bit of phosphorous or a firefly)Thin and wispy flames wreathe your body for the duration

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

or make a small passage through a wall M;Concentration

S

  • casting time up to 1 hour;(air
  • range a pebble

  • components ash
  • duration and water inside a crystal vial worth at least 400 gp)You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell

choose an element: Air

Earth M;Concentration

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

the damage increases by 1d10 for each slot level above 4th. ;Warlock (Genie);;;;;;;;;;;

Earth up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S

  • casting time up to 10 minutes;(a drop of water and a pinch of dust)Until the spell ends
  • range you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn

  • components you can repeat the same effect or choose a different one.
    Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore
  • duration the flooding water spills over onto dry land.
    If you choose an area in a large body of water

you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave

Earth M;Concentration

up to 1 minute;The next time you hit a creature with a weapon attack before this spell ends

  • casting time and the attack deals an extra 5d10 force damage to the target. Additionally
  • range if this attack reduces the target to 50 hit points of fewer

  • components you banish it. If the target is native to a different plane of existence than the one you're on
  • duration the target disappears

returning to its home plane. If the target is native to the plane you're on

Earth your weapon crackles with force

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a failure
  • range you take 6d6 psychic damage and are insane until you finish a long rest. While insane

  • components you can't take actions
  • duration can't understand what other creatures say

can't read

Earth or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell

4;Stone Shape;4th level Transmutation;1 action;Touch;V 4;Stone Shape;4th level Transmutation;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Fire Shield;4th level Evocation;1 action;Self;V 4;Fire Shield;4th level Evocation;1 action;Self;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
4;Summon Elemental;4th-level conjuration;1 action;90 feet;V 4;Summon Elemental;4th-level conjuration;1 action;90 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
4;Control Water;4th level Transmutation;1 action;300 feet;V 4;Control Water;4th level Transmutation;1 action;300 feet;V
5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration 5;Banishing Smite;5th level Abjuration;1 bonus action;Self;V;Concentration
5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane (ritual);5th level Divination;1 minute;Self;V;1 minute;You mentally contact a demigod

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

Earth you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns

S;Concentration

  • casting time and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
    You can use a bonus action to mentally command the creatures you make with this spell
  • range issuing the same command to all of them. To receive the command

  • components a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn
  • duration or you can issue a general command

such as to guard a chamber or passageway against your foes. If you issue no commands

Earth up to 1 hour;Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual)

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

Earth up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(a handful of sand

S;Concentration

  • casting time touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save
  • range the target takes 2d8 necrotic damage

  • components and the spell ends . On a failed save
  • duration the target takes 4d8 necrotic damage

and until the spell ends

enters a trance state up to 1 minute;A tendril of inky darkness reaches out from you

up to 1 minute;You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends

enters a trance state you can use a bonus action to teleport in this way again.;Warlock (XGE);;;;;;;;;;;

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Warlock (Celestial)(Fiend);;;;;;;;;;;
  • duration

enters a trance state M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time which the spell consumes)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one
  • range or end one of the following effects on the target.
    • One effect that charmed or petrified the target
    • One curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • One effect reducing the target's hit point maximum ;Warlock (Celestial);;;;;;;;;;;
  • duration

enters a trance state M;Instantaneous;(diamond dust worth 100 gp

S

  • casting time oils
  • range and incense worth at least 1

  • components000 gp
  • duration which the spell consumes)You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet

and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First

celestials M;Until dispelled;(herbs

5;Contagion;5th level Necromancy;1 action;Touch;V 5;Contagion;5th level Necromancy;1 action;Touch;V
5;Danse Macabre;5th level Necromancy;1 action;60 feet;V 5;Danse Macabre;5th level Necromancy;1 action;60 feet;V
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Enervation;5th level Necromancy;1 action;60 feet;V 5;Enervation;5th level Necromancy;1 action;60 feet;V
5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration 5;Far Step;5th level Conjuration;1 bonus action;Self;V;Concentration
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Hallow;5th level Evocation;24 hours;Touch;V 5;Hallow;5th level Evocation;24 hours;Touch;V

S

  • casting time up to 1 minute;(a small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Warlock;;;;;;;;;;;

celestials M;Concentration

S

  • casting time up to 1 hour;(a ruby worth at least 999 gp)Uttering a dark incantation
  • range you summon a devil from the Nine Hells. You choose the devil's type

  • components which must be one of challenge rating 6 or lower
  • duration such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
    The devil is unfriendly toward you and your companions. Roll initiative for the devil

which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns

celestials M;Concentration

S

  • casting time which the spell consumes
  • range and four ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

celestials M;Instantaneous;(incense worth at least 250 gp

M;Instantaneous;(a broken bone and a square of black silk)You send ribbons of negative energy at one creature you can see within range. Unless the target is undead

  • casting time taking 5d12 necrotic damage on a failed save
  • range or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
    If you target an undead with this spell

  • components the target doesn't make a saving throw. Instead
  • duration roll 5d12. The target gains half the total as temporary hit points.;Warlock (XGE);;;;;;;;;;;

celestials it mus t make a Constitution saving throw

S

  • casting time up to 10 minutes;(a focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

celestials M;Concentration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;Instantaneous;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.;Warlock (XGE);;;;;;;;;;;

fat or half as much damage on a successful one.
After a failed save

S;Concentration

  • casting time and as your action each round for the duration
  • range you can exert your will on one creature or object that you can see within range

  • components causing the appropriate effect below. You can affect the same target round after round
  • duration or choose a new one at any time. If you switch targets

the prior target is no longer affected by the spell.
Creature: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest

fat up to 10 minutes;You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell

S

  • casting time up to 10 minutes;(a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally
  • range vertically

  • components or diagonally. It can be free floating
  • duration or it can rest on a solid surface. The wall can be up to 60 feet long

10 feet high

fat M;Concentration

5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V 5;Infernal Calling;5th level Conjuration;1 minute;90 feet;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V 5;Negative Energy Flood;5th level Necromancy;1 action;60 feet;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V
5;Wall of Light;5th level Evocation;1 action;120 feet;V 5;Wall of Light;5th level Evocation;1 action;120 feet;V

S

  • casting time up to 10 minutes;(a small block of granite)A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively
  • range you can create 10-foot-by-20-foot panels that are only 3 inches thick.
    If the wall cuts through a creature's space when it appears

  • components the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface)
  • duration that creature can make a Dexterity saving throw. On a success

it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire

fat M;Concentration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S

  • casting time 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

  • components the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. ;Warlock (Efreeti);;;;;;;;;;;
  • duration

fat M;Instantaneous;(pinch of sulfur)A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius

S

  • casting time up to 1 minute;(an eggshell and a snakeskin glove)You create a Large hand of shimmering
  • range translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration

  • components and it moves at your command
  • duration mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points

the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns

fat M;Concentration

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Warlock (Fathomless);;;;;;;;;;;

fat M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

S

  • casting time rope
  • range wood

  • components or something similar. You can also use this spell to create mineral objects such as stone
  • duration crystal

or metal. The object created must be no larger than a 5-foot cube

fat M;Special;(a tiny piece of matter of the same type of the item you plan to create)You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods

S

  • casting time or half as much damage on a successful one.
    A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher
  • range the damage increases by 1d8 for each slot level above 5th. ;Warlock (Marid);;;;;;;;;;;

fat M;Instantaneous;(a small crystal or glass cone)A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Warlock (TCE);;;;;;;;;;;

fat but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

S

  • casting time000 gp
  • range Consumed)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

fat M;24 hours;(A jewel worth at least 1

5;Wall of Stone;5th level Evocation;1 action;120 feet;V 5;Wall of Stone;5th level Evocation;1 action;120 feet;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Flame Strike;5th level Evocation;1 action;60 feet;V 5;Flame Strike;5th level Evocation;1 action;60 feet;V
5;Bigby's Hand (appears as a tentacle);5th level Evocation;1 action;120 feet;V 5;Bigby's Hand (appears as a tentacle);5th level Evocation;1 action;120 feet;V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Creation;5th level Illusion;1 minute;30 feet;V 5;Creation;5th level Illusion;1 minute;30 feet;V
5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V 5;Cone of Cold;5th level Evocation;1 action;Self (60-foot cone);V
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V

M;1 round;(Rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for 2 destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Warlock (TCE);;;;;;;;;;;

fat Consumed)As you cast the spell

S;Concentration

  • casting time one point within 10 feet of you and one point within 500 feet of you. A circular portal
  • range 10 feet in diameter

  • components opens over each point. If the portal would open in the space occupied by a creature
  • duration the spell fails

and the casting is lost.
The portals are two-dimensional glowing rings filled with mist

fat up to 10 minutes;You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 7th level or higher
  • range the damage increases by 2d6 for each slot level above 6th. ;Warlock;;;;;;;;;;;

fat M;Instantaneous;(the powder of a crushed black pearl worth at least 500 gp)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. A target takes 8d6 necrotic damage on a failed save

S;Concentration

  • casting time or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you 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 you and your companions for the duration. Roll initiative for the creature
  • range which has its own turns. It obeys any verbal commands that you issue to it (no action required by you)

  • components as long as they don't violate its alignment. If you don't issue any commands to the fey creature
  • duration it defends itself from hostile creatures but otherwise takes no actions.
    If your concentration is broken

the fey creature doesn't disappear. Instead

you lose control of the fey creature up to 1 hour;You summon a fey creature of challenge rating 6 or lower

S

  • casting time one clay pot filled with brackish water
  • range and one 150 gp black onyx stone for each corpse.)You 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 your control. (The DM has game statistics for these creatures.)
    As a bonus action on each of your turns

  • components you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • duration you can command any or all of them at the same time

issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn

or you can issue a general command M;Instantaneous;(one clay pot filled with grave dirt

S;Concentration

  • casting time your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends
  • range you can use your 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: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
    Panicked: The target is frightened of you. On each of its turns

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

or you can issue a general command up to 1 minute;For the spell's duration

S

  • casting time up to 1 minute;(a pinch of lime
  • range water

  • components and earth)You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh
  • duration the creature must make a Constitution saving throw. On a failed save

it is restrained as its flesh begins to harden. On a successful save

or you can issue a general command M;Concentration

S;Concentration

  • casting time shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends
  • range you gain the following benefits:
    • You are immune to fire damage and have resistance to cold damage.
    • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
    • You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save

  • components or half as much damage on a successful one.;Warlock (XGE);;;;;;;;;;;
  • duration

or you can issue a general command up to 10 minutes;Flames race across your body

S;Concentration

  • casting time ice rimes your body
  • range and you gain the following benefits:
    • You are immune to cold damage and have resistance to fire damage.
    • You can move across difficult terrain created by ice or snow without spending extra movement.
    • The ground in a 10-foot radius around you is icy and is difficult terra in for creatures other than you. The radius moves with you.
    • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save

  • components or half as much da mage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.;Warlock (XGE);;;;;;;;;;;
  • duration

or you can issue a general command up to 10 minutes;Until the spell ends

5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
6;Arcane Gate;6th level Conjuration;1 action;500 feet;V 6;Arcane Gate;6th level Conjuration;1 action;500 feet;V
6;Circle of Death;6th level Necromancy;1 action;150 feet;V 6;Circle of Death;6th level Necromancy;1 action;150 feet;V
6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V 6;Conjure Fey;6th level Conjuration;1 minute;90 feet;V
6;Create Undead;6th level Necromancy;1 minute;10 feet;V 6;Create Undead;6th level Necromancy;1 minute;10 feet;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V
6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V 6;Flesh to Stone;6th level Transmutation;1 action;60 feet;V
6;Investiture of Flame;6th level Transmutation;1 action;Self;V 6;Investiture of Flame;6th level Transmutation;1 action;Self;V
6;Investiture of Ice;6th level Transmutation;1 action;Self;V 6;Investiture of Ice;6th level Transmutation;1 action;Self;V

S;Concentration

  • casting time bits of rock spread across your body
  • range and you gain the following benefits:
    • You have resistance to bludgeoning

  • components piercing
  • duration and slashing damage from nonmagical attacks.
    • You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
    • You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it

but you can't end your movement there. If you do so

or you can issue a general command up to 10 minutes;Until the spell ends

S;Concentration

  • casting time wind whirls around you
  • range and you gain the following benefits:
    • Ranged weapon attacks made against you have disadvantage on the attack roll.
    • You gain a flying speed of 60 feet. If you are still flying when the spell ends

  • components you fall
  • duration unless you can somehow prevent it.
    • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet ofyou. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save

or half as much damage on a successful one. If a Large or smaller creature fails the save

or you can issue a general command up to 10 minutes;Until the spell ends

M;24 hours;(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

  • casting time immolate itself
  • range or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save

  • components it pursues the course of action you 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
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

or you can issue a general command throw itself onto a spear

up to 1 minute;You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save

  • casting time and the spell ends. On a failed save
  • range the target takes 5d10 psychic damage

  • components and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire
  • duration floating razors

or hideous maws filled with dripping teeth. Whatever form the illusion takes

or you can issue a general command the target takes 5d10 psychic damage

which you take when a humanoid you can see within 60 feet of you dies;60 feet;V

  • casting time M;8 hours;(a tiny silver cage worth 100 gp)This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage
  • range which ends the spell. While you have a soul inside the cage

  • components you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time
  • duration it is released

and the spell ends. While a soul is trapped

or you can issue a general command S

S

  • casting time up to 1 hour;(humanoid blood inside a ruby vial worth at least 600 gp)You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell
  • range choose Demon

  • components Devil
  • duration or Yugoloth. The creature resembles a fiend of the chosen type

which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

or you can issue a general command M;Concentration

S

  • casting time up to 1 minute;(an object engraved with a symbol of the Outer Planes
  • range worth at least 500 gp)Uttering an incantation

  • components you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
    -You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
    -You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
    -Spectral wings appear on your back
  • duration giving you a flying speed of 40 feet.
    -You have a +2 bonus to AC.
    -All your weapon attacks are magical

and when you make a weapon attack

or you can issue a general command M;Concentration

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration and is consumed by the spell)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(an ointment for the eyes that costs 25 gp

S;1 hour;Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so

  • casting time the target takes 4d12 radiant damage. Whether you hit or miss
  • range the mote is expended. The spell ends early if you expend the last mote.
    If you have four or more motes remaining

  • components they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining
  • duration they shed dim light in a 30-foot radius.
    At Higher Levels: When you cast this spell using a spell slot of 8th level or higher

the number of motes created increases by two for each slot level above 7th.;Warlock (XGE);;;;;;;;;;;

notices secret doors hidden by magic make a ranged spell attack. On a hit

6;Investiture of Stone;6th level Transmutation;1 action;Self;V 6;Investiture of Stone;6th level Transmutation;1 action;Self;V
6;Investiture of Wind;6th level Transmutation;1 action;Self;V 6;Investiture of Wind;6th level Transmutation;1 action;Self;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration 6;Mental Prison;6th level Illusion;1 action;60 feet;S;Concentration
6;Soul Cage;6th level Necromancy;1 reaction 6;Soul Cage;6th level Necromancy;1 reaction
6;Summon Fiend;6th-level conjuration;1 action;90 feet;V 6;Summon Fiend;6th-level conjuration;1 action;90 feet;V
6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V 6;Tasha's Otherworldly Guise;6th-level transmutation;1 bonus action;Self;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
7;Crown of Stars;7th level Evocation;1 action;Self;V 7;Crown of Stars;7th level Evocation;1 action;Self;V

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

notices secret doors hidden by magic M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

notices secret doors hidden by magic in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

S;Instantaneous;You send negative energy coursing through a creature that you can see within range

  • casting time or half as much damage on a successful one.
    A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command
  • range following your verbal orders to the best of its ability. ;Warlock;;;;;;;;;;;

notices secret doors hidden by magic causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save

S

  • casting time500 gp)An immobile
  • range invisible

  • components cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side
  • duration creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell

any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

notices secret doors hidden by magic M;1 hour;(ruby dust worth 1

S

  • casting time metal rod worth at least 250 gp
  • range attuned to a particular plane of existence)You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms

  • components such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells
  • duration and you appear in or near that destination. If you are trying to reach the City of Brass

for example

notices secret doors hidden by magic M;Instantaneous;(a forked

it is subject to crippling pain. Otherwise

  • casting time any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls
  • range ability checks

  • components and saving throws
  • duration other than Constitution saving throws. Finally

if the target tries to cast a spell

notices secret doors hidden by magic the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain

the door leads to a demiplane that appears to be an empty room 30 feet in each dimension

  • casting time the door disappears
  • range and any creatures or objects inside the demiplane remain trapped there

  • components as the door also disappears from the other side.
    Each time you cast this spell
  • duration you can create a new demiplane

or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally

notices secret doors hidden by magic made of wood or stone. When the spell ends

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

notices secret doors hidden by magic up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(a handful of clay

7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V
7;Finger of Death;7th level Necromancy;1 action;60 feet;V 7;Finger of Death;7th level Necromancy;1 action;60 feet;V
7;Forcecage;7th level Evocation;1 action;100 feet;V 7;Forcecage;7th level Evocation;1 action;100 feet;V
7;Plane Shift;7th level Conjuration;1 action;Touch;V 7;Plane Shift;7th level Conjuration;1 action;Touch;V
7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer 7;Power Word Pain;7th level Enchantment;1 action;60 feet;V;Instantaneous;You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer
8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened 8;Demiplane;8th level Conjuration;1 action;60 feet;S;1 hour;You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V

when you make a Charisma check

  • casting time no matter what you say
  • range magic that would determine if you are telling the truth indicates that you are being truthful.;Warlock;;;;;;;;;;;

activate magic items you can replace the number you roll with a 15. Additionally

M;Concentration

  • casting time as well as light c reated by spells of 8th level or lower
  • range can't illuminate the area.
    Shrieks

  • components gibbering
  • duration and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere

it must make a Wisdom saving throw

activate magic items up to 10 minutes;(a drop of pitch mixed with a drop of mercury)Magical darkness spreads from a point you choose with in range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time the spell has no effect.
    The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save
  • range this stunning effect ends. ;Warlock;;;;;;;;;;;

activate magic items it is stunned. Otherwise

S

  • casting time you must provide one jacinth worth at least 1
  • range000 gp and one ornately carved bar of silver worth at least 100 gp

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation
  • duration it doesn't need food or air and doesn't age.
    Your astral body resembles your mortal form in almost every way

replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you

activate magic items M;Special;(for each creature you affect with this spell

S;Concentration

  • casting time you can make up to two melee spell attacks with the blade
  • range each one against a creature

  • components loose object
  • duration or structure within 5 feet of the blade. On a hit

the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit

activate magic items up to 1 minute;You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Warlock;;;;;;;;;;;

activate magic items M;8 hours;(a hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time and a special component that varies according to the version of the spell you choose
  • range worth at least 500 gp per Hit Die of the target)You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell

  • components if it succeeds
  • duration it is immune to this spell if you cast it again. While affected by this spell

the creature doesn't need to breathe

eat M;Until dispelled;(a vellum depiction or a carved statuette in the likeness of the target

it dies. Otherwise

eat the spell has no effect.;Warlock;;;;;;;;;;;

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Warlock (XGE);;;;;;;;;;;
  • duration

eat a target takes half as much damage and isn't stunned. If a target is killed by this damage

8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends 8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends
8;Maddening Darkness;8th level Evocation;1 action;150 feet;V 8;Maddening Darkness;8th level Evocation;1 action;150 feet;V
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of one creature you can see within range
9;Astral Projection;9th level Necromancy;1 hour;10 feet;V 9;Astral Projection;9th level Necromancy;1 hour;10 feet;V
9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V 9;Blade of Disaster;9th-level conjuration;1 bonus action;60 feet;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Imprisonment;9th level Abjuration;1 minute;30 feet;V 9;Imprisonment;9th level Abjuration;1 minute;30 feet;V
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save

S

  • casting time up to 1 hour;(a drop of mercury
  • range a dollop of gum arabic

  • components and a wisp of smoke)Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature
  • duration the creature into an object

or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration

eat M;Concentration

S

  • casting time you can alter the very foundations of reality in accord with your desires.
    The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell
  • range including costly components. The spell simply takes effect. Alternatively

  • components you can create one of the following effects of your choice.
    • You create one object of up to 25
  • duration000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension

and it appears in an unoccupied space you can see on the ground.
• You allow up to twenty creatures that you can see to regain all hit points

eat M;Instantaneous;Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud

S

  • casting time up to 1 minute;(a diamond worth at least 5
  • range000 gp)You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening

  • components which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
    The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane
  • duration appearing in the unoccupied space nearest to the portal.
    Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
    When you cast this spell

you can speak the name of a specific creature (a pseudonym

title M;Concentration

S;Concentration

  • casting time you create illusory creatures in their minds
  • range visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save

  • components a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears
  • duration manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns

it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save

title up to 1 minute;Drawing on the deepest fears of a group of creatures

you can utter a creature’s name. If the named target is within range

  • casting time the lance dissipates without effect.
    The target must make an Intelligence saving throw. On a failed save
  • range the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save

  • components the creature takes half as much damage and isn’t incapacitated.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the damage increases by 1d6 for each slot level above 4th.;Warlock(FToD);;;;;;;;;;;

title it becomes the spell’s target even if you can’t see it. If the named target isn’t within range

9;True Polymorph;9th level Transmutation;1 action;30 feet;V 9;True Polymorph;9th level Transmutation;1 action;30 feet;V
9;Wish;9th level Conjuration;1 action;Self;V 9;Wish;9th level Conjuration;1 action;Self;V
9;Gate;9th level Conjuration;1 action;60 feet;V 9;Gate;9th level Conjuration;1 action;60 feet;V
9;Weird;9th level Illusion;1 action;120 feet;V 9;Weird;9th level Illusion;1 action;120 feet;V
4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively 4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively