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wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save

  • casting time if available
  • range to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground

  • components such as a fire or a pit. On a successful save
  • duration the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

the damage increases by 1d6 for each slot level above 1st. ;Warlock (Great Old One)

Warlock it takes 3d6 psychic damage and must immediately use its reaction

S

  • casting time up to 1 minute;(tiny tarts and a feather that waved in the air)A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone
  • range becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
    At the end of each of its turns

  • components and each time it takes damage
  • duration the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success

the spell ends. ;Warlock (Great Old One)

Warlock M;Concentration

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

Warlock M;Concentration

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

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

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)

and other stimuli 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;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

and other stimuli 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

  • 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)

and other stimuli M;Concentration

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

and other stimuli 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

1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only one creature of your choice within range can hear 1;Dissonant Whispers;1st level Enchantment ;1 action;60 feet;V;Instantaneous;You whisper a discordant melody that only one creature of your choice within range can hear
1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V 1;Tasha's Hideous Laughter;1st level Enchantment ;1 action;30 feet;V
2;Detect Thoughts;2nd level Divination;1 action;Self;V 2;Detect Thoughts;2nd level Divination;1 action;Self;V
2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V 2;Phantasmal Force;2nd level Illusion;1 action;60 feet;V
3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V 3;Clairvoyance;3rd level Divination;10 minutes;1 mile;V
3;Sending;3rd level Evocation;1 action;Unlimited;V 3;Sending;3rd level Evocation;1 action;Unlimited;V
4;Dominate Beast;4th level Enchantment ;1 action;60 feet;V 4;Dominate Beast;4th level Enchantment ;1 action;60 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
5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V

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

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

5;Telekinesis;5th level Transmutation;1 action;60 feet;V 5;Telekinesis;5th level Transmutation;1 action;60 feet;V