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Abscondi

  • casting time1 action
  • rangeSelf

  • componentsThe Track Obliteration Charm
  • durationConcentration, up to 1 hour

A magical aura makes your impact on your surroundings unseen, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Warlock Charm

Accio

  • casting time1 action
  • range30 feet

  • componentsThe Summoning Charm
  • durationInstantaneous

A target object is pulled directly to the caster as if carried by an invisible hand. The object is selected by pointing at it with a wand or by naming it, Accio broom. An object heavier than 20 pounds may not be summoned.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you may select or stack one of the following effects for each slot level above 0.
Increase spell range by 100 feet.
Increase weight limit to 40 pounds.
Target up to 5 identical objects in range.

Warlock Charm

Aguamenti

  • casting time1 action
  • rangeSelf (30 foot cone)

  • componentsThe Water-Making Spell
  • durationConcentration, up to 1 minute

A cone of clear, pure water shoots from the tip of the caster's wand with the desired force. The water doesn't go bad and extinguishes exposed flames in the area.

Warlock Transfiguration

Alohomora

  • casting time1 action
  • range60 feet

  • componentsThe Unlocking Charm
  • durationInstantaneous

Choose a door or window that you can see within range, that uses mundane or magical means to prevent access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with Colloportus, that spell is removed.
When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.

Warlock Charm

Anapneo

  • casting time1 action
  • range30 feet

  • componentsThe Airway Clearing Spell
  • durationInstantaneous

A being's airway is cleared and they are assisted in breathing. If used on a living being that has 0 hit points, the being becomes stable.

Warlock Healing

Appare Vestigium

  • casting time1 minute
  • rangeSelf (30-foot-radius hemisphere)

  • componentsThe Tracking Spell
  • durationConcentration, up to 10 minutes

With a spin and a spray of golden mist, recent magical activity is revealed and illuminated through ghostly images hanging in the air, recreating the magical beings, magical creatures, or magical events that have been in the area within the last 10 minutes. Magical footprints and track marks are also highlighted on the ground. Any of the effects can be hidden, highlighted, or expanded for the duration.
At Higher Levels: When you cast this spell using a spell slot of a higher level, the historical window extends to 1 hour (5th level), 24 hours (6th level), or a week (7th level).

Warlock Divination

Arania Exumai

  • casting time1 action
  • rangeSelf (30 foot cone)

  • componentsThe Spider Repelling Spell
  • durationInstantaneous

This spell blasts away spiders, Acromantulas, or arachnids with a cone of bright scorching light. Each spider-like creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 4d6 radiant damage and is knocked back 5 feet plus a number of feet equal to five times your spellcasting ability modifier. On a successful save, it takes half as much damage and isn't knocked back.
Any non-arachnid creatures within the area of the spell is unaffected.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the shove distance increases by 10 feet for each slot level above 2nd.

Warlock Curse

Arresto Momentum

  • casting time1 reaction
  • range60 feet

  • componentsThe Slowing Charm
  • duration1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Warlock Charm

Avada Kedavra

  • casting time1 action
  • range60 feet

  • componentsThe Killing Curse
  • durationInstantaneous

The most dangerous of the Unforgivables, Avada Kedavra channels the caster's pure hatred into an unblockable spell that kills whatever it strikes. Make a ranged spell attack against a target within range. On a hit and if the target has 100 hit points or fewer, it dies or is destroyed. Otherwise, the spell has no effect. Defensive spells have no effect against this spell and it can only be blocked by physical objects.
At Higher Levels.When you cast this spell using a spell slot of 9th level, there is no hit point restriction.

Warlock Curse

2 2
0 0
0 0
0 0
0 0
4 4
2 2
1 1
8 8

Avis

  • casting time1 action
  • range60 feet

  • componentsThe Bird-Conjuring Charm
  • durationConcentration, up to 1 hour

You conjure a swarm of birds that are a species of your choice. The swarm disappears when it drops to 0 hit points or when the spell ends.
The conjured birds are friendly to you and your companions. Roll initiative for the summoned swarms as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures appear - twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Warlock Charm

Azreth [1/2]

  • casting time1 action
  • rangeSelf (10 foot cube)

  • componentsFiendfyre
  • durationConcentration, up to 42 seconds

Great plumes of cursed fire pour out from the tip of your wand, rampaging into shapes of beasts and incinerating anything in their path. Upon casting, the area of the fiendfyre is one 10-foot cube, with the number of 10-foot cubes doubling at the beginning of each of your turns. As long as concentration is maintained, you can arrange any newly added cubes as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the area for the first time on a turn or ends its turn there.
Upon reaching 8 cubes, you must make a DC15 Constitution saving throw to maintain concentration at the beginning of each of your turns. If your concentration is broken after 4 cubes of fiendfyre are active, the spell doesn't end and rages out of control. The fiendfyre will continue to double at the beginning of each round, until the end of its duration. If you decide to end the spell while you still have concentration, the spell ends as normal and all fiendfyre disappears.
The fiendfyre damages objects in the

Warlock Curse

Azreth [2/2]

  • casting time1 action
  • rangeSelf (10 foot cube)

  • componentsFiendfyre
  • durationConcentration, up to 42 seconds

area and ignites flammable objects that aren't being worn or carried. Even magical objects and defenses are damaged or destroyed by this spell.
At Higher Levels.When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 and the concentration DC increases by 1 for each slot level above 7th.

Warlock Curse

Bombarda

  • casting time1 action
  • range60 feet

  • componentsThe Exploding Charm
  • durationInstantaneous

The spell blasts whatever it hits, creating a localized concussive explosion upon impact. Make a ranged spell attack against a target within range. On a hit, the target takes 1d10 bludgeoning damage.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Warlock Charm

Brackium Emendo

  • casting time1 action
  • rangeTouch

  • componentsThe Bone Mending Spell
  • durationInstantaneous

This spell heals a being's broken bones immediately, although the process is quite painful. A being you tap with your wand regains a number of hit points equal to 5d10 + your spellcasting ability modifier, and gains a level of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d10 for each slot level above 4th.

Warlock Healing

Cantis

  • casting time1 action
  • range60 feet

  • componentsThe Singing Jinx
  • duration1 round

When struck by this spell, a being can't help but belt out a couple of lines from the first song that comes to mind. Make a ranged spell attack against a being within range. On a hit, a being must cast a spell non-verbally until the end of its next turn. If it tries to cast a spell verbally, it must first succeed on an Intelligence saving throw, or the casting fails and the spell is wasted.

Warlock Curse

Capacious Extremis

  • casting time10 minutes
  • rangeTouch

  • componentsThe Undetectable Extension Charm
  • durationUntil dispelled

Transform an ordinary small bag/pouch into a Handy Haversack's central pouch, a backpack into a Bag of Holding, or a trunk's internal capacity into a Bag of Holding with:
- An opening of 3 feet long and 2 feet wide.
- Internal size of 6 feet long, 4 feet wide, and 4 feet deep.
- A limit of 1000 pounds and 150 cubic feet.

Warlock Charm

Capto

  • casting time1 action
  • rangeTouch

  • componentsThe Gripping Charm
  • durationUntil dispelled

The object becomes quite easily held in one hand, almost sticky until the holder willfully lets go.

Warlock Charm

Carpe Retractum

  • casting time1 action
  • range60 feet

  • componentsThe Seize and Pull Charm
  • duration1 round

A bond of light shoots out from the caster and attaches to the target, and then retracts, pulling each side 10 feet closer. If one side doesn't move, the other side moves 20 feet. After retracting, the bond of light keeps the caster and target attached for the duration.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the range and pulling effect both increase by 10 feet for each slot level above 0.

Warlock Charm

3 3
7 7
7 7
0 0
4 4
1 1
1 1
0 0
0 0

Cave Inimicum

  • casting time1 minute
  • rangeSelf (10-foot-radius hemisphere)

  • componentsThe Hiding Charm
  • duration1 hour

A forcefield-like dome forms a perimeter around the caster that filters vision of anything or anyone designated by the caster, rendering those objects infallibly invisible. The dome is undetectable from the outside, but slightly visible from the inside, like a wavering glass barrier. Anyone can move through the field freely to see the hidden contents.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may select or stack one of the following effects for each slot level above 5th. - Increase the spell radius by 20 feet.
- Increase the duration to 8 hours.
- Add the ability to completely block sounds.
- Add the ability to completely block smells.

Warlock Charm

Cistem Aperio

  • casting time1 action
  • range60 feet

  • componentsThe Container Opening Charm
  • durationInstantaneous

Choose a box, chest, or another container that you can see within range that uses mundane or magical means to prevent access.
A target that is held shut by a mundane lock or that is stuck or chained becomes unlocked, unstuck, or unchained. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with Colloportus, that spell is dispelled.
When you cast the spell, the mechanism noisily turns and unlocks. This noise emanates from the target object and is audible from as far away as 100 feet.

Warlock Charm

Colloportus

  • casting time1 action
  • rangeTouch

  • componentsThe Locking Spell
  • durationUntil dispelled

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. It is impassable until it is broken or the spell is dispelled or suppressed.
While affected by this spell, the object is more difficult to break or force open

Warlock Charm

Colloshoo

  • casting time1 action
  • range90 feet

  • componentsThe Stickfast Hex
  • durationConcentration, up to 1 minute

This creative hex sticks a being's shoes or feet to the ground, rooting them in place. Choose a being you can see within range to make a Dexterity saving throw. On a failed save, the target is restrained for the duration. If the saving throw fails by 5 or more, the target is knocked prone as well. The target can use its action to make a Strength check against your spell save DC. On a success, it pulls its feet free.

Warlock Curse

Colovaria

  • casting time1 action
  • range30 feet

  • componentsThe Color Change Charm
  • duration1 hour

You change the color of any target within range that lasts for the duration, to any desired complexity. The color may only be reverted by dispelling the charm.
Physical interaction with the object reveals that the object has retained its original texture and material, but its color has truly changed.

Warlock Charm

Confringo

  • casting time1 action
  • range90 feet

  • componentsThe Blasting Curse
  • durationInstantaneous

A tiny ball of fire flashes from your wand to a point you choose within range and then explodes into a fiery blast on impact. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, 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, the damage increases by 1d6 and the radius increases by 5 feet for each slot level above 3rd.

Warlock Curse

Confundo [1/2]

  • casting time1 action
  • range90 feet

  • componentsThe Confundus Charm
  • durationConcentration, up to 1 minute

The Confundus Charm is a particularly powerful charm that leaves anything confused, forgetful, and impressionable, often causing people to wander off absent-mindedly. If the target is an object that operates or functions on its own, it will operate erratically, malfunction, or completely shut down. This spell has no effect on a completely inanimate objects that entirely depend on external manipulation.
If the target is a creature you choose within range, it must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and, if not distracted with something, you roll a d10. If you roll 1-8, the creature must use all its movement to move in a random direction. To determine the direction, assign a direction to each number 1-8. If you roll a 9-10, the creature doesn't move. Whether it moves or not, the creature doesn't take an action this turn.
If desired, you can suggest a course of activity (limited to a sentence or two) at the time of casting 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

Warlock Charm

Confundo [2/2]

  • casting time1 action
  • range90 feet

  • componentsThe Confundus Charm
  • durationConcentration, up to 1 minute

make the course of action sound reasonable. Asking the creature to directly hurt itself or its allies will have no effect. The suggested course of action can continue for the entire duration. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a wizard hug the next blast-ended skrewt he sees. If the condition isn't met before the spell expires, the activity isn't performed.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, the spell's effects end for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th. The targets must be within 30 feet of each other when you target them.

Warlock Charm

Conjunctivia

  • casting time1 action
  • range60 feet

  • componentsThe Conjunctivitis Curse
  • duration1 minute

When struck by this curse, a creature's eyes to become irritated and painful, swelling shut. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d8 necrotic damage and is blinded for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Creatures that are normally magically resistant are vulnerable to this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Warlock Curse

5 5
0 0
0 0
1 1
0 0
3 3
4 4
4 4
3 3

Crinus Muto

  • casting time1 action
  • rangeSelf

  • componentsThe Haircut Spell
  • duration1 hour

Your hair is magically lengthened, shortened, styled, or colored. This may also be applied to eyebrows and facial hair. If your appearance is drastically changed, you may be hard to recognize. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Warlock Transfiguration

Crucio

  • casting time1 action
  • range30 Feet

  • componentsThe Cruciatus Curse
  • durationConcentration, up to 1 minute

With a single word and a heart full of hatred, waves of intense pain assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain must make a Constitution saving throw at the end of each of its turns. On a failed save, the target gains one level of exhaustion.

Warlock Curse

Defodio

  • casting time1 action
  • range30 feet (5 foot cube)

  • componentsThe Gouging Spell
  • durationInstantaneous

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of stone or earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't have enough force to cause damage.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If cast multiple times, only two of this effect can be active at a time, and you can dismiss such an effect as an action.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the size of the cube and distance the earth can be moved are each increased by 5 feet and the number of active normal/difficult terrain effects increase by 1 for each slot level above 0.

Warlock Charm

Densaugeo

  • casting time1 action
  • range60 feet

  • componentsThe Bucktooth Hex
  • durationInstantaneous

A target's front two teeth grow abnormally long, protruding downwards past its chin. Make a ranged spell attack against a creature within range. On a hit, it takes 2d8 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d8 for each slot level above 1st.

Warlock Curse

Deprimo

  • casting time1 action
  • range120 feet

  • componentsThe Crushing Charm
  • durationInstantaneous

You place immense downward pressure on a target. If the target is a creature, it must make a Strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. If the target is a flat surface, this will either create a crater or collapse the surface.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d8 for each slot level above 3rd.

Warlock Charm

Depulso

  • casting time1 action
  • range60 feet

  • componentsThe Banishing Charm
  • durationInstantaneous

A target is pushed directly away from the caster as if shoved by an invisible hand, being thrown 5 feet away plus a number of feet equal to five times your spellcasting ability modifier. The target is selected by pointing at it with a wand.
If targeting a creature, make a check with 26 Strength (+8) contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the target is thrown the same distance. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the shove distance is increased by 10 feet for each slot level above 3rd.

Warlock Charm

Devicto

  • casting time1 action
  • range60 feet

  • componentsThe Stinging Jinx
  • durationInstantaneous

This weak jinx is a classic training spell between duelists, creating a startling sting on impact. Make a ranged spell attack against a creature within range. On a hit, it takes 1d4 force damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Warlock Curse

Diffindo

  • casting time1 action
  • range30 feet

  • componentsThe Severing Charm
  • durationInstantaneous

An object is precisely torn or cut, as if a magical blade extended from the tip of your wand. This spell was not designed to be used on creatures and only makes very shallow cuts. Choose a target that fits within a 5-foot cube. If the target is a creature, it must make a Dexterity saving throw. It takes 1d8 slashing damage on a failed save or half as much damage on a successful one. This is the counterspell to incarcerous, immediately ending that spell's effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature or the cube's size increases by 5 feet for each slot level above 1st. If targeting an additional creature, the targets must be within 10 feet of each other when you target them.

Warlock Charm

Digitus Wibbly

  • casting time1 action
  • range60 feet

  • componentsThe Jelly-Fingers Jinx
  • duration1 minute

A popular dueling spell among young wizards at Hogwarts, this jinx makes a being's fingers numb and relaxed. Make a ranged spell attack against a creature within range. On a hit, the target has disadvantage on attack rolls for the duration. At the start of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends.

Warlock Curse

0 0
7 7
0 0
1 1
3 3
3 3
0 0
1 1
1 1

Diminuendo

  • casting time1 action
  • range60 feet

  • componentsThe Diminishing Charm
  • durationConcentration, up to 1 minute

Make a ranged spell attack against a creature within range. On a hit, the being or beast's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example.
Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's items or equipment also shrink to match its new size, but any item dropped by an affected creature returns to normal size at once. The target deals 1d4 less damage (this can't reduce the damage below 1).

Warlock Charm

Dissonus Ululatus

  • casting time10 minutes
  • rangeSelf (30-foot-radius hemisphere)

  • componentsThe Caterwauling Charm
  • duration8 hours

You set an alarm to emit a piercing shriek when an unauthorized person enters the area. Until the spell ends, an alarm sounds whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures or areas within the hemisphere that won't set off the alarm. The alarm produces an unpleasant screaming sound for as long as the intruding creature is in the area of the spell, audible from as far away as 300 feet.

Warlock Charm

Draconifors

  • casting time1 action
  • range30 feet

  • componentsThe Dragon-Making Spell
  • durationConcentration, up to 10 minutes

A particularly intimidating display of transfiguration, this spell turns a desk-sized object into a miniature version of a dragon. Choose an inanimate, nonmagical object that fills a 5-foot cube within range. It becomes a medium-sized dragon construct which is untransfigured when it drops to 0 hit points or when the spell ends.
The dragon construct is friendly to you and your companions for the duration. Roll initiative for the dragon construct, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. The DM has the creature's statistics.
If your concentration is broken, the dragon construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon construct can't be dismissed by you, and it disappears 10 minutes after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the dragon construct's hit points increase by 3d8 and damage increases by 1d6 for each slot level above 5th.

Warlock Transfiguration

Duro

  • casting time1 action
  • range60 feet

  • componentsThe Hardening Charm
  • duration1 minute

An object becomes as hard and tough as stone. It gains resistance to all damage.

Warlock Charm

Ebublio [1/2]

  • casting time1 action
  • range90 feet

  • componentsThe Bubble Spell
  • durationConcentration, up to 1 minute

You conjure up a swirling sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A huge or larger creature succeeds on the saving throw automatically, and a large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the swirling bubble of water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is

Warlock Transfiguration

Ebublio [2/2]

  • casting time1 action
  • range90 feet

  • componentsThe Bubble Spell
  • durationConcentration, up to 1 minute

hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Warlock Transfiguration

Engorgio

  • casting time1 action
  • rangeTouch

  • componentsThe Engorgement Charm
  • duration1 minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's items and equipment also grow to match its new size. While enlarged, the target deals 1d4 extra damage.

Warlock Charm

Episkey

  • casting time1 bonus action
  • range10 feet

  • componentsThe Fast-Healing Spell
  • durationInstantaneous

A being of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Warlock Healing

Epoximise

  • casting time1 action
  • range30 feet

  • componentsThe Sticking Spell
  • duration1 hour

This spell transfigures the surface of an object to become extremely sticky. One object of your choice within range that fits within a 1-foot cube adheres to anything it touches for the duration. If a creature wants to overcome the sticking effect, it can use its action to make a Strength check against your spell save DC. On a success, it can pull the target object free or remove one thing from the target object's surface.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the cube's size increases by 1 foot for each slot level above 0.

Warlock Transfiguration

2 2
3 3
5 5
0 0
4 4
4 4
2 2
1 1
0 0

Evanesco

  • casting time1 action
  • range30 feet

  • componentsThe Vanishing Spell
  • durationInstantaneous

One object or construct of your choice within range that fits within a 1-foot cube is vanished. Vanished objects have been described as being transfigured to go into non-being, which is to say, everything. Vanishing is often seen as the magical inverse of conjuration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cube's size increases by 1 foot for each slot level above 3rd.

Warlock Transfiguration

Exhilaro

  • casting time1 action
  • range30 feet

  • componentsThe Cheering Charm
  • durationConcentration, up to 1 minute

A creature of your choice that you can see within range becomes quite cheerful. For the next 10 minutes, the target creature has advantage on any saving throw against becoming frightened.
If concentration is maintained for one whole round, the creature perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 5 or less isn't affected.
At the end of each of its turns, and each time it takes damage, 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 Charm

Expecto Patronum [1/3]

  • casting time1 action
  • range10 feet

  • componentsThe Patronus Charm
  • durationConcentration, up to 1 minute

A Patronus Charm is a special bit of magic that requires a wizard to envision one of their happiest memories while casting the spell. The feeling of happiness must be genuine or strong enough to produce a radiant, ethereal beast, the embodiment of that wizard's positive emotions that serves as their protector.
When you cast this spell, you can choose to conjure an incorporeal or corporeal patronus. If you attempt to cast this spell while frightened or within 60 feet of a dementor, you must make an ability check using your spellcasting ability. The DC equals 10 + the number of dementors within 60 feet of you. A roll of 19-20 on the die automatically succeeds.
On a success, you cast the spell. On a failure, you can only conjure an incorporeal patronus, but if you fail the check by 5 or more, the spell fails entirely.
At the end of your turn, if you are frightened or there are one or more dementors within 60 feet of you while concentrating on this spell, you must repeat the ability check. On a failure, your patronus vanishes and the spell ends.
A patronus sheds light in a radius around it. You and friendly creatures can't be frightened while in your patronus's light. A dementor that starts its turn

Warlock Charm

Expecto Patronum [2/3]

  • casting time1 action
  • range10 feet

  • componentsThe Patronus Charm
  • durationConcentration, up to 1 minute

within this light or enters the light for the first time on a turn must succeed on a Wisdom saving throw or become frightened of the patronus until the start of its next turn (this fear ignores any immunity to the frightened condition). While frightened, the dementor must take the Dash action on its turn and move away from the patronus by the safest available route until it leaves the light.
Incorporeal Patronus. Your patronus takes the form of a 5-foot burst of glowing mist in an unoccupied space adjacent to you. The patronus doesn't fill its space. It sheds bright light in its space and dim light in a 5-foot radius.
On subsequent turns, you can move the patronus to another space adjacent to you as a bonus action. Additionally, you can move it as a reaction to a dementor moving within 10 feet of you.
Corporeal Patronus. Your patronus takes the form of a wispy silver animal in an unoccupied space that you can see within range. The patronus doesn't fill its space. It has no hit points and is immune to all damage, but can be targeted by another spell that affects magic, such as finite incantatem. The patronus sheds bright light in a 10-foot radius and dim light for an additional 10

Warlock Charm

Expecto Patronum [3/3]

  • casting time1 action
  • range10 feet

  • componentsThe Patronus Charm
  • durationConcentration, up to 1 minute

feet.
When you cast the spell and as a bonus action on subsequent turns, you can move the patronus. The distance you can move it depends on the size of the patronus. A Medium or smaller patronus can move 60 feet, a Large patronus can move 45 feet, and a Huge patronus can move 30 feet. A patronus ignores objects and terrain. In addition, the Patronus can enter a creature's space and stop there.
At any time during the patronus's movement, you can direct the patronus to charge into a dementor within 5 feet of it. Make a melee spell attack for the patronus using your spell attack modifier. On a hit, the target takes 5d10 radiant damage and the patronus pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The patronus moves with the target to remain within 5 feet of it and does not use any movement to do so.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 and the radius of the dim light increases by 5 feet for each slot level above 3rd.

Warlock Charm

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