the damage increases by 1d4 for each slot level above 3rd.
Book of Many Things;Warlock
and doesn’t age.
A target’s astral form resembles its body in almost every way
an Elemental
or Wish spell.
On a successful save
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
” “maybe
such as to guard a particular place. If you issue no commands
the number of motes created increases by two for each slot level above 7th.
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such as to guard a chamber or passageway against your foes. If you issue no commands
such as a bowl or helm
if you know the nature and contents of a demiplane created by a casting of this spell by another creature
dirt
you and any creature traveling with you each take 4d6 Force damage
” “Move over there
objects
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
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
it must choose the target at random from among the creatures it can see within range of the attack
and until the spell ends
you can affect and be affected only by creatures
as normal. However
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
the target knows it was Charmed by you.
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you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before
and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning
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
crevasse
3–4 (up to 8 hours)
which can be heard up to 30 feet away. No light
and conveys whatever meaning you intended when you wrote the text. To all others
the target doesn’t need to breathe
it cannot move
which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns
3 - east
but you can’t end your movement there. If you do so
or half as much damage on a successful one. If a Large or smaller creature fails the save
each creature in it makes a Constitution saving throw
it must make a Wisdom saving throw
you can control the hand thus again. As part of that action
Fiends
the spell then ends on the stone.
If you cast this spell again
smells
or hideous maws filled with dripping teeth. Whatever form the illusion takes
it gains no benefit from that condition against you.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
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a beating of drums
Blindsight
and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.
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or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically
if you know the sigil sequence of a teleportation circle on another plane of existence
if the target tries to cast a spell
or an odd odor.
Fire Play. You instantaneously light or snuff out a candle
Elementals
or water-filled font)You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw
it dissipates at the end of the turn. Thereafter
whenever a creature within 10 feet of you hits you with an attack
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.
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the dead humanoid it came from can't be revived.
- Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
- Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer
while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.
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but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you)
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
leave this library peacefully
which determines certain details 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 allies. In combat
which determines certain details 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 allies. In combat
which determines certain details 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 allies. In combat
and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon
including you. Roll initiative for the summoned demons as a group
which also determines some 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 for the spell's duration. In combat
which determines certain details 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 allies. In combat
it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save
and when you make a weapon attack
determined by the DM. You might 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 365 days.
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the damage increases by 1d10 for each slot level above 3rd.
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but if you maintain Concentration on this spell for the full duration
and a Strength of 2
10 feet high
you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check
even if the first attack missed.
The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
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