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S

  • casting time the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example
  • range because there is no one within its reach or because its reaction is unavailable)

  • components the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save
  • duration the target takes half as much damage only.
    Using a Higher Level Spell Slot. When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d4 for each slot level above 3rd.
Book of Many Things;Warlock

Warlock M;Instantaneous;(a playing card depicting a rogue)You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save

S;Concentration

  • casting time unoccupied spaces on the ground that you can see
  • range one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
    The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
    A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action

  • components you can change the facing of the open sides.
    PHB2014 - Page 242;Warlock
  • duration

Warlock up to 10 minutes;You create linked teleportation portals. Choose two Large

S

  • casting time the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
    Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
    PHB2014 - Page 243;Warlock
  • range

Warlock M;1 hour;(a shard of blue glass)Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends

S;Instantaneous;Invoking Hadar

  • casting time a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save
  • range a target takes half as much damage only.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
    PHB2014 - Page 243;Warlock

Warlock you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save

S

  • casting time one jacinth worth 1
  • range000+ GP and one silver bar worth 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 ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation - it has the Unconscious condition
  • duration doesn’t need food or air

and doesn’t age.
A target’s astral form resembles its body in almost every way

Warlock M;Until dispelled;(for each of the spell's targets

S

  • casting time up to 1 minute;(a drop of blood)Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends
  • range the target must subtract 1d4 from the attack roll or save.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
    PHB2024 - Page 245;Warlock

Warlock M;Concentration

S

  • casting time up to 1 minute;(a pentacle)One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there
  • range the target has the Incapacitated condition. When the spell ends

  • components the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
    If the target is an Aberration
  • duration a Celestial

an Elemental

a Fey M;Concentration

S

  • casting time the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days
  • range the target repeats the save

  • components ending the effect on a success. The effect can also be ended by the Greater Restoration
  • duration Heal

or Wish spell.
On a successful save

a Fey M;Instantaneous;(a key ring with no keys)You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save

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

a Fey 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

3;Antagonize;Level 3 Enchantment;Action;30 feet;V 3;Antagonize;Level 3 Enchantment;Action;30 feet;V
6;Arcane Gate;Level 6 Conjuration;Action;500 feet;V 6;Arcane Gate;Level 6 Conjuration;Action;500 feet;V
1;Armor of Agathys;Level 1 Abjuration;Bonus Action;Self;V 1;Armor of Agathys;Level 1 Abjuration;Bonus Action;Self;V
1;Arms of Hadar;Level 1 Conjuration;Action;Self;V 1;Arms of Hadar;Level 1 Conjuration;Action;Self;V
9;Astral Projection;Level 9 Necromancy;1 hour;10 feet;V 9;Astral Projection;Level 9 Necromancy;1 hour;10 feet;V
1;Bane;Level 1 Enchantment;Action;30 feet;V 1;Bane;Level 1 Enchantment;Action;30 feet;V
4;Banishment;Level 4 Abjuration;Action;30 feet;V 4;Banishment;Level 4 Abjuration;Action;30 feet;V
8;Befuddlement;Level 8 Enchantment;Action;150 feet;V 8;Befuddlement;Level 8 Enchantment;Action;150 feet;V
9;Blade of Disaster;Level 9 Conjuration;Bonus Action;60 feet;V 9;Blade of Disaster;Level 9 Conjuration;Bonus Action;60 feet;V

S;Concentration

  • casting time the attacker subtracts 1d4 from the attack roll.
    PHB2024 - Page 247;Warlock
  • range

a Fey up to 1 minute;Whenever a creature makes an attack roll against you before the spell ends

S;Instantaneous;A creature that you can see within range makes a Constitution saving throw

  • casting time target a nonmagical plant that isn’t a creature
  • range such as a tree or shrub. It doesn’t make a save - it simply withers and dies.
    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
    PHB2024 - Page 247;Warlock

a Fey taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively

M;1 round;(a weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time the target takes 1d8 thunder damage
  • range and the spell ends.
    This spell's damage increases when you reach certain levels. At 5th level

  • components the melee attack deals an extra 1d8 thunder damage to the target on a hit
  • duration and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
    Sword Coast AG - Page 143;Warlock

a Fey the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then

S

  • casting time you have proficiency in the chosen skill. The spell ends early if you cast it again.
    Strixhaven - Page 37;Warlock
  • range

a Fey M;1 hour;(a book worth at least 25 gp)You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration

up to 1 minute;You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
    XGTE - Page 151;Warlock
  • range

a Fey ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S;1 hour;One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time the target knows it was Charmed by you.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
    PHB2024 - Page 249;Warlock
  • range

a Fey the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends

S;1 hour;One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save

  • casting time the target knows it was Charmed by you.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
    PHB2024 - Page 249;Warlock
  • range

a Fey the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends

S;Instantaneous;Channeling the chill of the grave

  • casting time the target takes 1d10 Necrotic damage
  • range and it can’t regain Hit Points until the end of your next turn.
    Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10)

  • components 11 (3d10)
  • duration and 17 (4d10).
    PHB2024 - Page 249;Warlock

a Fey make a melee spell attack against a target within reach. On a hit

S

  • casting time taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
    PHB2024 - Page 250;Warlock
  • range

a Fey M;Instantaneous;(the powder of a crushed black pearl worth 500+ GP)Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw

0;Blade Ward;Abjuration Cantrip;Action;Self;V 0;Blade Ward;Abjuration Cantrip;Action;Self;V
4;Blight;Level 4 Necromancy;Action;30 feet;V 4;Blight;Level 4 Necromancy;Action;30 feet;V
0;Booming Blade;Evocation Cantrip;Action;Self;S 0;Booming Blade;Evocation Cantrip;Action;Self;S
2;Borrowed Knowledge;Level 2 Divination;Action;Self;V 2;Borrowed Knowledge;Level 2 Divination;Action;Self;V
1;Cause Fear;Level 1 Necromancy;Action;60 feet;V;Concentration 1;Cause Fear;Level 1 Necromancy;Action;60 feet;V;Concentration
4;Charm Monster;Level 4 Enchantment;Action;30 feet;V 4;Charm Monster;Level 4 Enchantment;Action;30 feet;V
1;Charm Person;Level 1 Enchantment;Action;30 feet;V 1;Charm Person;Level 1 Enchantment;Action;30 feet;V
0;Chill Touch;Necromancy Cantrip;Action;Touch;V 0;Chill Touch;Necromancy Cantrip;Action;Touch;V
6;Circle of Death;Level 6 Necromancy;Action;150 feet;V 6;Circle of Death;Level 6 Necromancy;Action;150 feet;V

S

  • casting time up to 1 minute;(a sliver of glass)You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
    On your later turns
  • range you can take a Magic action to teleport the Cube up to 30 feet.
    Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
    PHB2024 - Page 251;Warlock

a Fey M;Concentration

S

  • casting time you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see
  • range but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
    PHB2024 - Page 252;Warlock

a Fey M;1 hour;(a pinch of soot and salt)For the duration

the spirit of a long-dead sage

  • casting time make a DC 15 Intelligence saving throw. On a successful save
  • range you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word

  • components such as “yes
  • duration” “no

” “maybe

” “never or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell

the spell dissipates with no effect

  • casting time Bonus Action
  • range or Reaction used to cast it is wasted. If that spell was cast with a spell slot

  • components the slot isn’t expended.
    PHB2024 - Page 258;Warlock
  • duration

” “never and the action

S;Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren’t being worn or carried.
    The spell’s damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).
    Elem. Evil Players Companion ;Warlock
  • duration

” “never up to 1 minute;You create a bonfire on ground that you can see within range. Until the spell ends

S

  • casting time 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
  • range you can command any of them at the same time

  • components issuing the same command to them). You decide what action the creature will take and where it will move on its next turn
  • duration or you can issue a general command

such as to guard a particular place. If you issue no commands

” “never M;Instantaneous;(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 one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns

S;Concentration

  • casting time and it 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 no creature is within its reach. The target repeats the save at the end of each of its turns
  • range ending the spell on itself on a success.
    On your later turns

  • components you must take the Magic action to maintain control of the target
  • duration or the spell ends.
    PHB2024 - Page 259;Warlock

” “never up to 1 minute;One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target's head

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.
XGTE - Page 152;Warlock

” “never make a ranged spell attack. On a hit

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

” “never 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

2;Cloud of Daggers;Level 2 Conjuration;Action;60 feet;V 2;Cloud of Daggers;Level 2 Conjuration;Action;60 feet;V
1;Comprehend Languages;Level 1 Divination;Action or Ritual;Self;V 1;Comprehend Languages;Level 1 Divination;Action or Ritual;Self;V
5;Contact Other Plane;Level 5 Divination;1 minute or Ritual;Self;V;1 minute;You mentally contact a demigod 5;Contact Other Plane;Level 5 Divination;1 minute or Ritual;Self;V;1 minute;You mentally contact a demigod
3;Counterspell;Level 3 Abjuration;Reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save 3;Counterspell;Level 3 Abjuration;Reaction;60 feet;S;Instantaneous;You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save
0;Create Bonfire;Conjuration Cantrip;Action;60 feet;V 0;Create Bonfire;Conjuration Cantrip;Action;60 feet;V
6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V 6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V
2;Crown of Madness;Level 2 Enchantment;Action;120 feet;V 2;Crown of Madness;Level 2 Enchantment;Action;120 feet;V
7;Crown of Stars;Level 7 Evocation;Action;Self;V 7;Crown of Stars;Level 7 Evocation;Action;Self;V
5;Danse Macabre;Level 5 Necromancy;Action;60 feet;V 5;Danse Macabre;Level 5 Necromancy;Action;60 feet;V

M;Concentration

  • casting time magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it
  • range and nonmagical light can’t illuminate it.
    Alternatively

  • components you cast the spell on an object that isn’t being worn or carried
  • duration causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque

such as a bowl or helm

” “never up to 10 minutes;(bat fur and a piece of coal)For the duration

and it leads to a demiplane that is an empty room 30 feet in each dimension

  • casting time the door vanishes
  • range and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes

  • components landing with the Prone condition in the unoccupied spaces closest to the door’s former space.
    Each time you cast this spell
  • duration you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally

if you know the nature and contents of a demiplane created by a casting of this spell by another creature

” “never made of wood or stone (your choice).
When the spell ends

S;Concentration

  • casting time you sense the presence of magical effects within 30 feet of yourself. If you sense such effects
  • range you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic

  • components and if an effect was created by a spell
  • duration you learn the spell’s school of magic.
    The spell is blocked by 1 foot of stone

dirt

” “never up to 10 minutes;For the duration

one you can visualize

  • casting time such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
    You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport
  • range and it teleports to a space within 5 feet of your destination space.
    If you

  • components the other creature
  • duration or both would arrive in a space occupied by a creature or completely filled by one or more objects

you and any creature traveling with you each take 4d6 Force damage

” “never or one you can describe by stating distance and direction

S;Instantaneous;Choose one creature

  • casting time or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target
  • range make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check

  • components the spell ends.
    Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
    PHB2024 - Page 264;Warlock
  • duration

” “never object

doubling the object's perceived value by adding illusory flourishes or polish to it

  • casting time dents
  • range and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
    Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum size of the object increases by 1 foot for each slot level above 1st.
    Acq. Inc. - Page 75;Warlock
  • duration

” “never or reducing its perceived value by half with the help of illusory scratches

S;Concentration

  • casting time it repeats the save
  • range ending the spell on itself on a success.
    You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn

  • components you can use this link to issue commands to the target (no action required)
  • duration such as “Attack that creature

” “Move over there

” “never up to 1 hour;One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage

S

  • casting time the messenger is Incapacitated and has a Speed of 0.
    If the target is asleep
  • range the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep

  • components through the spell’s duration. The messenger can also shape the dream’s environment
  • duration creating landscapes

objects

” “never M;8 hours;(a handful of sand)You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance

S

  • casting time such as Oerth
  • range Toril

  • components Kyrnn
  • 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

” “never 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 spell's duration and experience visions of another world on the Material Plane

2;Darkness;Level 2 Evocation;Action;60 feet;V 2;Darkness;Level 2 Evocation;Action;60 feet;V
8;Demiplane;Level 8 Conjuration;Action;60 feet;S;1 hour;You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed 8;Demiplane;Level 8 Conjuration;Action;60 feet;S;1 hour;You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed
1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V 1;Detect Magic;Level 1 Divination;Action or Ritual;Self;V
4;Dimension Door;Level 4 Conjuration;Action;500 feet;V;Instantaneous;You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;Level 4 Conjuration;Action;500 feet;V;Instantaneous;You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see
3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V 3;Dispel Magic;Level 3 Abjuration;Action;120 feet;V
1;Distort Value;Level 1 Illusion;1 minute;Touch;V;8 hours;Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.
You cast this spell on an object no more than 1 foot on a side
1;Distort Value;Level 1 Illusion;1 minute;Touch;V;8 hours;Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort Value has you covered.
You cast this spell on an object no more than 1 foot on a side
8;Dominate Monster;Level 8 Enchantment;Action;60 feet;V 8;Dominate Monster;Level 8 Enchantment;Action;60 feet;V
5;Dream;Level 5 Illusion;1 minute;Special;V 5;Dream;Level 5 Illusion;1 minute;Special;V
7;Dream of the Blue Veil;Level 7 Conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;Level 7 Conjuration;10 minutes;20 feet;V

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

” “never 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.
Elem. Evil Players Companion;Warlock

S;Instantaneous;You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit

  • casting time three beams at level 11
  • range and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
    PHB2024 - Page 267;Warlock

” “never the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5

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

” “never up to 1 minute;Choose one creature you can see within range

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;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

spell up to 1 minute;A tendril of inky darkness reaches out from you

S;Concentration

  • casting time causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save
  • range a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
    PHB2024 - Page 269;Warlock

spell up to 1 minute;You weave a distracting string of words

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 perceive the plane you left

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

you can affect and be affected only by creatures

objects where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time

S;Concentration

  • casting time and until the spell ends
  • range you can take that action again as a Bonus Action.
    PHB2024 - Page 270;Warlock

objects up to 10 minutes;You take the Dash action

S;Concentration

  • casting time your eyes become an inky void. 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 take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.
    Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
    Panicked. The target has the Frightened condition. On each of its turns

  • components the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you
  • duration this effect ends.
    Sickened. The target has the Poisoned condition.
    PHB2024 - Page 270;Warlock

objects up to 1 minute;For the duration

2;Earthbind;Level 2 Transmutation;Action;300 feet;V;Concentration 2;Earthbind;Level 2 Transmutation;Action;300 feet;V;Concentration
0;Eldritch Blast;Evocation Cantrip;Action;120 feet;V 0;Eldritch Blast;Evocation Cantrip;Action;120 feet;V
4;Elemental Bane;Level 4 Transmutation;Action;90 feet;V 4;Elemental Bane;Level 4 Transmutation;Action;90 feet;V
3;Enemies Abound;Level 3 Enchantment;Action;120 feet;V 3;Enemies Abound;Level 3 Enchantment;Action;120 feet;V
5;Enervation;Level 5 Necromancy;Action;60 feet;V 5;Enervation;Level 5 Necromancy;Action;60 feet;V
2;Enthrall;Level 2 Enchantment;Action;60 feet;V 2;Enthrall;Level 2 Enchantment;Action;60 feet;V
7;Etherealness;Level 7 Conjuration;Action;Self;V 7;Etherealness;Level 7 Conjuration;Action;Self;V
1;Expeditious Retreat;Level 1 Transmutation;Bonus Action;Self;V 1;Expeditious Retreat;Level 1 Transmutation;Bonus Action;Self;V
6;Eyebite;Level 6 Necromancy;Action;Self;V 6;Eyebite;Level 6 Necromancy;Action;Self;V

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

objects you can use a bonus action to teleport in this way again.
XGTE - Page 155;Warlock

S

  • casting time up to 1 minute;(a white feather)Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
    A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you
  • range the creature makes a Wisdom saving throw. On a successful save

  • components the spell ends on that creature.
    PHB2024 - Page 271;Warlock
  • duration

objects M;Concentration

S;Instantaneous;You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw

objects taking 7d8 + 30 Necrotic damage on a failed save 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 (see appendix B) that follows your verbal orders.
PHB2024 - Page 273;Warlock

S;Concentration

  • casting time fey
  • range or fiends - your choice). If you already have a familiar conjured by the Find Familiar spell or similar means

  • components then one fewer familiars are conjured by this spell.
    Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
    When you cast a spell with a range of touch
  • duration one of the familiars conjured by this spell can deliver the spell

as normal. However

objects up to 1 hour;You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials

S

  • casting time up to 10 minutes;(a feather)You touch a willing creature. For the duration
  • range the target gains a Fly Speed of 60 feet and can hover. When the spell ends

  • components the target falls if it is still aloft unless it can stop the fall.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
    PHB2024 - Page 276;Warlock
  • duration

objects M;Concentration

S

  • casting time up to 1 hour;(ruby dust worth 1
  • range500+ GP

  • components which the spell consumes)An immobile
  • duration Invisible

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

objects M;Concentration

S

  • casting time the target has Advantage on D20 Tests
  • range and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
    PHB2024 - Page 276;Warlock

objects 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

M;Concentration

  • casting time if you’re fighting it
  • range or if you have cast this spell on it within the past 24 hours.
    The spell ends early if the target takes damage or if you make an attack roll

  • components deal damage
  • duration or force anyone to make a saving throw. When the spell ends

the target knows it was Charmed by you.
PHB2024 - Page 277;Warlock

objects up to 1 minute;(some makeup)You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid

S;Instantaneous;You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell’s damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).
    Elem. Evil Players Companion;Warlock
  • duration

objects the target takes 1d6 cold damage

5;Far Step;Level 5 Conjuration;Bonus Action;Self;V;Concentration 5;Far Step;Level 5 Conjuration;Bonus Action;Self;V;Concentration
3;Fear;Level 3 Illusion;Action;Self;V 3;Fear;Level 3 Illusion;Action;Self;V
7;Finger of Death;Level 7 Necromancy;Action;60 feet;V 7;Finger of Death;Level 7 Necromancy;Action;60 feet;V
2;Flock of Familiars;Level 2 Conjuration;1 minute;Touch;V 2;Flock of Familiars;Level 2 Conjuration;1 minute;Touch;V
3;Fly;Level 3 Transmutation;Action;Touch;V 3;Fly;Level 3 Transmutation;Action;Touch;V
7;Forcecage;Level 7 Evocation;Action;100 feet;V 7;Forcecage;Level 7 Evocation;Action;100 feet;V
9;Foresight;Level 9 Divination;1 minute;Touch;V 9;Foresight;Level 9 Divination;1 minute;Touch;V
0;Friends;Enchantment Cantrip;Action;10 feet;S 0;Friends;Enchantment Cantrip;Action;10 feet;S
0;Frostbite;Evocation Cantrip;Action;60 feet;V 0;Frostbite;Evocation Cantrip;Action;60 feet;V

S

  • casting time nearly transparent
  • range immune to all damage

  • components and cannot interact with other creatures or objects. It carries an open
  • duration empty chest whose interior dimensions are 3 feet on each side. While the spell lasts

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

objects M;10 minutes;You summon a Small air elemental to a spot within range. The air elemental is formless

S

  • casting time up to 1 hour;(a bit of gauze)A willing creature you touch shape-shifts
  • range along with everything it’s wearing and carrying

  • components into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
    While in this form
  • duration the target’s only method of movement is a Fly Speed of 10 feet

and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning

Piercing M;Concentration

S

  • casting time up to 1 minute;(a diamond worth 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
  • duration and the portal's destination is visible through it.
    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

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

Piercing M;Concentration

S

  • casting time which the spell consumes)You fortify the fabric of the planes within a 30-foot cube you can see within range. Within that area
  • range portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals such as gate or plane shift

  • components fail if used to enter or leave the area. The cube is stationary.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher
  • duration the spell lasts until dispelled.
    Planescape;Warlock

Piercing M;24 hours;(a broken portal key

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.
    PHB2024 - Page 279;Warlock

Piercing you can replace the number you roll with a 15. Additionally

M;Instantaneous;(a weapon worth at least 1 sp)You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit

  • casting time and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    This spell's damage increases when you reach certain levels. At 5th level
  • range the melee attack deals an extra 1d8 fire damage to the target on a hit

  • components and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
    Sword Coast AG - Page 143;Warlock
  • duration

Piercing the target suffers the weapon attack's normal effects

S

  • casting time sound
  • range and smell like another sort of natural terrain. Thus

  • components open fields or a road can be made to resemble a swamp
  • duration hill

crevasse

Piercing M;24 hours;(a mushroom)You make natural terrain in a 150-foot Cube in range look

S;Instantaneous;The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw

Piercing taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
PHB2024 - Page 284;Warlock

S

  • casting time up to 1 hour;(the petrified eye of a newt)You place a curse on a creature that you can see within range. Until the spell ends
  • range you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also

  • components choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
    If the target drops to 0 Hit Points before this spell ends
  • duration you can take a Bonus Action on a later turn to curse a new creature.
    Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours)

3–4 (up to 8 hours)

Piercing M;Concentration

4;Galder's Speedy Courier;Level 4 Conjuration;Action;10 feet;V 4;Galder's Speedy Courier;Level 4 Conjuration;Action;10 feet;V
3;Gaseous Form;Level 3 Transmutation;Action;Touch;V 3;Gaseous Form;Level 3 Transmutation;Action;Touch;V
9;Gate;Level 9 Conjuration;Action;60 feet;V 9;Gate;Level 9 Conjuration;Action;60 feet;V
4;Gate Seal;Level 4 Abjuration;1 minute;60 feet;V 4;Gate Seal;Level 4 Abjuration;1 minute;60 feet;V
8;Glibness;Level 8 Enchantment;Action;Self;V;1 hour;Until the spell ends 8;Glibness;Level 8 Enchantment;Action;Self;V;1 hour;Until the spell ends
0;Green-Flame Blade;Evocation Cantrip;Action;Self;S 0;Green-Flame Blade;Evocation Cantrip;Action;Self;S
4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;Level 4 Illusion;10 minutes;300 feet;V
1;Hellish Rebuke;Level 1 Evocation;Reaction;60 feet;V 1;Hellish Rebuke;Level 1 Evocation;Reaction;60 feet;V
1;Hex;Level 1 Enchantment;Bonus Action;90 feet;V 1;Hex;Level 1 Enchantment;Bonus Action;90 feet;V

S

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

  • components ending the spell on itself on a success.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
    PHB2024 - Page 285;Warlock
  • duration

Piercing M;Concentration

S

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

  • components ending the spell on itself on a success.
    Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
    PHB2024 - Page 286;Warlock
  • duration

Piercing M;Concentration

S

  • casting time up to 1 minute;(a pickled tentacle)You open a gateway to the Far Realm
  • range a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears

  • components centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain
  • duration and it is filled with strange whispers and slurping noises

which can be heard up to 30 feet away. No light

magical or otherwise M;Concentration

M;Concentration

  • casting time the creature has the Incapacitated condition and 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.
    PHB2024 - Page 287;Warlock
  • range

magical or otherwise up to 1 minute;(a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed

M;10 days;(ink worth 10+ GP

  • casting time paper
  • range or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell

  • components the writing appears normal
  • duration seems to be written in your hand

and conveys whatever meaning you intended when you wrote the text. To all others

magical or otherwise which the spell consumes)You write on parchment

S

  • casting time000+ GP)You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save
  • range the target is unaffected

  • components and it is immune to this spell for the next 24 hours. On a failed save
  • duration the target is imprisoned. While imprisoned

the target doesn’t need to breathe

eat M;Until dispelled;(a statuette of the target worth 5

S

  • casting time up to 1 minute;(a gem worth at least 50 gp)When you cast this spell
  • range you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends

  • components or until you or your companions do anything harmful to it. While charmed in this way
  • duration a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you

it cannot move

eat 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

eat M;Concentration

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1 - north
  • duration 2 - south

3 - east

eat M;Instantaneous; (a living flea)You cause a cloud of mites

5;Hold Monster;Level 5 Enchantment;Action;90 feet;V 5;Hold Monster;Level 5 Enchantment;Action;90 feet;V
2;Hold Person;Level 2 Enchantment;Action;60 feet;V 2;Hold Person;Level 2 Enchantment;Action;60 feet;V
3;Hunger of Hadar;Level 3 Conjuration;Action;150 feet;V 3;Hunger of Hadar;Level 3 Conjuration;Action;150 feet;V
3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S 3;Hypnotic Pattern;Level 3 Illusion;Action;120 feet;S
1;Illusory Script;Level 1 Illusion;1 minute or Ritual;Touch;S 1;Illusory Script;Level 1 Illusion;1 minute or Ritual;Touch;S
9;Imprisonment;Level 9 Abjuration;1 minute;30 feet;V 9;Imprisonment;Level 9 Abjuration;1 minute;30 feet;V
3;Incite Greed;Level 3 Enchantment;Action;30 feet;V 3;Incite Greed;Level 3 Enchantment;Action;30 feet;V
5;Infernal Calling;Level 5 Conjuration;1 minute;90 feet;V 5;Infernal Calling;Level 5 Conjuration;1 minute;90 feet;V
0;Infestation;Conjuration Cantrip;Action;30 feet;V 0;Infestation;Conjuration Cantrip;Action;30 feet;V

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.
    TCoE - Page 107;Warlock

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

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.
    Elem. Evil Players Companion;Warlock
  • duration

eat 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 terrain 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 damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
    Elem. Evil Players Companion;Warlock
  • duration

eat up to 10 minutes;Until the spell ends

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

eat 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 of you. 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

eat up to 10 minutes;Until the spell ends

S

  • casting time up to 1 hour;(an eyelash in gum arabic)A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll
  • range deals damage

  • components or casts a spell.
    Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
    PHB2024 - Page 289;Warlock
  • duration

eat M;Concentration

S

  • casting time up to 1 minute;(a pinch of phosphorus)You unleash a storm of flashing light and raging thunder in a 10-foot-radius
  • range 40-foot-high Cylinder centered on a point you can see within range. While in this area

  • components creatures have the Blinded and Deafened conditions
  • duration and they can’t cast spells with a Verbal component.
    When the storm appears

each creature in it makes a Constitution saving throw

eat M;Concentration

11th level (3d8)

eat and 17th level (4d8).
Sword Coast Adv. Gde - Page 143;Warlock

M;Concentration

  • casting time as well as light created 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

eat up to 10 minutes;(a drop of pitch mixed with a drop of mercury)Magical darkness spreads from a point you choose within 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. Non-magical light

3;Intellect Fortress;Level 3 Abjuration;Action;30 feet;V;Concentration 3;Intellect Fortress;Level 3 Abjuration;Action;30 feet;V;Concentration
6;Investiture of Flame;Level 6 Transmutation;Action;Self;V 6;Investiture of Flame;Level 6 Transmutation;Action;Self;V
6;Investiture of Ice;Level 6 Transmutation;Action;Self;V 6;Investiture of Ice;Level 6 Transmutation;Action;Self;V
6;Investiture of Stone;Level 6 Transmutation;Action;Self;V 6;Investiture of Stone;Level 6 Transmutation;Action;Self;V
6;Investiture of Wind;Level 6 Transmutation;Action;Self;V 6;Investiture of Wind;Level 6 Transmutation;Action;Self;V
2;Invisibility;Level 2 Illusion;Action;Touch;V 2;Invisibility;Level 2 Illusion;Action;Touch;V
5;Jallarzi’s Storm of Radiance;Level 5 Evocation;Action;120 feet;V 5;Jallarzi’s Storm of Radiance;Level 5 Evocation;Action;120 feet;V
0;Lightning Lure;Evocation Cantrip;Action;Self;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8)
0;Lightning Lure;Evocation Cantrip;Action;Self;V;Instantaneous;You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
This spell's damage increases by 1d8 when you reach 5th level (2d8)
8;Maddening Darkness;Level 8 Evocation;Action;150 feet;V 8;Maddening Darkness;Level 8 Evocation;Action;150 feet;V

S;1 minute;A spectral

  • casting time you can use the hand to manipulate an object
  • range open an unlocked door or container

  • components stow or retrieve an item from an open container
  • duration or pour the contents out of a vial.
    As a Magic action on your later turns

you can control the hand thus again. As part of that action

eat floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
When you cast the spell

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

eat M;1 hour;(salt and powdered silver worth 100+ GP

S;1 minute;You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown

  • casting time that attacker adds your spellcasting ability modifier
  • range not the attacker’s

  • components to the attack roll. On a hit
  • duration the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss

the spell then ends on the stone.
If you cast this spell again

eat it has a range of 60 feet. If someone else attacks with the pebble

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 real
  • duration including sounds

smells

eat M;Concentration

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

eat the target takes 5d10 psychic damage

11 (3d6)

eat and 17 (4d6).
PHB2024 - Page 298;Warlock

up to 1 hour;You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw

  • casting time you also always know the target’s location until the spell ends
  • range but only while the two of you are on the same plane of existence. While you have this knowledge

  • components the target can’t become hidden from you
  • duration and if it has the Invisible condition

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.
PHB2024 - Page 298;Warlock

eat taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save

M;1 minute;(a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image

  • casting time the illusion becomes faint to the creature.
    Sound. If you create a sound
  • range its volume can range from a whisper to a scream. It can be your voice

  • components someone else’s voice
  • duration a lion’s roar

a beating of drums

eat the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is

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.
    Each time a creature hits you with an attack roll during the spell’s duration
  • range roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher

  • components one of the duplicates is hit instead of you
  • duration and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
    A creature is unaffected by this spell if it has the Blinded condition

Blindsight

eat the duplicates move with you and mimic your actions

0;Mage Hand;Conjuration Cantrip;Action;30 feet;V 0;Mage Hand;Conjuration Cantrip;Action;30 feet;V
3;Magic Circle;Level 3 Abjuration;1 minute;10 feet;V 3;Magic Circle;Level 3 Abjuration;1 minute;10 feet;V
0;Magic Stone;Transmutation Cantrip;Bonus Action;Touch;V 0;Magic Stone;Transmutation Cantrip;Bonus Action;Touch;V
3;Major Image;Level 3 Illusion;Action;120 feet;V 3;Major Image;Level 3 Illusion;Action;120 feet;V
6;Mental Prison;Level 6 Illusion;Action;60 feet;S;Concentration 6;Mental Prison;Level 6 Illusion;Action;60 feet;S;Concentration
0;Mind Sliver;Enchantment Cantrip;Action;60 feet;V;1 round;You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
0;Mind Sliver;Enchantment Cantrip;Action;60 feet;V;1 round;You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
2;Mind Spike;Level 2 Divination;Action;120 feet;S;Concentration 2;Mind Spike;Level 2 Divination;Action;120 feet;S;Concentration
0;Minor Illusion;Illusion Cantrip;Action;30 feet;S 0;Minor Illusion;Illusion Cantrip;Action;30 feet;S
2;Mirror Image;Level 2 Illusion;Action;Self;V 2;Mirror Image;Level 2 Illusion;Action;Self;V

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

  • casting time deal damage
  • range or cast a spell.
    As a Magic action

  • components you can move the illusory double up to twice your Speed and make it gesture
  • duration speak

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.
PHB2024 - Page 299;Warlock

eat but the invisibility ends immediately after you make an attack roll

you teleport up to 30 feet to an unoccupied space you can see.
PHB2024 - Page 299;Warlock

eat

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.
    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.
    XGTE - Page 163;Warlock

eat it must make a Constitution saving throw

S

  • casting time000+ GP
  • range which the spell consumes)You attempt to bind a Celestial

  • components an Elemental
  • duration a Fey

or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically

eat M;24 hours;(a jewel worth 1

S

  • casting time metal rod worth 250+ GP and attuned to a 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
  • range 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

  • components and you appear in or near that destination
  • duration as determined by the DM.
    Alternatively

if you know the sigil sequence of a teleportation circle on another plane of existence

eat M;Instantaneous;(a forked

S;Instantaneous;You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit

  • casting time 11 (3d12)
  • range and 17 (4d12).
    PHB2024 - Page 306;Warlock

eat the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12)

it dies. Otherwise

eat it takes 12d12 Psychic damage.
PHB2024 - Page 306;Warlock

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

eat 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

it has the Stunned condition. Otherwise

  • casting time ending the condition on itself on a success.
    PHB2024 - Page 306;Warlock
  • range

eat its Speed is 0 until the start of your next turn.
The Stunned target makes a Constitution saving throw at the end of each of its turns

5;Mislead;Level 5 Illusion;Action;Self;S;Concentration 5;Mislead;Level 5 Illusion;Action;Self;S;Concentration
2;Misty Step;Level 2 Conjuration;Bonus Action;Self;V;Instantaneous;Briefly surrounded by silvery mist 2;Misty Step;Level 2 Conjuration;Bonus Action;Self;V;Instantaneous;Briefly surrounded by silvery mist
5;Negative Energy Flood;Level 5 Necromancy;Action;60 feet;V 5;Negative Energy Flood;Level 5 Necromancy;Action;60 feet;V
5;Planar Binding;Level 5 Abjuration;1 hour;60 feet;V 5;Planar Binding;Level 5 Abjuration;1 hour;60 feet;V
7;Plane Shift;Level 7 Conjuration;Action;Touch;V 7;Plane Shift;Level 7 Conjuration;Action;Touch;V
0;Poison Spray;Necromancy Cantrip;Action;30 feet;V 0;Poison Spray;Necromancy Cantrip;Action;30 feet;V
9;Power Word Kill;Level 9 Enchantment;Action;60 feet;V;Instantaneous;You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer 9;Power Word Kill;Level 9 Enchantment;Action;60 feet;V;Instantaneous;You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer
7;Power Word Pain;Level 7 Enchantment;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;Level 7 Enchantment;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;Power Word Stun;Level 8 Enchantment;Action;60 feet;V;Instantaneous;You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer 8;Power Word Stun;Level 8 Enchantment;Action;60 feet;V;Instantaneous;You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer

S;Up to 1 hour;You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times

  • casting time harmless sensory effect
  • range such as a shower of sparks

  • components a puff of wind
  • duration faint musical notes

or an odd odor.
Fire Play. You instantaneously light or snuff out a candle

a torch you can have up to three of its non-instantaneous effects active at a time.
Sensory Effect. You create an instantaneous

S

  • casting time up to 10 minutes;(a flask of Holy Water worth 25+ GP
  • range which the spell consumes)Until the spell ends

  • components one willing creature you touch is protected against creatures that are Aberrations
  • duration Celestials

Elementals

Fey M;Concentration

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 of each of its turns. On a successful save

  • components the stunning effect ends.
    XGTE - Page 163;Warlock
  • duration

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

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.

    Fizban - Page 21;Warlock

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

S;Concentration

  • casting time the target has Disadvantage on the next attack roll it makes until the start of your next turn.
    On a failed save
  • range the target has Disadvantage on Strength-based D20 Tests for the duration. During that time

  • components it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns
  • duration ending the spell on a success.
    PHB2024 - Page 311;Warlock

Fey up to 1 minute;A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save

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.
    PHB2024 - Page 312;Warlock

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

S

  • casting time up to 10 minutes;(a focus worth 1
  • range000+ GP

  • components such as a crystal ball
  • duration mirror

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

Fey M;Concentration

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 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

0;Prestidigitation;Transmutation Cantrip;Action;10 feet;V 0;Prestidigitation;Transmutation Cantrip;Action;10 feet;V
1;Protection from Evil and Good;Level 1 Abjuration;Action;Touch;V 1;Protection from Evil and Good;Level 1 Abjuration;Action;Touch;V
9;Psychic Scream;Level 9 Enchantment;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 make an Intelligence saving throw. On a failed save
9;Psychic Scream;Level 9 Enchantment;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 make an Intelligence saving throw. On a failed save
4;Raulothim's Psychic Lance;Level 4 Enchantment;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;Level 4 Enchantment;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
2;Ray of Enfeeblement;Level 2 Necromancy;Action;60 feet;V 2;Ray of Enfeeblement;Level 2 Necromancy;Action;60 feet;V
3;Remove Curse;Level 3 Abjuration;Action;Touch;V 3;Remove Curse;Level 3 Abjuration;Action;Touch;V
5;Scrying;Level 5 Divination;10 minutes;Self;V 5;Scrying;Level 5 Divination;10 minutes;Self;V
2;Shadow Blade;Level 2 Illusion;Bonus Action;Self;V 2;Shadow Blade;Level 2 Illusion;Bonus Action;Self;V
4;Shadow of Moil;Level 4 Necromancy;Action;Self;V 4;Shadow of Moil;Level 4 Necromancy;Action;Self;V

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.
XGTE - Page 164;Warlock

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

S

  • casting time which ends the spell. While you have a soul inside the cage
  • range 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

  • components it is released
  • duration and the spell ends. While a soul is trapped

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

the shadows lash out at that creature 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

S;10 minutes;For the duration

  • casting time and you can use any of the Influence action’s skill options with them.
    Most Beasts have little to say about topics that don’t pertain to survival or companionship
  • range but at minimum

  • components a Beast can give you information about nearby locations and monsters
  • duration including whatever it has perceived within the past day.
    PHB2024 - Page 318;Warlock

the shadows lash out at that creature you can comprehend and verbally communicate with Beasts

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 along ceilings

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.
PHB2024 - Page 319;Warlock

the shadows lash out at that creature M;Concentration

S

  • casting time up to 1 minute;(a gilded playing card depicting an avatar of death worth at least 400 gp)You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target
  • range and the target becomes haunted by the spirit. The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points

  • components or when the spell ends.
    The reaper spirit is an ally to you and your companions. In combat
  • duration the spirit shares your initiative count

but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you)

the shadows lash out at that creature M;Concentration

S;Concentration

  • casting time which flit 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

the shadows lash out at that creature up to 1 minute;You call forth spirits of the dead

S

  • casting time and then vanish. Choose one of the following effects for the cards:
    Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn.
    Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage of cutting cards increases by 1d10 for every two slot levels above 2nd.
    Book of Many Things;Warlock

the shadows lash out at that creature M;Instantaneous;(a deck of cards)You spray spectral cards from your hands or sleeve - the cards blind or slash at your enemies

M;Concentration

  • casting time you could say
  • range “Fetch the key to the cult’s treasure vault

  • components and give the key to me.” Or you could say
  • duration “Stop fighting

leave this library peacefully

the shadows lash out at that creature up to 8 hours;(a drop of honey)You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example

S

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

  • components Mind Flayer
  • duration or Slaad. The creature resembles an Aberration of that kind

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 shares your Initiative count M;Concentration

4;Sickening Radiance;Level 4 Evocation;Action;120 feet;V 4;Sickening Radiance;Level 4 Evocation;Action;120 feet;V
6;Soul Cage;Level 6 Necromancy;Reaction;60 feet;V 6;Soul Cage;Level 6 Necromancy;Reaction;60 feet;V
1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V 1;Speak with Animals;Level 1 Divination;Action or Ritual;Self;V
2;Spider Climb;Level 2 Transmutation;Action;Touch;V 2;Spider Climb;Level 2 Transmutation;Action;Touch;V
4;Spirit of Death;Level 4 Necromancy;Action;60 feet;V 4;Spirit of Death;Level 4 Necromancy;Action;60 feet;V
3;Spirit Shroud;Level 3 Necromancy;Bonus Action;Self;V 3;Spirit Shroud;Level 3 Necromancy;Bonus Action;Self;V
2;Spray of Cards;Level 2 Conjuration;Action;Self;V 2;Spray of Cards;Level 2 Conjuration;Action;Self;V
2;Suggestion;Level 2 Enchantment;Action;30 feet;V 2;Suggestion;Level 2 Enchantment;Action;30 feet;V
4;Summon Aberration;Level 4 Conjuration;Action;90 feet;V 4;Summon Aberration;Level 4 Conjuration;Action;90 feet;V

S

  • casting time up to 1 hour;(a gilded flower worth 300+ GP)You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and 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 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 shares your Initiative count M;Concentration

S

  • casting time up to 1 hour;(a bloody vial worth 600+ GP)You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and 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 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 shares your Initiative count 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

it shares your Initiative count 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 on the following table to determine what appears.
    d6 = Demons Summoned
    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 of challenge 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

it shares your Initiative count M;Concentration

S

  • casting time up to 1 hour;(tears inside a gem 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 physically resembles a misshapen biped marked by the chosen emotion

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

it shares your Initiative count M;Concentration

S

  • casting time up to 1 hour;(a gilded skull worth 300+ GP)You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and 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 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 shares your Initiative count M;Concentration

11th level (3d6)

it shares your Initiative count and 17th level (4d6).
Sword Coast Adv. Gde - Page 143;Warlock

S;Instantaneous;You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw

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

  • components as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.
    PHB2024 - Page 330;Warlock

it shares your Initiative count taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save

S

  • casting time along with the bubbling liquid inside it.
    The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action
  • range you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability modifier (minimum 1). When the last of these potions is withdrawn from the cauldron

  • components the cauldron disappears
  • duration and the spell ends.
    Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
    PHB2024 - Page 330;Warlock

it shares your Initiative count M;10 minutes;(a gilded ladle worth 500+ GP)You conjure a claw-footed cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5 feet of you and lasts for the duration. The cauldron can’t be moved and disappears when the spell ends

3;Summon Fey;Level 3 Conjuration;Action;90 feet;V 3;Summon Fey;Level 3 Conjuration;Action;90 feet;V
6;Summon Fiend;Level 6 Conjuration;Action;90 feet;V 6;Summon Fiend;Level 6 Conjuration;Action;90 feet;V
4;Summon Greater Demon;Level 4 Conjuration;Action;60 feet;V 4;Summon Greater Demon;Level 4 Conjuration;Action;60 feet;V
3;Summon Lesser Demons;Level 3 Conjuration;Action;60 feet;V 3;Summon Lesser Demons;Level 3 Conjuration;Action;60 feet;V
3;Summon Shadowspawn;Level 3 Conjuration;Action;90 feet;V 3;Summon Shadowspawn;Level 3 Conjuration;Action;90 feet;V
3;Summon Undead;Level 3 Necromancy;Action;90 feet;V 3;Summon Undead;Level 3 Necromancy;Action;90 feet;V
0;Sword Burst;Conjuration Cantrip;Action;Self;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6)
0;Sword Burst;Conjuration Cantrip;Action;Self;V;Instantaneous;You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
This spell's damage increases by 1d6 when you reach 5th level (2d6)
5;Synaptic Static;Level 5 Enchantment;Action;120 feet;V 5;Synaptic Static;Level 5 Enchantment;Action;120 feet;V
6;Tasha’s Bubbling Cauldron;Level 6 Conjuration;Action;5 feet;V 6;Tasha’s Bubbling Cauldron;Level 6 Conjuration;Action;5 feet;V

S

  • casting time up to 1 minute;(a tart and a feather)One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save
  • range it has the Prone and Incapacitated conditions for the duration. During that time

  • components it laughs uncontrollably if it’s capable of laughter
  • duration and it can’t end the Prone condition on itself.
    At the end of each of its turns and each time it takes damage

it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save

it shares your Initiative count 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

it shares your Initiative count M;Concentration

M;1 round;(rare inks worth 50+ GP

  • casting time you draw a 5-foot-radius 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 guildhalls

  • components and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
    When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for two destinations on the Material Plane

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.
PHB2024 - Page 332;Warlock

it shares your Initiative count which the spell consumes)As you cast the spell

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.
XGTE - Page 168;Warlock

it shares your Initiative count and each creature within 10 feet of the space you left must make a Constitution saving throw

11 (3d6)

it shares your Initiative count and 17 (4d6).
PHB2024 - Page 333;Warlock

S;Instantaneous;You point at one creature you can see within range

  • casting time it instead takes 1d12 Necrotic damage.
    Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12)
  • range 11 (3d8 or 3d12)

  • components and 17 (4d8 or 4d12).
    PHB2024 - Page 334;Warlock
  • duration

it shares your Initiative count and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points

M;1 hour;(a miniature ziggurat)This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover

  • casting time any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
    PHB2024 - Page 334;Warlock
  • range

it shares your Initiative count when the target communicates by speaking or signing

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 or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object
  • duration or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed

but if you maintain Concentration on this spell for the full duration

it shares your Initiative count M;Concentration

S

  • casting time which the spell consumes)For the duration
  • range the willing creature you touch has Truesight with a range of 120 feet.
    PHB2024 - Page 336;Warlock

it shares your Initiative count M;1 hour;(mushroom powder worth 25+ GP

1;Tasha’s Hideous Laughter;Level 1 Enchantment;Action;30 feet;V 1;Tasha’s Hideous Laughter;Level 1 Enchantment;Action;30 feet;V
6;Tasha's Otherworldly Guise;Level 6 Transmutation;Bonus Action;Self;V 6;Tasha's Otherworldly Guise;Level 6 Transmutation;Bonus Action;Self;V
5;Teleportation Circle;Level 5 Conjuration;1 minute;10 feet;V 5;Teleportation Circle;Level 5 Conjuration;1 minute;10 feet;V
3;Thunder Step;Level 3 Conjuration;Action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3;Thunder Step;Level 3 Conjuration;Action;90 feet;V;Instantaneous;You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear
0;Thunderclap;Evocation Cantrip;Action;Self;S;Instantaneous;Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
0;Thunderclap;Evocation Cantrip;Action;Self;S;Instantaneous;Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6)
0;Toll the Dead;Necromancy Cantrip;Action;60 feet;V 0;Toll the Dead;Necromancy Cantrip;Action;60 feet;V
3;Tongues;Level 3 Divination;Action;Touch;V 3;Tongues;Level 3 Divination;Action;Touch;V
9;True Polymorph;Level 9 Transmutation;Action;30 feet;V 9;True Polymorph;Level 9 Transmutation;Action;30 feet;V
6;True Seeing;Level 6 Divination;Action;Touch;V 6;True Seeing;Level 6 Divination;Action;Touch;V

M;Instantaneous;(a weapon with which you have proficiency and that is worth 1+ CP)Guided by a flash of magical insight

  • casting time it can be Radiant damage or the weapon’s normal damage type (your choice).
    Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type
  • range the attack deals extra Radiant damage when you reach levels 5 (1d6)

  • components 11 (2d6)
  • duration and 17 (3d6).
    PHB2024 - Page 336;Warlock

it shares your Initiative count you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage

S

  • casting time mindless
  • range shapeless

  • components Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10
  • duration 1 Hit Point

and a Strength of 2

it shares your Initiative count M;1 hour;(a bit of string and of wood)This spell creates an Invisible

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 a Magic action
  • duration targeting the same creature or a different one.
    Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
    PHB2024 - Page 337;Warlock

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

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

it shares your Initiative count M;Concentration

S

  • casting time up to 1 minute;(a razorvine leaf)For the duration
  • range you sense the presence of portals

  • components even inactive ones
  • duration within 30 feet of yourself.
    If you detect a portal in this way

you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check

it shares your Initiative count M;Concentration

S;Concentration

  • casting time a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save
  • range a target takes half as much damage only.
    A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save

  • components it takes 5d10 Psychic damage. On a successful save
  • duration the spell ends on that target.
    PHB2024 - Page 341;Warlock

it shares your Initiative count up to 1 minute;You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save

S

  • casting time up to 1 minute;(a twig struck by lightning)A beam of crackling energy lances toward a creature within range
  • range forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit

  • components the target takes 2d12 Lightning damage.
    On each of your subsequent turns
  • duration you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically

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.
PHB2024 - Page 343;Warlock

it shares your Initiative count M;Concentration

0;True Strike;Divination Cantrip;Action;Self;S 0;True Strike;Divination Cantrip;Action;Self;S
1;Unseen Servant;Level 1 Conjuration;Action or Ritual;60 feet;V 1;Unseen Servant;Level 1 Conjuration;Action or Ritual;60 feet;V
3;Vampiric Touch;Level 3 Necromancy;Action;Self;V 3;Vampiric Touch;Level 3 Necromancy;Action;Self;V
5;Wall of Light;Level 5 Evocation;Action;120 feet;V 5;Wall of Light;Level 5 Evocation;Action;120 feet;V
2;Warp Sense;Level 2 Divination;Action;Self;V 2;Warp Sense;Level 2 Divination;Action;Self;V
9;Weird;Level 9 Illusion;Action;120 feet;V 9;Weird;Level 9 Illusion;Action;120 feet;V
1;Witch Bolt;Level 1 Evocation;Action;60 feet;V 1;Witch Bolt;Level 1 Evocation;Action;60 feet;V