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Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Warlock,, Evocation cantrip

Toll the Dead

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You point at one creature you can see within range, 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, it instead takes 1d12 necrotic damage.
The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Warlock (XGE), Necromancy cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses the Study action to examine the sound or image, 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, the illusion becomes faint to the creature.

Warlock Illusion cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
Granted by Feat Telekinetic.
You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range increased by 30 feet when you cast it.

Warlock,, Conjuration cantrip

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a drop of alcohol

Bolstering yourself with a necromantic facsimile of life, you gain 2d4+4 Temporary Hit Points.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
Granted by Eldritch Invocation Fiendish Vigor.

Temporary HP doesn't stack and lasts until depleted or you finish a Long Rest.

Wizard,, 1st level Necromancy

Hex

  • casting time1 bonus action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, 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, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, 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, you can use a bonus action on a later turn to curse a new creature.
At Higher Levels: Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3-4 (up to 8 hours), or 5+ (24 hours),,.

Warlock, 1st level Enchantment

Detect Magic

  • casting time1 action or ritual
  • rangeSelf//30 ft

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of you. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Warlock,, 1st level Divination

Burning Hands

  • casting time1 action
  • rangeSelf (15-foot cone)

  • componentsV, S
  • durationInstantaneous

A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save,, or half as much damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Warlock (Fiend),, 1st level Evocation

Command

  • casting time1 action
  • range60 feet

  • componentsV
  • duration1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel.The target has the Prone condition and then ends its turn.
Halt. On its turn, the target doesn't move and takes no action or Bonus Action.,,
At Higher Levels: You can affect one additional creature for each slot level above 1st.

Warlock (Fiend), 1st level Enchantment

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Misty Step

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Warlock,, 2nd level Conjuration

Darkness

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationConcentration, up to 10 minutes

bat fur and a piece of coal

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Warlock,, 2nd level Evocation

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Warlock (Fiend) 2nd level Evocation

Suggestion

  • casting time1 action
  • range30 feet

  • componentsV, M
  • durationConcentration, 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, you could say, Fetch the key to the cult's treasure vault, and give the key to me. Or you could say, Stop fighting, leave this library peacefully, and don't return.,
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it,.

Warlock,, 2nd level Enchantment

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, , and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use the Study action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Granted by Feat Shadow-Touched.

Wizard 1st level Illusion

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target that makes an attack roll, deals damage, or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Granted by Feat Shadow-Touched.

Invisible: You have the following effects.
Surprise: If you're Invisible when you roll Initiative, you have Adv on the roll.
Concealed: You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
Attacks Affected: Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.

Warlock,, 2nd level Illusion

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small, straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd.
Paralysed: Is Incapacitated (can't take actions or reactions), auto fail Str and Dex saves, attack rolls against have adv, any attack that hits is a crit if attacker within 5ft.

Warlock,, 2nd level Enchantment

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Warlock (Fiend),, 3rd level Evocation

Stinking Cloud

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a rotten egg

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the sphere must make a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned this way,, the creature can't take an action or a Bonus Action.

Warlock (Fiend) 3rd level Conjuration

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Levitate

  • casting time1 action
  • rangeSelf (EI: Ascendant Step)

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a metal spring

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Granted by Eldritch Invocation Ascendant Step.

Wizard,, 2nd level Transmutation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a feather

You touch a willing creature. For the duration, the target gains a flying speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard 3rd level Transmutation

Hunger of Hadar

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pickled tentacle

You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius sphere of Darkness appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area have the Blinded condition.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
At Higher Levels: The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
Blinded: Automatical fail any ability check that requires sight, attack rolls against you have adv, your attack rolls have disadv.

Warlock,, 3rd level Conjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as 200 feet straight downward or upward to the northwest at a 45-degree angle, 300 feet.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

Warlock 4th level Conjuration

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Warlock (Fiend), 4th level Evocation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of charcoal

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Warlock (Celestial)(Fiend), 4th level Evocation

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