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Accelerando

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S; M (licorice)
  • durationConcentration (6 rounds)

You play a complex and quick up-tempo piece that gradually gets faster and more complex; instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Until the spell ends; targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).1 Round: Double Speed.2 Rounds: +2 bonus to AC.3 Rounds: Advantage on Dexterity saving throws.4 Rounds: An additional action each turn. This action can be used only to take the Attack (one weapon attack only); Dash; Disengage; Hide; or Use an Object action.When the spell ends; a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.Duration: Concentration (6 rounds) Cast at Higher LevelsYou may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.Rare VersionsKoren's Agile Accelerando. A target's additional action can be used to escape a grapple; and targets have advantage on saving throws made to avoid or escape a grapple.

Warlock Transmutation

Acid Arrow

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S; M (flint arrowhead)
  • durationInstantaneous

A jet of acid streaks towards the target like a hissing; green arrow. Make a ranged spell attack. On a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage. Cast at Higher Levels Increase this spell's initial and ongoing damage by 1d4 per slot level above 3rd. Rare Versions Kreven's Insidious Acid Arrow. The acid stinks and disorients as it burns. A creature damaged by this spell makes a Constitution saving throw with advantage or it is poisoned until the end of its next turn. Gabal's Blinding Acid Arrow. The arrow flies to the target's sensory organs seeking to damage its sight. A creature damaged by this spell makes a Dexterity saving throw or it is blinded until the end of its next turn.

Warlock Evocation

Acid Splash

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S
  • durationInstantaneous

A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).

Warlock Conjuration

Aid

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S; M (measure of spirits)
  • duration8 hours

You draw upon divine power; imbuing the targets with fortitude. Until the spell ends; each target increases its hit point maximum and current hit points by 5. Cast at Higher Levels The granted hit points increase by an additional 5 for each slot level above 2nd. Rare Versions Stekart's Fortifying Aid. Once per round each target gains an expertise die on its first saving throw made to resist or end a condition.

Warlock Abjuration

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV; S
  • duration1 minute

A spectral floating hand appears at a point you choose within range. 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. As a Magic action on your later turns; you can control the hand and move it up to 30 feet. The hand can't attack; activate magic items; or carry more than 10 pounds.

Warlock Conjuration

Eldritch Blast

  • casting time1 action
  • range120 feet

  • componentsV; S
  • durationInstantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit; the target takes 1d10 Force damage. Cantrip Upgrade: The spell creates two beams at level 5; three beams at level 11; and four beams at level 17. You can direct them at the same target or different ones - make a separate attack roll for each beam.

Warlock Evocation

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS; M (a bit of fleece)
  • duration1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image; it can determine it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. Sound: volume can range from a whisper to a scream; it can be any sound you choose and continues for the duration. Image: must be no larger than a 5-foot Cube; it can't create sound; light; smell; or other sensory effects; and physical interaction reveals it as an illusion.

Warlock Illusion

Unseen Servant

  • casting time1 action or Ritual
  • range60 feet

  • componentsV; S; M (a bit of string and wood)
  • duration1 hour

This spell creates an Invisible; mindless; shapeless; Medium force that performs simple tasks at your command. The servant has AC 10; 1 Hit Point; Strength 2; and can't attack. Once on each of your turns as a Bonus Action; you can mentally command the servant to move up to 15 feet and interact with an object. It can perform simple tasks such as fetching things; cleaning; mending; folding clothes; lighting fires; serving food; and pouring drinks. The spell ends if the servant moves more than 60 feet from you.

Warlock Conjuration

Expeditious Retreat

  • casting timeBonus action
  • rangeSelf

  • componentsV; S
  • durationConcentration (10 minutes)

You take the Dash action; and until the spell ends; you can take that action again as a Bonus Action.

Warlock Transmutation

4th 4th
2nd 2nd
Cantrip Cantrip
2nd 2nd
0 0
0 0
0 0
1 1
1 1

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

  • componentsV; S; M (a tart and a feather)
  • durationConcentration (1 minute)

One creature you can see within range makes a Wisdom saving throw. On a failed save; it has the Prone and Incapacitated conditions for the duration. It laughs uncontrollably if capable of laughter; 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 triggered by damage. On a successful save; the spell ends. Cast at Higher Levels: Target one additional creature per slot level above 1st.

Warlock Enchantment

Comprehend Languages

  • casting time1 action or Ritual
  • rangeSelf

  • componentsV; S; M (a pinch of soot and salt)
  • duration1 hour

For the duration; you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see; 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 does not decode symbols or secret messages.

Warlock Divination

Detect Evil and Good

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationConcentration (10 minutes)

(Genie Patron spell - always prepared) For the duration; you sense the location of any Aberration; Celestial; Elemental; Fey; Fiend; or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and if so where. The spell is blocked by 1 foot of stone/dirt/wood; 1 inch of metal; or a thin sheet of lead.

Warlock Divination

Thunder Wave

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationInstantaneous

(Djinni patron spell - always prepared) A wave of thunderous force sweeps out from you. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save; a creature takes 2d8 Thunder damage and is pushed 10 feet away. On a successful save; a creature takes half as much damage and isn't pushed. Objects not being worn or carried take the same damage and are pushed if possible. The wave creates a thunderous boom audible within 300 feet. Cast at Higher Levels: Damage increases by 1d8 per slot level above 1st.

Warlock Evocation

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (an eyelash in gum arabic)
  • durationConcentration (1 hour)

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll; deals damage; or casts a spell. Cast at Higher Levels: Target one additional creature per slot level above 2nd.

Warlock Illusion

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. They move with you and mimic your actions. Each time a creature hits you with an attack roll; roll a d6 for each remaining duplicate. If any roll a 3 or higher; one duplicate is hit instead and destroyed. The spell ends when all three duplicates are destroyed. A creature with the Blinded condition; Blindsight; or Truesight is unaffected.

Warlock Illusion

Misty Step

  • casting timeBonus action
  • rangeSelf

  • componentsV
  • durationInstantaneous

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

Warlock Conjuration

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV; S; M (a straight piece of iron)
  • durationConcentration (1 minute)

Choose a Humanoid 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; the target repeats the save; ending the spell on itself on a success. Cast at Higher Levels: Target one additional Humanoid per slot level above 2nd.

Warlock Enchantment

Phantasmal Force

  • casting time1 action
  • range60 feet

  • componentsV; S; M (a bit of fleece)
  • durationConcentration (1 minute)

You craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save; you create a phantasmal object or creature no larger than a 10-foot Cube perceivable only to the target. The phantasm includes sound; temperature; and other stimuli. The target treats the phantasm as real. A phantasm representing a hazard can deal 2d8 Psychic damage to the target each turn if it is within 5 feet. The target can Study the phantasm with an Intelligence (Investigation) check vs your spell save DC to see through it.

Warlock Illusion

1 1
1 1
1 1
1 1
2 2
2 2
2 2
2 2
2 2

Gust of Wind

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (a legume seed)
  • durationConcentration (1 minute)

Djinni patron spell - always prepared

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away. A creature in the line must spend 2 feet of movement per 1 foot it moves toward you. The gust disperses gas or vapor and extinguishes small flames in its area.

Warlock Evocation

Remove Curse

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationInstantaneous

At your touch; all curses affecting one creature or object end. If the object is a cursed magic item; its curse remains but the spell breaks its owner's Attunement to the object so it can be removed or discarded.

Warlock Abjuration

Major Image

  • casting time1 action
  • range120 feet

  • componentsV; S; M (a bit of fleece)
  • durationConcentration (10 minutes)

You create the image of an object; creature; or other visible phenomenon no larger than a 20-foot Cube. It seems real including sounds; smells; and temperature; but it can't deal damage or cause conditions. As a Magic action you can move the image to any other spot within range and alter its appearance to make movements seem natural. Physical interaction reveals it as an illusion. A creature that Studies the image can determine it is an illusion with an Intelligence (Investigation) check vs your spell save DC. Cast at Higher Levels: The spell lasts until dispelled without requiring Concentration if cast with a level 4+ slot.

Warlock Illusion

Counterspell

  • casting timeReaction (when you see a creature within 60 feet casting a spell with V/S/M components)
  • range60 feet

  • componentsS
  • durationInstantaneous

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save; the spell dissipates with no effect and the action/Bonus Action/Reaction used to cast it is wasted. If cast with a spell slot; the slot is not expended.

Warlock Abjuration

Fly

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (a feather)
  • durationConcentration (10 minutes)

You touch a willing creature. For the duration; the target gains a Fly Speed of 60 feet and can hover. When the spell ends; the target falls if still aloft unless it can stop the fall. Cast at Higher Levels: Target one additional creature per slot level above 3rd.

Warlock Transmutation

Fear

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (a white feather)
  • durationConcentration (1 minute)

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. If the creature ends its turn where it doesn't have line of sight to you; it makes another Wisdom saving throw; ending the spell on itself on a success.

Warlock Illusion

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV; S; M (a tiny fan and a feather of exotic origin)
  • durationConcentration (1 minute)

Djinni patron spell - always prepared

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long; 15 feet high; and 1 foot thick. The wall lasts for the duration. When the wall appears; each creature within its area makes a Strength saving throw. A creature takes 3d8 Bludgeoning damage on a failed save or half on a success. Ranged weapon attacks through the wall automatically fail; and flying creatures in or moving through the wall must succeed on a Strength saving throw or be pushed 10 feet away.

Warlock Evocation

Banishment

  • casting time1 action
  • range30 feet

  • componentsV; S; M (a pentacle)
  • durationConcentration (1 minute)

One creature you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there; the target has the Incapacitated condition. When the spell ends; the target reappears in the space it left. If the target is an Aberration; Celestial; Elemental; Fey; or Fiend; it doesn't return if the spell lasts 1 minute - instead it goes to a random plane associated with its creature type. Cast at Higher Levels: Target one additional creature per slot level above 4th.

Warlock Abjuration

Dimension Door

  • casting time1 action
  • range500 feet

  • componentsV
  • durationInstantaneous

You teleport to a location within range. It can be a place you can see; visualize; or describe by distance and direction. You can also teleport one willing creature within 5 feet of you to a space within 5 feet of your destination. If either of you would arrive in an occupied space; you each take 4d6 Force damage and the teleportation fails.

Warlock Conjuration

2 2
3 3
3 3
3 3
3 3
3 3
3 3
4 4
4 4

Hallucinatory Terrain

  • casting time10 minutes
  • range300 feet

  • componentsV; S; M (a stone; a twig; and a bit of green plant)
  • duration24 hours

You make natural terrain in a 150-foot Cube in range look; sound; and smell like another sort of natural terrain. Manufactured structures; equipment; and creatures within the area aren't changed. The tactile characteristics of the terrain are unchanged. A creature that Studies the illusion can make an Intelligence (Investigation) check vs your spell save DC to disbelieve it.

Warlock Illusion

Phantasmal Killer

  • casting time1 action
  • range120 feet

  • componentsV; S
  • durationConcentration (1 minute)

You tap into the nightmares of a creature you can see within range; creating an illusion of its deepest fears visible only to it. The target makes a Wisdom saving throw. On a failed save; the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a success; it takes half damage and the spell ends. Each turn; the target makes another Wisdom saving throw - failure means more Psychic damage; success ends the spell. Cast at Higher Levels: Damage increases by 1d10 per slot level above 4th.

Warlock Illusion

Synchronicity

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationConcentration (1 hour)

(UA Wildemount) The creature you touch feels reality subtly reshape itself around them. Until the spell ends; the target doesn't provoke opportunity attacks. Whenever the target makes a Dexterity check (including initiative) or Dexterity saving throw; it can treat a roll of 9 or lower as a 10. Also; whenever a creature makes an attack against the target; that creature must roll twice and use the lower roll.

Warlock Enchantment

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationConcentration (1 minute)

(Djinni patron spell - always prepared) A creature you touch has the Invisible condition until the spell ends. Unlike regular Invisibility; this spell does not end when the target attacks or casts a spell.

Warlock Illusion

Contact Other Plane

  • casting time1 minute
  • rangeSelf

  • componentsV
  • duration1 minute

You mentally contact a demigod; the spirit of a long-dead sage; or some other knowledgeable entity from another plane. When you cast this spell; make a DC 15 Intelligence saving throw. On a successful save; you can ask the entity up to five questions. The DM answers each question with one word such as yes; no; maybe; never; irrelevant; or unclear. On a failed save; you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. Greater Restoration ends this effect.

Warlock Divination

Mislead

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationConcentration (1 hour)

You become Invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration but the invisibility ends if you attack or cast a spell. You can use a Bonus Action to move the illusory double up to twice your Speed and make it gesture; speak; and behave however you like. You can see through its eyes and hear through its ears as if you were in its space.

Warlock Illusion

Danse Macabre

  • casting time1 action
  • range60 feet

  • componentsV; S
  • durationConcentration (1 hour)

(Xanathar's Guide) Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses within range. Each corpse immediately stands up and becomes an undead under your control until the spell ends or until reduced to 0 hit points. You can use a Bonus Action to mentally command the animated corpses to move and attack. Each has AC 16; 26 Hit Points; a Speed of 30 ft; and the following attack: Slam +4 to hit; 1d6+2 bludgeoning damage.

Warlock Necromancy

Far Step

  • casting timeBonus action
  • rangeSelf

  • componentsV
  • durationConcentration (1 minute)

(Xanathar's Guide) You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends; you can use a Bonus Action to teleport in this way again.

Warlock Conjuration

Infernal Calling

  • casting time1 minute
  • range90 feet

  • componentsV; S; M (a ruby worth at least 999 gp)
  • durationConcentration (1 hour)

Xanathar's Guide

Uttering a dark incantation; you summon a devil from the Nine Hells. You choose the devil's type; which must be CR 6 or lower. 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 hostile to all creatures. On each of your turns; you can try to issue a verbal command to it; it obeys if the command doesn't risk harm to itself and you make a Charisma (Deception; Intimidation; or Persuasion) check vs its Insight. Cast at Higher Levels: You can summon a devil of CR 7 or lower if using a 6th-level slot; CR 8 or lower with 7th; CR 9 or lower with 8th; CR 10 or lower with 9th.

Warlock Conjuration

4 4
4 4
4 4
4 4
5 5
5 5
5 5
5 5
5 5

Creation

  • casting time1 minute
  • range30 feet

  • componentsV; S; M (a small piece of the type of item you plan to create)
  • durationSpecial

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods; rope; wood; or something similar. You can also use this spell to create mineral objects such as stone; crystal; or metal. The object created must be no larger than a 5-foot Cube and the object must be of a form and material that you have seen before. Duration depends on material: vegetable matter lasts 1 day; stone/crystal lasts 12 hours; precious metals 1 hour; gems 10 minutes; adamantine/mithral 1 minute. Cast at Higher Levels: The Cube increases by 5 feet per slot level above 5th.

Warlock Conjuration

Seeming

  • casting time1 action
  • range30 feet

  • componentsV; S
  • duration8 hours

(Djinni patron spell - always prepared) This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new; illusory appearance. An unwilling target can make a Charisma saving throw to resist. The spell can change a creature's apparent race; sex; age; and clothing. The appearance must be roughly the same size and type. The change is entirely illusory - creatures that Study the illusion can see through it with an Intelligence (Investigation) check vs your spell save DC.

Warlock Illusion

Arcane Gate

  • casting time1 action
  • range500 feet

  • componentsV; S
  • durationConcentration (10 minutes)

You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see; one point within 10 feet of you and one point within 500 feet of you. A circular portal 10 feet in diameter opens over each point. Any creature or object entering one portal exits from the other portal as if the two were adjacent to each other. The ring of each portal faces the other.

Warlock Conjuration

Investiture of Flame

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationConcentration (10 minutes)

(Xanathar's Guide) Flames race across your body; 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; you gain the following benefits: you have resistance to fire damage and immunity to cold damage; any creature that moves within 5 feet of you takes 4d6 fire damage; and 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 makes a Dexterity saving throw; taking 4d8 fire damage on a failed save or half on a success.

Warlock Transmutation

Otherworldly Form

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (an object engraved with a symbol of the Outer Planes worth at least 500 gp)
  • durationConcentration (1 minute)

Tasha's Cauldron

Invoking your connection to the multiverse; you transform your body into a resilient form. Until the spell ends you gain the following benefits: you are immune to the Frightened and Poisoned conditions; you have resistance to one of these damage types of your choice (Acid; Cold; Fire; Lightning; Necrotic; Poison; Psychic; Radiant); and you sprout spectral wings giving you a Fly Speed equal to your walking speed.

Warlock Transmutation

Soul Cage

  • casting timeReaction (when a Humanoid you can see dies within 60 feet of you)
  • range60 feet

  • componentsV; S; M (a tiny silver cage worth 100 gp)
  • duration8 hours

Xanathar's Guide

This spell snatches the soul of a Humanoid as it dies and traps it inside a 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 (which ends the spell). While you have a soul inside the cage; you can exploit it 6 times. You can ask the soul up to 3 yes or no questions (using 1 use); you can drain the soul's life force to restore 2d8 Hit Points to yourself (1 use); you can distract a creature so it has Disadvantage on its next attack (1 use); and more. When you use the final use; the soul passes on to the afterlife.

Warlock Necromancy

True Seeing

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (an ointment of mushroom powder; saffron; and fat worth 25 gp)
  • duration1 hour

You give the willing creature you touch the ability to see things as they actually are. For the duration; the creature has Truesight; can perceive the Ethereal Plane; and can see through normal and magical darkness; all out to a range of 120 feet.

Warlock Divination

Finger of Death

  • casting time1 action
  • range60 feet

  • componentsV; S
  • durationInstantaneous

You send negative energy coursing through a creature you can see within range; causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 Necrotic damage on a failed save; or half as much on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that is permanently under your command; following your verbal orders to the best of its ability.

Warlock Necromancy

Forcecage

  • casting time1 action
  • range100 feet

  • componentsV; S; M (ruby dust worth 1500 gp consumed)
  • duration1 hour

An immobile; invisible; cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage (up to 20-foot cube; bars 1/2 inch apart) or a solid box (up to 10-foot cube). A creature inside the cage at the time of casting is trapped. A creature can't pass through the cage walls by any means (teleportation; plane shift; gaseous form etc. all fail). The cage also extends into the Ethereal Plane; blocking ethereal travel. Cast at Higher Levels: The duration increases to 8 hours with a 9th-level slot.

Warlock Evocation

5 5
5 5
6 6
6 6
6 6
6 6
6 6
7 7
7 7

Plane Shift

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (a forked metal rod worth 250 gp attuned to a specific plane)
  • durationInstantaneous

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 (the City of Brass on the Elemental Plane of Fire) and you appear in or near that destination. Alternatively; you can use the spell as an attack. Choose a creature within reach and make a melee spell attack. On a hit; the creature must make a Charisma saving throw or be transported to a random location on a plane you specify.

Warlock Conjuration

Etherealness

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • duration8 hours

You step into the Border Ethereal Plane; where it overlaps with your current plane; for the duration. You can move in any direction but moving up or down costs extra. You can perceive the plane you left (it looks gray) out to 60 feet. You can only affect and be affected by creatures and objects on the Ethereal Plane. When the spell ends; you return to your original plane. If you appear in an occupied space; you are shunted to the nearest unoccupied space and take Force damage equal to twice the feet you are moved. Cast at Higher Levels: Target up to 3 willing creatures per slot level above 7th.

Warlock Conjuration

Power Word Pain

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration (1 minute)

(Xanathar's Guide) You speak a word of power that overwhelms the mind of one creature you can see within range with unbearable pain. The target must make a Constitution saving throw. On a failed save; the target is Incapacitated with agonizing pain for the duration. At the end of each of its turns; it can make a Constitution saving throw. On a successful save; the spell ends on the target.

Warlock Enchantment

Demiplane

  • casting time1 action
  • range60 feet

  • componentsS
  • duration1 hour

You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through. When opened; the door leads to a demiplane that appears to be an empty room 30 feet in each dimension made of wood or stone. When the spell ends; the door disappears and any creatures or objects inside remain trapped there. Each time you cast this spell; you can create a new demiplane or connect to a demiplane you created with a previous casting. You can also connect to a demiplane created by another caster if you know its nature and contents.

Warlock Conjuration

Maddening Darkness

  • casting time1 action
  • range150 feet

  • componentsV; M (a drop of pitch mixed with a drop of mercury)
  • durationConcentration (10 minutes)

Xanathar's Guide

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 the darkness. Nonmagical light and light created by spells of 8th level or lower can't illuminate the area. Shrieks; gibbering; 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; taking 8d8 Psychic damage on a failed save or half on a success.

Warlock Evocation

Dominate Monster

  • casting time1 action
  • range60 feet

  • componentsV; S
  • durationConcentration (1 hour)

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be Charmed by you for the duration. While Charmed; you have a telepathic link with the creature as long as you are on the same plane. You can use this telepathic link to issue commands (no action required); which it does its best to obey. You can specify a simple and general course of action. Each time the target takes damage; it makes a new Wisdom saving throw; ending the spell on a success.

Warlock Enchantment

Feeblemind

  • casting time1 action
  • range150 feet

  • componentsV; S; M (a handful of clay; crystal; glass; or mineral spheres)
  • durationInstantaneous

You blast the mind of a creature you can see within range; attempting to shatter its intellect and personality. The target takes 4d6 Psychic damage and must make an Intelligence saving throw. On a failed save; the creature's Intelligence and Charisma scores become 1. The creature can't cast spells; activate magic items; understand language; or communicate intelligibly. The creature can however identify its friends; follow them; and even protect them. At the end of every 30 days; the creature can repeat its saving throw against this spell; ending the effect on a success.

Warlock Enchantment

Astral Projection

  • casting time1 hour
  • range10 feet

  • componentsV; S; M (for each creature you affect: a jacinth worth 1000+ gp and a silver bar worth 100+ gp consumed)
  • durationSpecial

You and up to eight willing creatures within range project your astral bodies into the Astral Plane. The material body you leave behind is Unconscious and in a state of suspended animation. Your astral body resembles your mortal form in almost every way. An invisible silver cord extends from your astral body back to your material body. If the cord is cut (only possible with a silver sword on the Astral Plane); your soul and body are separated killing you instantly. You remain in the Astral Plane until you use an action to return to your body; the silver cord is cut; or you die.

Warlock Necromancy

True Polymorph

  • casting time1 action
  • range30 feet

  • componentsV; S; M (a drop of mercury; a dollop of gum arabic; and a wisp of smoke)
  • durationConcentration (1 hour)

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature; the creature into an object; or the object into a creature. The new form can be any creature with a CR equal to or less than the subject's CR. The transformation lasts for the duration. The target assumes all the statistics of the new form. If the target is a creature and you maintain Concentration for the full hour; the transformation becomes permanent until dispelled.

Warlock Transmutation

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Gate

  • casting time1 action
  • range60 feet

  • componentsV; S; M (a diamond worth 5000 gp consumed)
  • durationConcentration (1 minute)

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; 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. Each round the portal is open; you can use a Bonus Action to cause a specific creature you name to be drawn through the portal to the nearest unoccupied space on your side.

Warlock Conjuration

Imprisonment

  • casting time1 minute
  • range30 feet

  • componentsV; S; M (a vellum depiction or a carved statuette of the target worth 500 gp)
  • durationUntil dispelled

You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw; succeeding automatically if it is immune to being Charmed. On a successful save; the spell has no effect; and you can't use this spell against it again for 24 hours. Choose from several imprisonment forms: Burial (sunk into ground); Chaining (bound by chains); Hedged Prison (in a demiplane); Minimus Containment (shrunk and trapped in a gem); or Slumber (put into sleep). The specific form determines the special means required to end the spell.

Warlock Abjuration

Foresight

  • casting time1 minute
  • rangeTouch

  • componentsV; S; M (a hummingbird feather)
  • duration8 hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration; the target can't be surprised and has Advantage on attack rolls; ability checks; and saving throws. Additionally; other creatures have Disadvantage on attack rolls against the target for the duration.

Warlock Divination

Weird

  • casting time1 action
  • range120 feet

  • componentsV; S
  • durationConcentration (1 minute)

Drawing on the deepest fears of a group of creatures; you create illusory creatures in their minds; visible only to them. Each creature in a 30-foot-radius Sphere centered on a point of your choice within range makes a Wisdom saving throw. On a failed save; the target becomes Frightened for the duration. The illusion calls on the target's deepest fears; manifesting its worst nightmares as an implacable threat. At the end of each of the target's turns; it must succeed on a Wisdom saving throw or take 4d10 Psychic damage. On a successful save; the spell ends for that target.

Warlock Illusion

Power Word Kill

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

You speak a word of power that overwhelms the mind of one creature you can see within range; instantly killing it. If the creature you chose has 100 Hit Points or fewer; it dies. Otherwise; the spell has no effect.

Warlock Enchantment

Wish

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

(Genie Patron spell - always prepared) The mightiest spell a mortal can cast. By simply speaking aloud; you can alter the very foundations of reality. The basic use of this spell is to duplicate any other spell of 8th level or lower - this requires no material components and no preparation. You can also create any effect you describe; though the DM determines what occurs and how. If your wish is not one of the basic uses; there is a 33% chance the spell fails; and stress weakens you: your Strength drops to 3 for 2d4 days; you can't cast this spell again for 2d4 days; and you have Disadvantage on attack rolls and saving throws until you finish a Long Rest.

Warlock Conjuration

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