Warlock Spells: Difference between revisions

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== Level 3 ==
== Level 3 ==
{| class="wikitable"
|+ Alone
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom Saving Throw, on a failure, it treats its allies as if they were invisible and silenced. The target cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the target can repeat the Saving throw. On a successful Save, the spell ends.
{| class="wikitable"
|+ Anticipate Thought
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (Something that belongs to the target, worth at least 1CP)
|}
This spell taps into a target's mind so you get an impression of the actions it will take. The target must make a Wisdom Saving Throw, on a failure, you have advantage on all attacks against the target, and on all saves imposed by the target.
{| class="wikitable"
|+ Barrow Haze
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You create a 20ft radius sphere of black, necromantic fog, centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of fast or greater speed (at least 25 miles per hour) disperses it. The haze has a necromantic link to you and the vapors do not interfere with your vision. You are considered to be within 5ft of all points within the haze for the purposes of casting spells with a range of Touch, or performing Melee Weapon Attacks<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the radius of the fog increases by 20 feet for each slot level above 3rd.
{| class="wikitable"
|+ Bloatbomb
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
You attempt to excite a volatile reaction within a living creature. Roll 5d8. If the target creature has fewer remaining Hit Points than the amount rolled, it immediately drops to zero Hit Points. The next creature to touch the target within the next minute causes an explosion in a 10ft radius sphere, centered on the target. Creatures within range must make a Dexterity Saving throw, taking 3d6 Acid Damage on a failed Save, or half as much damage on a successful Save.
{| class="wikitable"
|+ Body Double
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: V
|}
Choose a creature within range, it makes a Charisma Saving Throw, on a failed Save, the target's appearance, scent, sounds, and mannerisms change to match those of another creature within range of your choice of the same size category. The target can choose to fail the Saving Throw. As long as the two targets are the same size, they are indistinguishable from each other.<br>
'''At Higher Levels.''' If you cast this with a spell slot of 5th level or higher, the duration is instead 8 hours.
{| class="wikitable"
|+ Call The Void
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
This spell surrounds you with a 10ft aura of nothingness that moves with you and channels mysterious energies. Other creatures within the area of you are Slowed, and when a creature enters the area for the first time on a turn or starts its turn there it must make a Charisma Saving throw, taking 3d10 Force Damage on a failed Save, or half damage on a successful Save. A creature in the area cannot breath or speak, and sound cannot pass through the area.<br>
'''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. When you cast this spell using a spell slot of 5th level or higher, the range increases by 5ft for every two slot levels above 3rd.
{| class="wikitable"
|+ Clairvoyance
|-
| Level: 3 || Casting Time: 10 Minutes || Divination
|-
| Range: 1 Mile || Duration: 10 Minutes (Concentration) || Components: VSM (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
|}
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.<br>
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.<br>
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
{| class="wikitable"
|+ Counterspell
|-
| Level: 3 || Casting Time: 1 Reaction when you see a creature within 60ft of you casting a spell || Abjuration
|-
| Range: 60ft || Duration: Instant || Components: S
|}
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
{| class="wikitable"
|+ Discovery Torch
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VS
|}
An object you touch emanates a 20ft radius of Bright Light that clings to objects carrying a weight of significance. Creatures of your choice within the area of this light gain Advantage on checks discover secrets and clues.
{| class="wikitable"
|+ Dispel Magic
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
{| class="wikitable"
|+ Dream Reality
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft || Duration: 10 Minutes || Components: V
|}
You cause the target to perceive the world as if in a dream. When the spell ends, the target must make a Wisdom Saving Throw, forgetting all identifying details of events that transpired while the spell lasted on a failure. The creature treats these memories as if they were a dream, and will not believe otherwise by non-magical means.
{| class="wikitable"
|+ Enemies Abound
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VS
|}
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, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.<br>
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, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
{| class="wikitable"
|+ Fear
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 30ft Emanated Cone || Duration: 1 Minute (Concentration) || Components: VSM (w white feather or the heart of a hen)
|}
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot emanated cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.<br>
While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
{| class="wikitable"
|+ Fly
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 10 Minutes (Concentration) || Components: VSM (a wing feather from any bird)
|}
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.<br>
'''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.
{| class="wikitable"
|+ Gaseous Form
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (a bit of cause and a wisp of smoke)
|}
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.<br>
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.<br>
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
{| class="wikitable"
|+ Hunger of Darkness
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VSM (a pickled octopus tentacle)
|}
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold 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 are blinded.<br>
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.
{| class="wikitable"
|+ Hypnotic Pattern
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: SM (a glowing stick of incense or a crystal vial filled with phosphorescent material)
|}
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.<br>
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.
{| class="wikitable"
|+ Impossible Angles
|-
| Level: 3 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: V
|}
You cause a 20ft radius sphere centered on a point you choose within range to distort. The angles and corners of the area subtly twist and contort, creating unnatural and impossible shapes. For the duration, the area becomes difficult terrain.<br>
Any creatures in the area when this spell is cast, or that enter the area must succeed a Wisdom Saving Throw or become disoriented and become Poisoned until it leaves the area.<br>
An affected creature can make a Wisdom Saving Throw at the end of each of its turns, ending the effect on a success.
{| class="wikitable"
|+ Incite Greed
|-
| Level: 3 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a gem worth at least 50GP)
|}
When you cast this spell, 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, or until you or your companions do anything harmful to it. While charmed in this way, 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, but simply stares greedily at the gem you present.<br>
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
{| class="wikitable"
|+ Intellect Fortress
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: 30ft || Duration: 1 Hour (Concentration) || Components: V
|}
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.<br>
'''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. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Petrify
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (a petrified bone or amber worth at least 75GP)
|}
A beam of amber earthen energy lances from your finger toward one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 5d10 necrotic damage, and it must make a Constitution saving throw if it has any limbs. On a failed saving throw, you choose one of its limbs to affect. That limb is turned to stone until the spell ends, and cannot be used to make attacks. This spell also has an additional effect based on which limb you chose as follows:<br>
'''Arm.''' The target can no longer hold anything with the affected arm. If it only has one functional arm remaining, it can't hold anything with two hands, and it can hold only a single object at a time. If no arms remain, it can't hold anything at all.<br>
'''Leg.''' The target's speed on foot is halved. If half or more of its legs are not functional and not replaced by prostheses, it must use a cane or crutch to move, it falls prone after using the Dash action, and it has disadvantage on Dexterity checks made to balance. If no legs remain, it can't walk at all, and must crawl.<br>
'''Wing.''' The target's flying speed is halved. If half or more of its wings aren't functional or replaced by prostheses, it cannot fly without the aid of magic.<br>
'''Tail.''' The target's swimming and climbing speeds are halved, except those granted by magic, unless the limb is replaced by a prosthesis.<br>
'''Fin.''' The target's swimming speed is halved unless it is granted by magic or the limb is replaced by a prosthesis.
For the duration, the target must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell two times, the spell ends. If it fails saves four times, it stops making saving throws for this spell The successes and failures don't need to be consecutive; keep track of both until the target collects enough of either kind.<br>
If you maintain your concentration on this spell for the full duration, the limb stays petrified until the effect is dispelled or removed. Any effect that can end the petrified condition or restore a missing limb can also end this effect. If the affected limb is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.<br>
Undead, constructs, and creatures that cannot be petrified are entirely immune to this spell<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.
{| class="wikitable"
|+ Pulse Wave
|-
| Level: 3 || Casting Time: 1 Action || Evocation
|-
| Range: 30ft Emanated Cone || Duration: Instant, 1 Minute (Concentration) || Components: VS
|}
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.<br>
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.<br>
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
{| class="wikitable"
|+ Remove Curse
|-
| Level: 3 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: Instant || Components: VS
|}
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.
{| class="wikitable"
|+ Spirit Shroud
|-
| Level: 3 || Casting Time: 1 Bonus Action || Necromancy
|-
| Range: 10ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.<br>
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, 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.<br>
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.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
{| class="wikitable"
|+ Thunder Step
|-
| Level: 3 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: Instant || Components: V
|}
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.<br>
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, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.<br>
'''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.
{| class="wikitable"
|+ Tongues
|-
| Level: 3 || Casting Time: 1 Action || Divination
|-
| Range: Touch || Duration: 1 Hour || Components: VM (a small clay model of a ziggurat)
|}
This spell grants a willing creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
{| class="wikitable"
|+ Vampiric Touch
|-
| Level: 3 || Casting Time: 1 Action || Necromancy
|-
| Range: Self || Duration: 1 Minute (Concentration) || Components: VS
|}
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.<br>
'''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.
{| class="wikitable"
|+ Vile Swarm
|-
| Level: 3 || Casting Time: 1 Action || Illusion
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (a tiny bug or other vermin)
|}
You call forth a swarm of vermin that attacks all other creatures within its area. The swarm begins adjacent to you, and you may move it up to 20 feet as an Action on subsequent turns. A creature that begins its turn in the swarm or enters it for the first time on a turn must make a Constitution saving throw, suffering 5d10 poison damage on a failed save, or half damage on a success.