Warlock Spells: Difference between revisions

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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.
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.
== Level 4 ==
{| class="wikitable"
|+ Aura of Doom
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| Level: 4 || Casting Time: 1 Action || Illusion
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| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.
{| class="wikitable"
|+ Banishment
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| Level: 4 || Casting Time: 1 Action || Abjuration
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.<br>
If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br>
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
{| class="wikitable"
|+ Blight
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| Level: 4 || Casting Time: 1 Action || Necromancy
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| Range: 30ft || Duration: Instant || Components: VS
|}
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.<br>
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.<br>
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.<br>
'''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.
{| class="wikitable"
|+ Boulder Shot
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| Level: 4 || Casting Time: 1 Action || Transmutation
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| Range: 120ft || Duration: Instant || Components: VS
|}
You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, such as a floor, wall or ceiling. The surface must be at least 1 foot deep, or else the spell fails.<br>
When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage, falls prone, and is pushed 15 feet away from the boulder's originating point on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed. This spell attack ignores disadvantage from a target being Prone<br>
The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone.
This spell deals double damage to objects and structures.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Charm Monster
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| Level: 4 || Casting Time: 1 Action || Enchantment
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| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Dimension Door
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| Level: 4 || Casting Time: 1 Action || Conjuration
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| Range: 500ft || Duration: Instant || Components: V
|}
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."<br>
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 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.<br>
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.
{| class="wikitable"
|+ Gravity Sinkhole
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| Level: 4 || Casting Time: 1 Action || Evocation
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| Range: 120ft || Duration: Instant || Components: VSM (a black marble)
|}
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Hallucinatory Terrain
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| Level: 4 || Casting Time: 10 Minutes || Illusion
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| Range: 300ft || Duration: 24 Hours || Components: VSM (a tone, a twig, and a bit of green plant)
|}
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.<br>
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
{| class="wikitable"
|+ Heat Wave
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| Level: 4 || Casting Time: 1 Action || Evocation
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| Range: 50ft Still Emanation || Duration: Instant || Components: VSM (a chunk of cast iron)
|}
A wave of nauseatingly hot air swirls briefly in a 5O-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion.<br>
A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell.<br>
''At Higher Levels.'' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Maroon
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| Level: 4 || Casting Time: 1 Action || Conjuration
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| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
You attempt to send one creature that you can see within range to a random uninhabited island on the same plane of existence. The target must succeed on a Charisma saving throw or be marooned. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is humanoid, when the spell ends the target remains there. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
{| class="wikitable"
|+ Psychic Lance
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| Level: 4 || Casting Time: 1 Action || Enchantment
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| Range: 120ft || Duration: Instant || Components: V
|}
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.<br>
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
{| class="wikitable"
|+ Shadow of Moil
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| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 10ft Moving Emanation || Duration: Instant, 1 Minute (Concentration) || Components: VSM (an undead eyeball encased in a gem worth at least 150GP)
|}
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.<br>
Until the spell ends, 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, dealing it 2d8 necrotic damage.
{| class="wikitable"
|+ Sickening Radiance
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| Level: 4 || Casting Time: 1 Action || Evocation
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| Range: 120ft || Duration: Instant, 10 Minutes (Concentration) || Components: VS
|}
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.<br>
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit 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.
{| class="wikitable"
|+ Solipsism
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| Level: 4 || Casting Time: 1 Action || Illusion
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| Range: 120ft || Duration: 1 Round || Components: VSM (a crushed button worth at least 1CP)
|}
You create the image on an object, a creature, or some other visible phenomenon that is no larger than a 40-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatuers other than you can immediately identify as an illusion. As long as you believe in it, you may treat it as real. A creature other than you may make a wisdom save to attempt to believe in it, and are able to treat it as real on a successful save.
{| class="wikitable"
|+ Speedy Courier
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| Level: 4 || Casting Time: 1 Action || Conjuration
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| Range: 10ft || Duration: 10 Minutes || Components: VSM (25GP, or mineral goods of equivalent value, which the spell consumes)
|}
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, 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, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.<br>
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.<br>
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.<br>
'''At Higher Levels.''' When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
{| class="wikitable"
|+ Wind Funnel
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (an empty bottle with a stopper)
|}
You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone.<br>
Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by ld8 for each slot level above 4th.