Warlock Spell List

Cantrips

Acid Splash
Conjuration, V/S
1 action, 60 ft., Instant

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on an Agility saving throw or take 1d6 acid damage.   At Higher Levels: This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
  Blade Ward
Abjuration, V/S
1 action, Self, 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have +10 resistance against crushing, piercing, and slashing damage.
  Chill Touch
Necromancy, V/S
1 action, 120 ft., 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has −3 on attack rolls against you until the end of your next turn.   At Higher Levels: This spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
  Control Flames
Mysticism, S
1 action, 60 ft., Instant or 1 hour

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  Create Bonfire
Conjuration, V/S
1 action, 60 ft., C. up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on an Agility saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.   At Higher Levels: The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
  Dancing Lights
Thaumaturgy, V/S/M
1 action, 120 ft., C. up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
  Eldritch Blast
Mysticism, V/S
1 action, 120 ft., Instant

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.   At Higher Levels: The spell creates more than one beam when you reach higher levels: two beams at 4th level and three beams at 8th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
  Encode Thoughts
Mysticism, S
1 action, Self, 8 hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.   If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as Detect Thoughts or Modify Memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.   Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting Detect Thoughts on the strand has the same effect.)
  Fire Bolt
Conjuration, V/S
1 action, 60 ft., Instant

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.   At Higher Levels: This spell’s damage increases by 1d10 when you reach 4th level (2d10) and 8th level (3d10).
  Friends
Enchantment, S/M
1 action, Self, C. up to 1 minute

For the duration, you gain +4 on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature makes an Intelligence saving throw. On a success, it realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it.
Frostbite
Mysticism, V/S
1 action, 60 ft., Instant

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it suffers −5 on the next weapon attack roll it makes before the end of its next turn.   At Higher Levels: The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
  Green-flame Blade
Enchantment, S/M
1 action, Self (5-ft. radius), Instant

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.   At Higher Levels: At 4th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 8th level (2d8 and 2d8).
  Infestation
Conjuration, V/S/M
1 action, 30 ft. Instant

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move.   At Higher Levels. The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
  Light
Thaumaturgy, V/M
1 action, Touch, 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, make a melee spell attack against their Touch AC. If you miss, the spell fails.
  Mage Hand
Conjuration, V/S
1 action, 30 ft., 1 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.
  Mending
Transmutation, V/S/M
1 minute, Touch, Instant

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
  Message
Mysticism, V/S/M
1 action, 120 ft., 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
  Mind Sliver
Enchantment, V
1 action, 60 ft., 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.   At Higher Levels: This spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
  Minor Illusion
Illusion, S/M
1 action, 30 ft., 1 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 its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mould Earth
Transmutation, S
1 action, 30 ft., Instant or 1 hour

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  Poison Spray
Conjuration, V/S
1 action, 10 ft., Instant

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   At Higher Levels: This spell’s damage increases by 1d12 when you reach 4th level (2d12) and 8th level (3d12).
  Prestidigitation
Mysticism, V/S
1 action, 10 ft., Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  Produce Flame
Conjuration, V/S
1 action, Self, 10 minutes

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.   You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.   At Higher Levels: This spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
  Ray of Frost
Conjuration, V/S
1 action, 60 ft., Instant

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   At Higher Levels. The spell’s damage increases by 1d8 when you reach 4th level (2d8) and 8th level (3d8).
  Shape Water
Transmutation, S
1 action, 30 ft., Instant or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
  Thunderclap
Transmutation, S
1 action, Self (5-ft. radius), Instant

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.   At Higher Levels: The spell’s damage increases by 1d6 when you reach 4th level (2d6) and 8th level (3d6).
  Toll the Dead
Necromancy, V/S
1 action, 60 ft., Instant

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Willpower saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.   At Higher Levels: The spell’s damage increases by one die when you reach 4th level (2d8 or 2d12) and 8th level (3d8 or 3d12).
  True Strike
Enchantment, S
1 action, 30 ft., 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain +20 to your first attack roll against the target. The target also suffers −2 to attack rolls against you until the start of your next turn.
 

First Level

Animate Shadow
Necromancy, V/S/M
1 action, 60 ft., C. up to 1 minute

You bring to life the shadow of a creature you can see within range. The target must make a Willpower saving throw. On a failed save, the target's shadow animates and obeys your orders. The shadow can move and attack any time during your turn. The shadow cannot move more than 10 feet from the target, and can make a melee spell attack, adding your spellcasting modifier to its attack roll. On a sucessful hit, it deals 1d6 necrotic damage. At the beginning of each of the target's turns before the spell ends, the target must make a Willpower saving throw, the spell ending with a successful save.   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.
  Armour of Agathys
Abjuration, V/S/M
1 action, Self, 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
  Arms of Hadar
Conjuration, V/S
1 action, Self (10-ft. radius), Instant

You invoke the power of Hadār, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.   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.
  Bane
Necromancy, V/S/M
1 action, 30 ft., C. up to 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.   This spell may be learned from Pnakotic Manuscript Fragment II.
  Beast Bond
Enchantment, V/S/M
1 action, Touch, C. up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 2 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains +5 to attack rolls against any creature within 5 feet of you that you can see.
  Cause Fear
Enchantment, V/S
1 action, 60 ft., C. up to 1 minute

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Willpower saving throw or become Frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  Chaos Bolt
Necromancy, V/S
1 action, 120 ft., Instant

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
d8 Damage type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Radiant
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.   This spell may be learned from the Amenon Chydaiteton.
  Charm Person
Enchantment, V/S
1 action, 30 ft., 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and 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 regards you as a friendly acquaintance. When the spell ends, the creature must fail an Intelligence saving throw or it knows it was charmed by you.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
  Colour Spray
Illusion, V/S/M
1 action, Self (15-ft. cone), 1 round

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).   Starting with the creature that has the lowest current hit points, each creature affected by this spell is Blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for the creature to be affected.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
  Command
Enchantment, V
1 action, 60 ft., 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Willpower saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
  • 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 falls prone and then ends its turn.
  • Halt: The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
  At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.   This spell may be learned from Pnakotic Manuscript Fragment III
  Comprehend Languages
Mysticism, V/S/M
1 action, Self, 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. 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 doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
  Create or Destroy Water
Conjuration, V/S/M
1 action, 30 ft., Instant

You either create or destroy water.
  • Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
  • Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
  At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
  Detect Magic
Mysticism, V/S
1 action, Self, C. up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disguise Self
Illusion, V/S
1 action, Self, 1 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, objects pass through the hat, 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 its action to inspect your appearance and must succeed on an Investigation check against your spell save DC.
  Dissonant Whispers
Mysticism, V
1 action, 60 ft., Instant

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Willpower saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.   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.
  Entangle
Conjuration, V/S
1 action, 90 ft., C. up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.   A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.   When the spell ends, the conjured plants wilt away.
  Expeditious Retreat
Enchantment, V/S
1 bonus action, Self, C. up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
  Færie Fire
Thaumaturgy, V
1 action, 60 ft., C. up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   Any creature in the area when the spell is cast is also outlined in light if it fails an Agility saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object gains +5 if the attacker can see it, and the affected creature or object can’t benefit from being Invisible.
  False Life
Necromancy, V/S/M
1 action, Self, 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.   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.
  Feather Fall
Enchantment, V/M
1 reaction, 60 ft., 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  Find Familiar
Conjuration, V/S/M
1 hour, 10 ft., Instant

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.   Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
  Gloom
Thaumaturgy, S/M
1 action, touch, 1 hour

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).   You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object reduces natural light in a 40-foot radius sphere. Within that sphere, Bright Light becomes Dim Light, Dim Light becomes Normal Darkness, and Normal Darkness just seems a bit deeper and darker than it should but is otherwise unaffected. At the time of casting, you may choose whether the area of gloom appears soothing or sinister in nature. This spell has no affect on light from any magical source nor any additional effect on darkvision other than the new level of illumination normally would. Additionally, overlapping areas of this same spell do not further reduce the level of illumination. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on an Agility saving throw to avoid the spell.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 5 feet for each slot level above 1st.
  Grease
Conjuration, V/S/M
1 action, 60 ft., 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on an Agility saving throw or fall Prone. A creature that enters the area or ends its turn there must also succeed on an Agility saving throw or fall Prone.
  Hail of Thorns
Conjuration, V
1 bonus action, Self, C. up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make an Agility saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.   At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
  Hellish Rebuke
Mysticism, V/S
1 reaction, when you are damaged by a creature within 60 ft. of you that you can see, 60 ft., Instant

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make an Agility saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.   This spell may be learned from the Codex Quinque Infernorum
Hex
Necromancy, V/S/M
1 bonus action, 90 ft., C. up to 1 hour

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 suffers −3 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 subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this spell early.   At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
  Hideous Laughter
Enchantment, V/S/M
1 action, 30 ft., C. up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Willpower saving throw or fall Prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.   At the end of each of its turns, and each time it takes damage, the target can make another Willpower saving throw. The target gains +6 to the saving throw if it’s triggered by damage. On a success, the spell ends.
  Ice Knife
Conjuration, S/M
1 action, 60 ft., Instant

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Constitution saving throw or take 2d6 cold damage.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
  Illusory Script
Illusion, S/M
1 minute, Touch, 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.   To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.   Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
  Inflict Wounds
Necromancy, V/S
1 action, Touch, Instant

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
  Longstrider
Enchantment, V/S/M
1 action, Touch, 1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
  Mage Armour
Abjuration, V/S/M
1 action, Touch, 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Agility modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
  Ray of Sickness
Necromancy, V/S
1 action, 60 ft., Instant

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also Poisoned until the end of your next turn.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
  Silent Image
Illusion, V/S/M
1 action, 60 ft., C. up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.   You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.   Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
  Sleep
Enchantment, V/S/M
1 action, 90 ft., 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  Unseen Servant
Conjuration, V/S/M
1 action, 60 ft., 1 hour

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 1, and it can’t attack. If it drops to 0 hit points, the spell ends.   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. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.   If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.   This spell may be learned from the Codex Umbrarum
  Witch Bolt
Conjuration, V/S/M
1 action, 30 ft., C. up to 1 minute

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.   At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
 

Second Level

chastaë's putrid bounty:necromancy, feast of worms:necromancy 2 - alter self:transmutation, arcanist’s magic aura:illusion, blindness/deafness:necromancy, calm emotions:enchantment, cloud of daggers:conjuration, continual flame:mysticism, crown of madness:enchantment*, darkness:thaumaturgy, darkvision:enchantment, detect thoughts:mysticism, earthbind:transmutation, enthrall:enchantment, flaming sphere:conjuration, heat metal:transmutation, hold person:enchantment, invisibility:illusion, knock:thaumaturgy, levitate:enchantment, mind spike:mysticism*, mirror image:illusion*, misty step:transmutation, moon beam:thaumaturgy, phantasmal force:illusion, ray of enfeeblement:necromancy, shadow blade:necromancy*, shatter:transmutation, silence:illusion, spider climb:enchantment, spike growth, suggestion:enchantment     Ataxia
Enchantment, V/S
1 action, 30 ft., C. up to 1 minute

You dampen the motor functions of a creature. A creature you can see must make a Constitution saving throw. On a failed save, you impose a penalty on the target, reducing either their Agility or Strength by 1d4 for the duration of the spell. At the end of each of the target's turns before the spell ends, they must make a Constitution saving throw, the spell ending on a successful save.   At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the number of targets the spell can affect increases by one for each slot level above 2nd.
3 - animate dead:necromancy*, bestow curse:necromancy*, counterspell:abjuration, daylight:thaumaturgy, dispel magic:abjuration, elemental weakness:enchantment, enemies abound:enchantment, fear:illusion, feign death:necromancy, fly:enchantment, gaseous form:transmutation, hunger of hadar:conjuration*, hypnotic pattern:illusion, life transference:necromancy, magic circle:abjuration, major image:illusion, meld into stone:transmutation, melf’s minute meteors:conjuration, nondetection:abjuration, remove curse:abjuration, sending:mysticism, summon fey:conjuration, summon lesser demons:conjuration*, summon shadow:conjuration*, thunder step:mysticism, tongues:mysticism, vampiric touch:necromancy

Comments

Please Login in order to comment!