D&D Next Spellbook Card Generator
D&D Next Spellbook Card Generator
D&D Next Spellbook Card Generator
Warlock Abjuration cantrip Warlock (TCE) Evocation cantrip Warlock (SCAG) Evocation cantrip
Warlock Necromancy cantrip Warlock (XGE) Conjuration cantrip Warlock Evocation cantrip
Warlock Enchantment cantrip Warlock (XGE) Evocation cantrip Warlock (TCE) Evocation cantrip
0
0
0
0
0
0
0
0
0
0
0
GREEN-FLAME BLADE INFESTATION LIGHTNING LURE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 5 feet 1 action 30 feet 1 action Self (15-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M 1 round V, S, M Instantaneous V Instantaneous
a weapon a living flea You create a lash of lightning energy that strikes
at one creature of your choice that you can see
As part of the action used to cast this spell, you You cause a cloud of mites, fleas, and other within 15 feet of you. The target must succeed
must make a melee attack with a weapon against parasites to appear momentarily on one creature on a Strength saving throw or be pulled up to 10
one creature within the spell's range, otherwise you can see within range. The target must feet in a straight line toward you and then take
the spell fails. On a hit, the target suffers the succeed on a Constitution saving throw, or it 1d8 lightning damage if it is within 5 feet of you.
attack's normal effects, and green fire leaps from takes 1d6 poison damage and moves 5 feet in a At Higher Levels: This spell's damage
the target to a different creature of your choice random direction if it can move and its speed is increases by 1d8 when you reach 5th level (2d8),
that you can see within 5 feet of it. The second at least 5 feet. Roll a d4 for the direction: 1, 11th level (3d8), and 17th level (4d8).
creature takes fire damage equal to your north: 2, south: 3, east: or 4, west. This
spellcasting ability modifier. movement doesn't provoke opportunity attacks,
This spell's damage increases when you reach and if the direction rolled is blocked, the target
higher levels. At 5th level, the melee attack deals doesn't move.
an extra 1d8 fire damage to the target, and the The spell's damage increases by 1d6 when you
fire damage to the second creature increases to reach 5th level (2d6), 11th level (3d6), and 17th
1d8 + your spellcasting ability modifier. Both level (4d6).
damage rolls increase by 1d8 at 11th level and
17th level.
Warlock (SCAG) Evocation cantrip Warlock (XGE) Conjuration cantrip Warlock (TCE) Evocation cantrip
Warlock (SCAG) Evocation cantrip Warlock Conjuration cantrip Warlock (XGE) Transmutation cantrip
Warlock (TCE) Enchantment cantrip Warlock Illusion cantrip Warlock Conjuration cantrip
0
0
0
0
0
0
0
0
0
0
0
PRESTIDIGITATION SWORD BURST SWORD BURST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action Self (5-foot radius) 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Up to 1 hour V Instantaneous V Instantaneous
This spell is a minor magical trick that novice You create a momentary circle of spectral blades You create a momentary circle of spectral blades
spellcasters use for practice. You create one of the that sweep around you. All other creatures that sweep around you. Each creature within
following magical effects within range. within 5 feet of you must succeed on a Dexterity range, other than you, must succeed on a
• You create an instantaneous, harmless sensory saving throw or take 1d6 force damage. Dexterity saving throw or take 1d6 force
effect, such as a shower of sparks, a puff of wind, faint At Higher Levels: This spell's damage damage.
musical notes, or an odd odor. increases by 1d6 when you reach 5th level (2d6), The spell's damage increases by 1d6 when you
• You instantaneously light or snuff out a candle, a 11th level (3d6), and 17th level (4d6). reach 5th level (2d6), 11th level (3d6), and 17th
torch, or a small campfire. level (4d6).
• 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.
Warlock Transmutation cantrip Warlock (TCE) Conjuration cantrip Warlock (SCAG) Conjuration cantrip
Warlock (XGE) Evocation cantrip Warlock (XGE) Necromancy cantrip Warlock Divination cantrip
Warlock 1st level Abjuration Warlock 1st level Conjuration Warlock (Fiend) 1st level Evocation
0
1
0
1
0
1
0
1
0
1
1
CAUSE FEAR CHARM PERSON COMMAND [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S 1 hour V 1 round
minute
You attempt to charm a humanoid you can see You speak a one-word command to a creature you can
You awaken the sense of mortality in one within range. It must make a Wisdom saving see within range. The target must succeed on a
creature you can see within range. A construct throw, and does so with advantage if you or your Wisdom saving throw or follow the command on its
or an undead is immune to this effect. The target companions are fighting it. If it fails the saving next turn. The spell has no effect if the target is
must succeed on a Wisdom saving throw or throw, it is charmed by you until the spell ends or undead, if it doesn't understand your language, or if
become frightened of you until the spell ends. until you or your companions do anything your command is directly harmful to it.
The frightened target can repeat the saving harmful to it. The charmed creature regards you Some typical commands and their effects follow.
throw at the end of each of its turns, ending the as a friendly acquaintance. When the spell ends, You might issue a command other than one described
effect on itself on a success. here. If you do so, the DM determines how the target
the creature knows it was charmed by you. behaves. If the target can't follow your command, the
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell spell ends.
using a spell slot of 2nd level or higher, you can using a spell slot of 2nd level or higher, you can Approach: The target moves toward you by the
target one additional creature for each slot level target one additional creature for each slot level shortest and most direct route, ending its turn if it
above 1st. The creatures must be within 30 feet above 1st. The creatures must be within 30 feet moves within 5 feet of you.
of each other when you target them. of each other when you target them. 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
Warlock (XGE) 1st level Necromancy Warlock 1st level Enchantment Warlock (Fiend) 1st level Enchantment
Warlock (Fiend) 1st level Enchantment Warlock 1st level Divination Warlock (Great Old One) 1st level Enchantment
Warlock 1st level Transmutation Warlock (Archfey) 1st level Evocation Warlock (Undying) 1st level Necromancy
1
1
1
1
1
1
1
1
1
1
1
GUIDING BOLT HELLISH REBUKE HEX
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 reaction 60 feet 1 bonus action 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V, S Instantaneous V, S, M Concentration, up to 1
hour
A flash of light streaks toward a creature of your You point your finger, and the creature that
choice within range. Make a ranged spell attack damaged you is momentarily surrounded by the petrified eye of a newt
against the target. On a hit, the target takes 4d6 hellish flames. The creature must make a You place a curse on a creature that you can see
radiant damage, and the next attack roll made Dexterity saving throw. It takes 2d10 fire within range. Until the spell ends, you deal an
against this target before the end of your next damage on a failed save, or half as much damage extra 1d6 necrotic damage to the target
turn has advantage, thanks to the mystical dim on a successful one. whenever you hit it with an attack. Also, choose
light glittering on the target until then. At Higher Levels: When you cast this spell one ability when you cast the spell. The target
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the has disadvantage on ability checks made with
using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level the chosen ability.
damage increases by 1d6 for each slot level above 1st. If the target drops to 0 hit points before this spell
above 1st. 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.
Warlock 1st level Evocation Warlock 1st level Evocation Warlock 1st level Enchantment
ILLUSORY SCRIPT (RITUAL) PROTECTION FROM EVIL AND GOOD RAY OF SICKNESS
CASTING TIME RANGE CASTING TIME RANGE
CASTING TIME RANGE
1 minute Touch 1 action Touch
1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
COMPONENTS DURATION
S, M 10 days V, S, M Concentration, up to 10
minutes V, S Instantaneous
a lead-based ink worth at least 10 gp, which the spell consumes
holy water or powdered silver and iron, which the spell consumes A ray of sickening greenish energy lashes out
You write on parchment, paper, or some other toward a creature within range. Make a ranged
suitable writing material and imbue it with a Until the spell ends, one willing creature you spell attack against the target. On a hit, the
potent illusion that lasts for the duration. touch is protected against certain types of target takes 2d8 poison damage and must make
To you and any creatures you designate when creatures - aberrations, celestials, elementals, a Constitution saving throw. On a failed save, it is
you cast the spell, the writing appears normal, fey, fiends, and undead. also poisoned until the end of your next turn.
written in your hand, and conveys whatever The protection grants several benefits. At Higher Levels: When you cast this spell
meaning you intended when you wrote the text. Creatures of those types have disadvantage on using a spell slot of 2nd level or higher, the
To all others, the writing appears as if it were attack rolls against the target. The target also damage increases by 1d8 for each slot level
written in an unknown or magical script that is can't be charmed, frightened, or possessed by above 1st.
unintelligible. Alternatively, you can cause the them. If the target is already charmed,
writing to appear to be an entirely different frightened, or possessed by such a creature, the
message, written in a different hand and target has advantage on any new saving throw
language, though the language must be one you against the relevant effect.
know.
Should the spell be dispelled, the original script
and the illusion both disappear.
A creature with truesight can read the hidden
message.
Warlock 1st level Illusion Warlock 1st level Abjuration Warlock (Undying) 1st level Necromancy
Warlock 1st level Abjuration Warlock (Archfey) 1st level Enchantment Warlock (Great Old One) 1st level Enchantment
1
1
1
1
1
1
1
1
1
1
1
UNSEEN SERVANT (RITUAL) WITCH BOLT WRATHFUL SMITE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet
1 action 30 feet 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
a piece of string and a bit of wood minute minute
This spell creates an invisible, mindless, shapeless a twig from a tree that has been struck by lightning The next time you hit with a melee weapon
force that performs simple tasks at your command attack during this spell's duration, your attack
until the spell ends. The servant springs into existence A beam of crackling, blue energy lances out deals an extra 1d6 psychic damage. Additionally,
in an unoccupied space on the ground within range. It toward a creature within range, forming a if the target is a creature, it must make a Wisdom
has AC 10, 1 hit point, and a Strength of 2, and it can't sustained arc of lightning between you and the saving throw or be frightened of you until the
attack. If it drops to 0 hit points, the spell ends. target. Make a ranged spell attack against that spell ends. As an action, the creature can make a
Once on each of your turns as a bonus action, you can creature. On a hit, the target takes 1d12 Wisdom check against your spell save DC to
mentally command the servant to move up to 15 feet lightning damage, and on each of your turns for steel its resolve and end this spell.
and interact with an object. The servant can perform the duration, you can use your action to deal
simple tasks that a human servant could do, such as 1d12 lightning damage to the target
fetching things, cleaning, mending, folding clothes, automatically. The spell ends if you use your
lighting fires, serving food, and pouring wine. Once action to do anything else. The spell also ends if
you give the command, the servant performs the task the target is ever outside the spell's range or if it
to the best of its ability until it completes the task, has total cover from you.
then waits for your next command. At Higher Levels: When you cast this spell
If you command the servant to perform a task that using a spell slot of 2nd level or higher, the initial
would move it more than 60 feet away from you, the damage increases by 1d12 for each slot level
spell ends. above 1st.
Warlock 1st level Conjuration Warlock 1st level Evocation Warlock 1st level Evocation
Warlock (Dao) 1st level Abjuration Warlock (Djinni) 1st level Evocation Warlock (Efreeti) 1st level Evocation
Warlock (Fathomless) 1st level Transmutation Warlock (Fathomless) 1st level Evocation Warlock (Genie) 1st level Divination
1
1
1
1
1
1
1
1
1
1
1
FOG CLOUD BLINDNESS/DEAFNESS BLUR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 30 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V 1 minute V Concentration, up to 1
hour minute
You can blind or deafen a foe. Choose one
You create a 20-foot-radius sphere of fog creature that you can see within range to make a Your body becomes blurred, shifting and
centered on a point within range. The sphere Constitution saving throw. If it fails, the target is wavering to all who can see you. For the
spreads around corners, and its area is heavily either blinded or deafened (your choice) for the duration, any creature has disadvantage on
obscured. It lasts for the duration or until a wind duration. At the end of each of its turns, the attack rolls against you. An attacker is immune
of moderate or greater speed (at least 10 miles target can make a Constitution saving throw. On to this effect if it doesn't rely on sight, as with
per hour) disperses it. a success, the spell ends. blindsight, or can see through illusions, as with
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell truesight.
using a spell slot of 2nd level or higher, the radius using a spell slot of 3rd level or higher, you can
of the fog increases by 20 feet for each slot level target one additional creature for each slot level
above 1st. above 2nd.
Warlock (Marid) 1st level Conjuration Warlock (Fiend)(Undying) 2nd level Necromancy Warlock 2nd level Illusion
Warlock 2nd level Evocation Warlock (Archfey) 2nd level Enchantment Warlock 2nd level Conjuration
Warlock 2nd level Enchantment Warlock 2nd level Evocation Warlock (Great Old One) 2nd level Divination
1
2
1
2
2
2
2
2
2
2
2
DETECT THOUGHTS [2/2] EARTHBIND ENTHRALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 300 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Concentration, up to 1 V, S 1 minute
minute minute
You weave a distracting string of words, causing
a copper piece Choose one creature you can see within range. creatures of your choice that you can see within
Yellow strips of magical energy loop around the range and that can hear you to make a Wisdom
make an Intelligence check contested by your creature. The target must succeed on a Strength
Intelligence check if it succeeds, the spell ends. saving throw. Any creature that can't be
saving throw, or its flying speed (if any) is charmed succeeds on this saving throw
Questions verbally directed at the target reduced to 0 feet for the spell's duration. An
creature naturally shape the course of its automatically, and if you or your companions are
airborne creature affected by this spell safely fighting a creature, it has advantage on the save.
thoughts, so this spell is particularly effective as descends at 60 feet per round until it reaches the
part of an interrogation. On a failed save, the target has disadvantage on
ground or the spell ends. Wisdom (Perception) checks made to perceive
You can also use this spell to detect the presence any creature other than you until the spell ends
of thinking creatures you can't see. When you
cast the spell or as your action during the or until the target can no longer hear you. The
duration, you can search for thoughts within 30 spell ends if you are incapacitated or can no
feet of you. The spell can penetrate barriers, but longer speak.
2 feet of rock, 2 inches of any metal other than
lead, or a thin sheet of lead blocks you. You can't
detect a creature with an Intelligence of 3 or
lower or one that doesn't speak any language.
Once you detect the presence of a creature in
this way, you can read its thoughts for the rest of
the duration as described above, even if you
can't see it, but it must still be within range.
Warlock (Great Old One) 2nd level Divination Warlock (XGE) 2nd level Transmutation Warlock 2nd level Enchantment
Warlock 2nd level Conjuration Warlock 2nd level Enchantment Warlock 2nd level Illusion
Warlock (Celestial) 2nd level Abjuration Warlock (XGE) 2nd level Divination Warlock 2nd level Illusion
2
2
2
2
2
2
2
2
2
2
2
MISTY STEP PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2]
Warlock 2nd level Conjuration Warlock (Archfey)(Great Old One) 2nd level Illusion Warlock (Archfey)(Great Old One) 2nd level Illusion
Warlock 2nd level Necromancy Warlock (Fiend) 2nd level Evocation Warlock (XGE) 2nd level Illusion
Warlock 2nd level Evocation Warlock (Undying) 2nd level Illusion Warlock 2nd level Transmutation
2
2
2
2
2
2
2
2
2
2
2
SUGGESTION [1/2] SUGGESTION [2/2] SPIKE GROWTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 8 V, M Concentration, up to 8 V, S, M Concentration, up to 10
hours hours minutes
a snake's tongue and either a bit of honeycomb or a drop of sweet a snake's tongue and either a bit of honeycomb or a drop of sweet seven sharp thorns or seven small twigs, each sharpened to a
oil oil point
You suggest a course of activity (limited to a sentence performed. The ground in a 20-foot radius centered on a
or two) and magically influence a creature you can see If you or any of your companions damage the point within range twists and sprouts hard spikes
within range that can hear and understand you. target, the spell ends. and thorns. The area becomes difficult terrain
Creatures that can't be charmed are immune to this for the duration. When a creature moves into or
effect. The suggestion must be worded in such a within the area, it takes 2d4 piercing damage for
manner as to make the course of action sound every 5 feet it travels.
reasonable. Asking the creature to stab itself, throw The transformation of the ground is
itself onto a spear, immolate itself, or do some other camouflaged to look natural. Any creature that
obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a can't see the area at the time the spell is case
failed save, it purses the course of action you must make a Wisdom (Perception) check against
described to the best of its ability. The suggested your spell save DC to recognize the terrain as
course of action can continue for the entire duration. hazardous before entering it.
If the suggested activity can be completed in a shorter
time, the spell ends when the subject finishes what it
was asked to do.
You can also specify conditions that will trigger a
special activity during the duration. For example, you
might suggest that a knight five her warhorse to the
first beggar she meets. If the condition isn't met
before the spell expires, the activity isn't
Warlock 2nd level Enchantment Warlock 2nd level Enchantment Warlock (Dao) 2nd level Transmutation
Warlock (Djinni) 2nd level Evocation Warlock (Efreeti) 2nd level Evocation Warlock (Fathomless) 2nd level Evocation
Warlock (Fathomless) 2nd level Illusion Warlock (Genie) 2nd level Illusion Warlock (Genie) 2nd level Illusion
2
2
2
2
2
2
2
2
2
2
2
BLUR BLINK CLAIRVOYANCE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 10 minutes 1 mile
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S 1 minute V, S, M Concentration, up to 10
minute minutes
Roll a d20 at the end of each of your turns for the
Your body becomes blurred, shifting and duration of the spell. On a roll of 11 or higher, you a focus worth at least 100 gp, either a jeweled horn for hearing or
wavering to all who can see you. For the vanish from your current plane of existence and a glass eye for scrying
duration, any creature has disadvantage on appear in the Ethereal Plane (the spell fails and the You create an invisible sensor within range in a
attack rolls against you. An attacker is immune casting is wasted if you were already on that plane). At
the start of you next turn, and when the spell ends if location familiar to you (a place you have visited or
to this effect if it doesn't rely on sight, as with seen before) or in an obvious location that is
blindsight, or can see through illusions, as with you are on the Ethereal Plane, you return to an
unoccupied space of your choice that you can see unfamiliar to you (such as behind a door, around a
truesight. corner, or in a grove of trees). The sensor remains in
within 10 feet of the space you vanished from. If no
unoccupied space is available within that range, you place for the duration, and it can't be attacked or
appear in the nearest unoccupied space (chosen at otherwise interacted with. When you cast the spell,
random if more than one space is equally near). You you choose seeing or hearing. You can use the chosen
can dismiss this spell as an action. sense through the sensor as if you were in its space. As
While on the Ethereal Plane, you can see and hear the your action, you can switch between seeing and
plane you originated from, which is cast in shades of hearing. A creature that can see the sensor (such as a
gray, and you can't see anything more than 60 feet creature benefitting from see invisibility or truesight)
away. You can only affect and be affected by other sees a luminous, intangible orb about the size of your
creatures on the Ethereal Plane. Creature that aren't fist.
there can't perceive you or interact with you, unless When you cast the spell, you choose seeing or hearing.
they have the ability to do so. 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. A creature that can see
the sensor (such as a creature benefitting from see
invisibility or truesight) sees a luminous, intangible
orb about the size of your
Warlock (Marid) 2nd level Illusion Warlock (Archfey)(Hexblade) 3rd level Transmutation Warlock (Great Old One) 3rd level Divination
Warlock (Great Old One) 3rd level Divination Warlock 3rd level Abjuration Warlock 3rd level Evocation
Warlock 3rd level Abjuration Warlock 3rd level Transmutation Warlock (XGE) 3rd level Enchantment
2
3
2
3
3
3
3
3
3
3
3
FEAR FEIGN DEATH (RITUAL) FIREBALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (30-foot cone) 1 action Touch 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 1 hour V, S, M Instantaneous
minute
a pinch of graveyard dirt a tiny ball of bat guano and sulfur
a white feather or the heart of a hen
You touch a willing creature and put it into a A bright streak flashes from your pointing finger
You project a phantasmal image of a creature's cataleptic state that is indistinguishable from to a point you choose within range then
worst fears. Each creature in a 30-foot cone death. blossoms with a low roar into an explosion of
must succeed on a Wisdom saving throw or drop For the spell's duration, or until you use an action flame. Each creature in a 20-foot radius must
whatever it is holding and become frightened for to touch the target and dismiss the spell, the make a Dexterity saving throw. A target takes
the duration. target appears dead to all outward inspection 8d6 fire damage on a failed save, or half as much
While frightened by this spell, a creature must and to spells used to determine the target's damage on a successful one.
take the Dash action and move away from you by status. The target is blinded and incapacitated, The fire spreads around corners. It ignites
the safest available route on each of its turns, and its speed drops to 0. The target has flammable objects in the area that aren't being
unless there is nowhere to move. If the creature resistance to all damage except psychic damage. worn or carried.
ends its turn in a location where it doesn't have If the target is diseased or poisoned when you At Higher Levels: When you cast this spell
line of sight to you, the creature can make a cast the spell, or becomes diseased or poisoned using a spell slot of 4th level or higher, the
Wisdom saving throw. On a successful save, the while under the spell's effect, the disease and damage increases by 1d6 for each slot level
spell ends for that creature. poison have no effect until the spell ends. above 3rd.
Warlock 3rd level Illusion Warlock (Undying) 3rd level Necromancy Warlock (Fiend) 3rd level Evocation
Warlock 3rd level Transmutation Warlock 3rd level Transmutation Warlock 3rd level Conjuration
Warlock 3rd level Illusion Warlock (TCE) 3rd-level abjuration Warlock 3rd level Abjuration
3
3
3
3
3
3
3
3
3
3
3
MAGIC CIRCLE [2/2] MAJOR IMAGE [1/2] MAJOR IMAGE [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 10 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minutes minutes
holy water or powdered silver and iron worth at least 100 gp,
which the spell consumes a bit of fleece a bit of fleece
using a spell slot of 4th level or higher, the You create the image of an object, a creature, or some reveals it to be an illusion, because things can
duration increases by 1 hour for each slot level other visible phenomenon that is no larger than a 20- pass through it. A creature that uses its action to
above 3rd. foot cube. The image appears at a spot that you can examine the image can determine that it is an
see within range and lasts for the duration. It seems illusion with a successful Intelligence
completely real, including sounds, smells, and (Investigation) check against your spell save DC.
temperature appropriate to the thing depicted. You If a creature discerns the illusion for what it is,
can't create sufficient heat or cold to cause damage, a the creature can see through the image, and its
sound loud enough to deal thunder damage or deafen other sensory qualities become faint to the
a creature, or a smell that might sicken a creature (like
a troglodyte's stench). creature.
As long as you are within range of the illusion, you can At Higher Levels: When you cast this spell
use your action to cause the image to move to any using a spell slot of 6th level or higher, the spell
other spot within range. As the image changes lasts until dispelled, without requiring your
location, you can alter its appearance so that its concentration.
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. Similarly, you can cause the illusion to
make different sounds at different times, even making
it carry on a conversation, for example.
Physical interaction with the image
Warlock 3rd level Abjuration Warlock 3rd level Illusion Warlock 3rd level Illusion
Warlock (Archfey) 3rd level Transmutation Warlock 3rd level Abjuration Warlock (Celestial) 3rd level Necromancy
Warlock (Great Old One) 3rd level Evocation Warlock (Undying) 3rd level Necromancy Warlock (TCE) 3rd-level necromancy
3
3
3
3
3
3
3
3
3
3
3
STINKING CLOUD SUMMON FEY SUMMON LESSER DEMONS [1/2]
Warlock (XGE) 3rd level Conjuration Warlock (TCE) 3rd-level conjuration Warlock (TCE) 3rd-level necromancy
Warlock (XGE) 3rd level Conjuration Warlock 3rd level Divination Warlock 3rd level Necromancy
3
3
3
3
3
3
3
3
3
3
3
MELD INTO STONE (RITUAL) WIND WALL FIREBALL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 120 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 8 hours
V, S, M Concentration, up to 1 V, S, M Instantaneous
You step into a stone object or surface large enough to minute
fully contain your body, melding yourself and all the a tiny ball of bat guano and sulfur
equipment you carry with the stone for the duration. a tiny fan and a feather of exotic origin
A bright streak flashes from your pointing finger
Using your movement, you step into the stone at a A wall of strong wind rises from the ground at a point to a point you choose within range then
point you can touch. Nothing of your presence you choose within range. You can make the wall up to blossoms with a low roar into an explosion of
remains visible or otherwise detectable by nonmagical 50 feet long, 15 feet high, and 1 foot thick. You can flame. Each creature in a 20-foot radius must
senses. shape the wall in any way you choose so long as it
While merged with the stone, you can't see what make a Dexterity saving throw. A target takes
makes one continuous path along the ground. The wall 8d6 fire damage on a failed save, or half as much
occurs outside it, and any Wisdom (Perception) checks lasts for the duration.
you make to hear sounds outside it are made with When the wall appears, each creature within its area damage on a successful one.
disadvantage. You remain aware of the passage of must make a Strength saving throw. A creature takes The fire spreads around corners. It ignites
time and can cast spells on yourself while merged in 3d8 bludgeoning damage on a failed save, or half as flammable objects in the area that aren't being
the stone. You can use your movement to leave the much damage on a successful one. worn or carried.
stone where you entered it, which ends the spell. You The strong wind keeps fog, smoke, and other gases at At Higher Levels: When you cast this spell
otherwise can't move. bay. Small or smaller flying creatures or objects can't using a spell slot of 4th level or higher, the
Minor physical damage to the stone doesn't harm you, pass through the wall. Loose, lightweight materials damage increases by 1d6 for each slot level
but its partial destruction or a change in its shape (to brought into the wall fly upward. Arrows, bolts, and above 3rd.
the extent that you no longer fit within it) expels you other ordinary projectiles launched at targets behind
and deals 6d6 bludgeoning damage to you. The stone's the wall are deflected upward and automatically miss.
complete destruction (or transmutation into a (Boulders hurled by giants or siege engines, and
different substance) expels you and deals 50 similar projectiles, are unaffected.) Creatures in
bludgeoning damage to you. If expelled, you fall prone gaseous form can't pass through it.
in an unoccupied space closest to where you first
entered.
Warlock (Dao) 3rd level Transmutation Warlock (Djinni) 3rd level Evocation Warlock (Efreeti) 3rd level Evocation
Warlock (Fathomless) 3rd level Evocation Warlock (Fathomless) 3rd level Conjuration Warlock (Genie) 3rd level Conjuration
Warlock (Marid) 3rd level Conjuration Warlock (Undying) 4th level Abjuration Warlock 4th level Abjuration
3
3
3
3
3
4
3
4
3
4
4
BLIGHT CHARM MONSTER DEATH WARD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V, S 8 hours
Necromantic energy washes over a creature of You attempt to charm a creature you can see You touch a creature and grant it a measure of
your choice that you can see within range, within range. It must make a Wisdom saving protection from death.
draining moisture and vitality from it. The target throw, and it does so with advantage if you or The first time the target would drop to 0 hit
must make a Constitution saving throw. The your companions are fighting it. If it fails the points as a result of taking damage, the target
target takes 8d8 necrotic damage on a failed saving throw, it is charmed by you until the spell instead drops to 1 hit point, and the spell ends.
save, or half as much damage on a successful ends or until you or your companions do If the spell is still in effect when the target is
one. This spell has no effect on undead or anything harmful to it. The charmed creature is subjected to an effect that would kill it
constructs. friendly to you. When the spell ends, the instantaneously without dealing damage, that
If you target a plant creature or a magical plant, creature knows it was charmed by you. effect is instead negated against the target, and
it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell the spells ends.
and the spell deals maximum damage to it. using a spell slot of 5th level or higher, you can
If you target a nonmagical plant that isn't a target one additional creature for each slot level
creature, such as a tree or shrub, it doesn't make above 4th. The creatures must be within 30 feet
a saving throw, it simply withers and dies. of each other when you target them.
At Higher Levels: When you cast this spell
using a spell slot of 5th level or higher, the
damage increases by 1d8 for each slot level
above 4th.
Warlock 4th level Necromancy Warlock (XGE) 4th level Enchantment Warlock (Undying) 4th level Abjuration
Warlock (XGE) 4th level Transmutation Warlock (Great Old One) 4th level Conjuration Warlock (Fiend) 4th level Evocation
4
4
4
4
4
4
4
4
4
4
4
GREATER INVISIBILITY GUARDIAN OF FAITH HALLUCINATORY TERRAIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 10 minutes 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V 8 hours V, S, M 24 hours
minute
A Large spectral guardian appears and hovers for a stone, a twig, and a bit of green plant
You or a creature you touch becomes invisible the duration in an unoccupied space of your
until the spell ends. Anything the target is choice that you can see within range. The You make natural terrain in a 150-foot cube in
wearing or carrying is invisible as long as it is on guardian occupies that space and is indistinct range look, sound, and smell like some other sort
the target's person. except for a gleaming sword and shield of natural terrain. Thus, open fields or a road can
emblazoned with the symbol of your deity. be made to resemble a swamp, hill, crevasse, or
Any creature hostile to you that moves to a some other difficult or impassable terrain. A
space within 10 feet of the guardian for the first pond can be made to seem like a grassy meadow,
time on a turn must succeed on a Dexterity a precipice like a gentle slope, or a rock-strewn
saving throw. The creature takes 20 radiant gully like a wide and smooth road. Manufactured
damage on a failed save, or half as much damage structures, equipment, and creatures within the
on a successful one. The guardian vanishes when area aren't changed in appearance.
it has dealt a total of 60 damage. 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.
Warlock (Archfey) 4th level Illusion Warlock (Celestial) 4th level Conjuration Warlock 4th level Illusion
Warlock (Hexblade) 4th level Illusion Warlock (XGE) 4th level Necromancy Warlock (XGE) 4th level Evocation
4
4
4
4
4
4
4
4
4
4
SUMMON GREATER DEMON [2/2] WALL OF FIRE STONE SHAPE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet
1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1
hour V, S, M Concentration, up to 1 V, S, M Instantaneous
minute
a vial of blood from a humanoid killed within the past 24 hours soft clay, which must be worked into roughly the desired shape of
a small piece of phosphorus the stone object
of its ability. If you stop concentrating on the You create a wall of fire on a solid surface within
spell before it reaches its full duration, an You touch a stone object of Medium size or
range. You can make the wall up to 60 feet long, 20 smaller or a section of stone no more than 5 feet
uncontrolled demon doesn't disappear for 1d6 feet high, and 1 foot think, or a ringed wall up to 20
rounds if it still has hit points. in any dimension and form it into any shape that
feet in diameter, 20 feet high, and 1 foot think. The suits your purpose. So, for example, you could
As part of casting the spell, you can form a circle wall is opaque and lasts for the duration. shape a large rock into a weapon, idol, or coffer,
on the ground with the blood used as a material When the wall appears, each creature within its area or make a small passage through a wall, as long
component. The circle is large enough to must make a Dexterity saving throw. On a failed save,
encompass your space. While the spell lasts, the a creature takes 5d8 fire damage, or half as much
as the wall is less than 5 feet thick. You could also
summoned demon can't cross the circle or harm damage on a successful save. shape a stone door or its frame to seal the door
it, and it can't target anyone within it. Using the One side of the wall, selected by you when you cast shut. The object you create can have up to two
material component in this manner consumes it this spell, deals 5d8 fire damage to each creature that hinges and a latch, but finer mechanical detail
when the spell ends. ends its turn within 10 feet of that side or inside the isn't possible.
At Higher Levels: When you cast this spell wall. A creature takes the same damage when it enters
using a spell slot of 5th level or higher, the the wall for the first time on a turn or ends its turn
challenge rating increases by 1 for each slot level there. The other side of the wall deals no damage.
above 4th. At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
Warlock (XGE) 4th level Conjuration Warlock (Celestial)(Fiend) 4th level Evocation Warlock (Dao) 4th level Transmutation
Warlock (Djinni) 4th level Illusion Warlock (Efreeti) 4th level Evocation Warlock (Fathomless) 4th level Transmutation
Warlock (Fathomless) 4th level Transmutation Warlock (Fathomless) 4th level Transmutation Warlock (Fathomless) 4th-level conjuration
4
4
4
4
4
4
4
4
4
4
4
PHANTASMAL KILLER CONTROL WATER [1/3] CONTROL WATER [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 300 feet 1 action 300 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 10 V, S, M Concentration, up to 10
minute minutes minutes
You tap into the nightmares of a creature you a drop of water and a pinch of dust a drop of water and a pinch of dust
can see within range and create an illusory Until the spell ends, you control any freestanding water in the area to move apart and create a trench.
manifestation of its deepest fears, visible only to water inside an area you choose that is a cube up to The trench extends across the spell's area, and the
that creature. The target must make a Wisdom 100 feet on a side. You can choose from any of the separated water forms a wall to either side. The
saving throw. On a failed save, the target following effects when you cast this spell. As an action trench remains until the spell ends or you choose a
becomes frightened for the duration. At the end on your turn, you can repeat the same effect or choose different effect. The water then slowly fills in the
of each of the target's turns before the spell a different one. trench over the course of the next round until the
ends, the target must succeed on a Wisdom Flood: You cause the water level of all standing water normal water level is restored.
saving throw or take 4d10 psychic damage. On a in the area to rise by as much as 20 feet. If the area Redirect Flow: You cause flowing water in the area
successful save, the spell ends. includes a shore, the flooding water spills over onto to move in a direction you choose, even if the water
At Higher Levels: When you cast this spell dry land. has to flow over obstacles, up walls, or in other
using a spell slot of 5th level or higher, the If you choose an area in a large body of water, you unlikely directions. The water in the area moves as
damage increases by 1d10 for each slot level instead create a 20-foot tall wave that travels from you direct it, but once it moves beyond the spell's area,
above 4th. one side of the area to the other and then crashes it resumes its flow based on the terrain conditions.
down. Any Huge or smaller vehicles in the wave's path The water continues to move in the direction you
are carried with it to the other side. Any Huge or chose until the spell ends or you choose a different
smaller vehicles struck by the wave have a 25 percent effect.
chance of capsizing. Whirlpool: This effect requires a body of water at
The water level remains elevated until the spell ends least 50 feet square and 25 feet deep. You cause a
or you choose a different effect. If this effect produced whirlpool to form in the center of the area. The
a wave, the wave repeats on the start of your next turn whirlpool forms a vortex that is 5 feet wide at the
while the flood effect lasts. base, up to 50 feet wide at the top, and 25 feet tall.
Part Water: You cause
Warlock (Genie) 4th level Illusion Warlock (Marid) 4th level Transmutation Warlock (Marid) 4th level Transmutation
Warlock (Marid) 4th level Transmutation Warlock (Hexblade) 5th level Abjuration Warlock 5th level Divination
5
4
5
4
5
4
5
4
5
5
DANSE MACABRE [2/2] DOMINATE PERSON [1/2] DOMINATE PERSON [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Concentration, up to 1 V, S Concentration, up to 1
hour minute minute
level above 5th. You attempt to beguile a humanoid that you can see throw succeeds, the spell ends.
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell
throw or be charmed by you for the duration. If you or using a 6th-level spell slot, the duration is
creatures that are friendly to you are fighting it, it has concentration, up to 10 minutes. When you use a
advantage on the saving throw. 7th-level spell slot, the duration is concentration,
While the target is charmed, you have a telepathic link up to 1 hour. When you use a spell slot of 8th
with it as long as the two of you are on the same plane level or higher, the duration is concentration, up
of existence. You can use this telepathic link to issue to 8 hours.
commands to the creature while you are conscious (no
action required), which it does its best to obey. You
can specify a simple and general course of action, such
as Attack that creature, Run over there, or Fetch that
object. If the creature completes the order and
doesn't receive further direction from you, it defends
and preserves itself to the best of its ability.
You can use your action to take total and precise
control of the target. Until the end of your next turn,
the creature takes only the actions you choose, and
doesn't do anything that you don't allow it to do.
During this time you can also cause the creature to
use a reaction, but this requires you to use your own
reaction as well.
Each time the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
Warlock (XGE) 5th level Necromancy Warlock (Archfey)(Great Old One)
5th level Enchantment Warlock (Archfey)(Great Old One)
5th level Enchantment
Warlock 5th level Illusion Warlock 5th level Illusion Warlock (XGE) 5th level Necromancy
Warlock (XGE) 5th level Conjuration Warlock (Celestial)(Fiend) 5th level Evocation Warlock (Celestial) 5th level Abjuration
5
5
5
5
5
5
5
5
5
5
5
HALLOW [1/3] HALLOW [2/3] HALLOW [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
24 hours Touch 24 hours Touch 24 hours Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Until dispelled V, S, M Until dispelled
herbs, oils, and incense worth at least 1,000 gp, which the spell herbs, oils, and incense worth at least 1,000 gp, which the spell herbs, oils, and incense worth at least 1,000 gp, which the spell
consumes consumes consumes
You touch a point and infuse an area around it with spell's area for the first time on a turn or starts its turn Extradimensional Interference: Affected
holy (or unholy) power. The area can have a radius up there, it can make a Charisma saving throw. On a creatures can't move or travel using
to 60 feet, and the spell fails if the radius includes an success, the creature ignores the extra effect until it teleportation or by extradimensional or
area already under the effect a hallow spell. The leaves the area. interplanar means.
affected area is subject to the following effects. Courage: Affected creatures can't be frightened Fear: Affected creatures are frightened while in
First, celestials, elementals, fey, fiends, and undead while in the area. the area.
can't enter the area, nor can such creatures charm, Darkness: Darkness fills the area. Normal light, as Silence: No sound can emanate from within the
frighten, or possess creatures within it. Any creature well as magical light created by spells of a lower level area, and no sound can reach into it.
charmed, frightened, or possessed by such a creature than the slot you used to cast this spell, can't
is no longer charmed, frightened, or possessed upon illuminate the area. Tongues: Affected creatures can communicate
entering the area. You can exclude one or more of Daylight: Bright light fills the area. Magical darkness with any other creature in the area, even if they
those types of creatures from this effect. created by spells of a lower level than the slot you don't share a common language.
Second, you can bind an extra effect to the area. used to cast this spell can't extinguish the light.
Choose the effect from the following list, or choose an Energy Protection: Affected creatures in the area
effect offered by the DM. Some of these effects apply have resistance to one damage type of your choice,
to creatures in the area, you can designate whether except for bludgeoning, piercing, or slashing.
the effect applies to all creatures, creatures that Energy Vulnerability: Affected creatures in the area
follow a specific deity or leader, or creatures of a have vulnerability to one damage type of your choice,
specific sort, such as ores or trolls. When a creature except for bludgeoning, piercing, or slashing.
that would be affected enters the Everlasting Rest: Dead bodies interred in the area
can't be turned into undead.
Warlock (Fiend) 5th level Evocation Warlock (Fiend) 5th level Evocation Warlock (Fiend) 5th level Evocation
Warlock 5th level Enchantment Warlock (XGE) 5th level Conjuration Warlock (XGE) 5th level Conjuration
a ruby worth at least 999 gp incense worth at least 250 gp, which the spell consumes, and four a broken bone and a square of black silk
ivory strips worth at least 50 gp each
or higher, the challenge rating increases by 1 for You send ribbons of negative energy at one
each slot level above 5th. Name or describe a person, place, or object. The creature you can see within range. Unless the
spell brings to your mind a brief summary of the target is undead, it mus t make a Constitution
significant lore about the thing you named. The saving throw, taking 5d12 necrotic damage on a
lore might consist of current tales, forgotten failed save, or half as much damage on a
stories, or even secret lore that has never been successful one. A target killed by this damage
widely known. If the thing you named isn't of rises up as a zombie at the start of your next
legendary importance, you gain no information. turn. The zombie pursues whatever creature it
The more information you already have about can see that is closest to it. Statistics for the
the thing, the more precise and detailed the zombie are in the Monster Manual.
information you receive is. If you target an undead with this spell, the target
The information you learn is accurate but might doesn't make a saving throw. Instead, roll 5d12.
be couched in figurative language. For example, The target gains half the total as temporary hit
if you have a mysterious magic axe on hand, the points.
spell might yield this information - Woe to the
evildoer whose hand touches the axe, for even
the haft slices the hand of the evil ones. Only a
true Child of Stone, lover and beloved of
Moradin, may awaken the true powers of the
axe, and only with the sacred word Rudnogg on
the lips.
Warlock (XGE) 5th level Conjuration Warlock (Undying) 5th level Divination Warlock (XGE) 5th level Necromancy
5
5
5
5
5
5
5
5
5
5
5
SCRYING [1/2] SCRYING [2/2] SEEMING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 10 minutes Self 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S 8 hours
minutes minutes
This spell allows you to change the appearance of any
a focus worth at least 1,000 gp, such as a crystal ball, a silver a focus worth at least 1,000 gp, such as a crystal ball, a silver number of creatures that you can see within range.
mirror, or a font filled with holy water mirror, or a font filled with holy water You give each target you choose a new, illusory
You can see and hear a particular creature you choose appearance. An unwilling target can make a Charisma
luminous orb about the size of your fist. saving throw, and if it succeeds, it is unaffected by this
that is on the same plane of existence as you. The Instead of targeting a creature, you can choose a spell.
target must make a Wisdom saving throw, which is location you have seen before as the target of The spell disguises physical appearances as well as
modified by how well you know the target and the sort this spell. When you do, the sensor appears at clothing, armor, weapons, and equipment. You can
of physical connection you have to it. If a target knows that location and doesn't move. make each creature seem 1 foot shorter or taller and
you're casting this spell, it can fail the saving throw appear thin, fat, or in-between. You can't change a
voluntarily if it wants to be observed. target's body type, so you must choose a form that has
Knowledge - Secondhand (you have heard of the the same basic arrangement of limbs. Otherwise, the
target) +5. Firsthand (you have met the target) +0. extent of the illusion is up to you. The spell lasts for
Familiar (you know the target well) -5. the duration, unless you use your action to dismiss it
Connection Likeness or picture -2. Possession or sooner.
garment -4. Body part, lock of hair, bit of nail, or the The changes wrought by this spell fail to hold up to
like -10. physical inspections. For example, if you use this spell
On a successful save, the target isn't affected, and you to add a hat to a creature's outfit objects pass through
can't use this spell against it again for 24 hours. the hat, and anyone who touches it would feel nothing
On a failed save, the spell creates an invisible sensor or would feel the creature's head and hair. If you use
within 10 feet of the target. You can see and hear this spell to appear thinner then you are, the hand of
through the sensor as if you were there. The sensor someone who reaches out to touch you would bump
moves with the target, remaining within 10 feet of it into you while it was seemingly still in midair.
for the duration. A creature that can see invisible A creature can use its action to inspect a target and
objects sees the sensor as a make an Intelligence
Warlock 5th level Divination Warlock 5th level Divination Warlock (Archfey) 5th level Illusion
Warlock (Great Old One) 5th level Transmutation Warlock (XGE) 5th level Evocation Warlock (XGE) 5th level Evocation
5
5
5
5
5
5
5
5
5
5
5
WALL OF STONE [1/2] WALL OF STONE [2/2] SEEMING [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S 8 hours
minutes minutes
This spell allows you to change the appearance of any
a small block of granite a small block of granite number of creatures that you can see within range.
You give each target you choose a new, illusory
A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of appearance. An unwilling target can make a Charisma
at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely saving throw, and if it succeeds, it is unaffected by this
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations, spell.
panels. Each panel must be contiguous with at least on battlements, and so on. The spell disguises physical appearances as well as
other panel. Alternatively, you can create 10-foot-by- The wall is an object made of stone that can be clothing, armor, weapons, and equipment. You can
20-foot panels that are only 3 inches thick. damaged and thus breached. Each panel has AC make each creature seem 1 foot shorter or taller and
If the wall cuts through a creature's space when it 15 and 30 hit points per inch of thickness. appear thin, fat, or in-between. You can't change a
appears, the creature is pushed to one side of the wall Reducing a panel to 0 hit points destroys it and target's body type, so you must choose a form that has
(your choice). If a creature would be surrounded on all the same basic arrangement of limbs. Otherwise, the
sides by the wall (or the wall and another solid might cause connected panels to collapse at the
DM's discretion. extent of the illusion is up to you. The spell lasts for
surface), that creature can make a Dexterity saving the duration, unless you use your action to dismiss it
throw. On a success, it can use its reaction to move up If you maintain your concentration on this spell
for its whole duration, the wall becomes sooner.
to its speed so that it is no longer enclosed by the wall. The changes wrought by this spell fail to hold up to
The wall can have any shape you desire, though it can't permanent and can't be dispelled. Otherwise,
the wall disappears when the spell ends. physical inspections. For example, if you use this spell
occupy the same space as a creature or object. The to add a hat to a creature's outfit objects pass through
wall doesn't need to be vertical or resting on any firm the hat, and anyone who touches it would feel nothing
foundation. It must, however, merge with and be or would feel the creature's head and hair. If you use
solidly supported by existing stone. Thus you can use this spell to appear thinner then you are, the hand of
this spell to bridge a chasm or create a ramp. someone who reaches out to touch you would bump
If you create a span greater into you while it was seemingly still in midair.
A creature can use its action to inspect a target and
make an Intelligence
Warlock (Dao) 5th level Evocation Warlock (Dao) 5th level Evocation Warlock (Djinni) 5th level Illusion
BIGBY'S HAND (APPEARS AS A TENTACLE) BIGBY'S HAND (APPEARS AS A TENTACLE) CONE OF COLD
[2/3] [3/3]
CASTING TIME RANGE
CASTING TIME RANGE CASTING TIME RANGE 1 action Self (60-foot cone)
1 action 120 feet 1 action 120 feet
COMPONENTS DURATION
COMPONENTS DURATION COMPONENTS DURATION V, S, M Instantaneous
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute a small crystal or glass cone
an eggshell and a snakeskin glove an eggshell and a snakeskin glove A blast of cold air erupts from your hands. Each
creature in a 60-foot cone must make a
smaller, you have advantage on the check. If you is higher than the hand's Strength score, the Constitution saving throw. A creature takes 8d8
succeed, the hand pushes the target up to 5 feet plus a target can move toward you through the hand's cold damage on a failed save, or half as much
number of feet equal to five times your spellcasting space, but that space is difficult terrain for the
ability modifier. The hand moves with the target to damage on a successful one.
target. A creature killed by this spell becomes a frozen
remain within 5 feet of it. At Higher Levels: When you cast this spell
Grasping Hand. The hand attempts to grapple a statue until it thaws.
using a spell slot of 6th level or higher, the At Higher Levels: When you cast this spell
Huge or smaller creature within 5 feet of it. You use damage from the clenched fist option increases
the hand's Strength score to resolve the grapple. If the using a spell slot of 6th level or higher, the
target is Medium or smaller, you have advantage on by 2d8 and the damage from the grasping hand damage increases by 1d8 for each slot level
the check. While the hand is grappling the target, you increases by 2d6 for each slot level above 5th. above 5th.
can use a bonus action to have the hand crush it.
When you do so, the target takes bludgeoning damage
equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself
between you and a creature you choose until you give
the hand a different command. The hand moves to
stay between you and the target, providing you with
half cover against the target. The target can't move
through the hand's space if its Strength score is less
than or equal to the hand's Strength score. If its
Strength score
Warlock (Fathomless) 5th level Evocation Warlock (Fathomless) 5th level Evocation Warlock (Fathomless) 5th level Evocation
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CREATION CONE OF COLD MISLEAD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action Self (60-foot cone) 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Special V, S, M Instantaneous S Concentration, up to 1
hour
a tiny piece of matter of the same type of the item you plan to a small crystal or glass cone
create You become invisible at the same time that an
A blast of cold air erupts from your hands. Each illusory double of you appears where you are
You pull wisps of shadow material from the creature in a 60-foot cone must make a
Shadowfell to create a nonliving object of vegetable standing. The double lasts for the duration, but
Constitution saving throw. A creature takes 8d8 the invisibility ends if you attack or cast a spell.
matter within range - soft goods, rope, wood, or cold damage on a failed save, or half as much
something similar. You can also use this spell to create You can use your action to move your illusory
damage on a successful one. double up to twice your speed and make it
mineral objects such as stone, crystal, or metal. The A creature killed by this spell becomes a frozen
object created must be no larger than a 5-foot cube, gesture, speak, and behave in whatever way you
and the object must be of a form and material that you statue until it thaws. choose.
have seen before. At Higher Levels: When you cast this spell You can see through its eyes and hear through its
The duration depends on the object's material. If the using a spell slot of 6th level or higher, the ears as if you were located where it is. On each of
object is composed of multiple materials, use the damage increases by 1d8 for each slot level your turns as a bonus action, you can switch
shortest duration. above 5th. from using its senses to using your own, or back
Duration: Vegetable matter - 1 day. Stone/crystal - 12 again. While you are using its senses, you are
hours. Precious metals - 1 hour. Gems - 10 minutes. blinded and deafened in regard to your own
Adamantine/Mithral - 1 minute. surroundings.
Using any material created by this spell as another
spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a
spell slot of 6th level or higher, the cube increases by 5
feet for each slot level above 5th.
Warlock (Genie) 5th level Illusion Warlock (Marid) 5th level Evocation Warlock (TCE) 5th level Illusion
Warlock (TCE) 5th level Abjuration Warlock (TCE) 5th level Abjuration Warlock (TCE) 5th level Conjuration
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