Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
As a Warlock, you can learn the following spells.
Spell Level: Cantrip
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Combat, Warding
Saving Throw: None
Ritual: No
Scaling: None
Whenever a creature makes an attack roll against you before the spell ends, the attacker subtracts 1d4 from the attack roll.
Spell Level: Cantrip
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Touch
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic
Saving Throw: None
Ritual: No
Scaling: Character Level
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spell Level: Cantrip
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Force, Damage
Saving Throw: None
Ritual: No
Scaling: Character Level
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Spell Level: Cantrip
Spell School: Enchantment
Casting Time: 1 Action ()
Components: S, M (some makeup)
Range: 10 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Buff, Deception, Social
Saving Throw: Wisdom
Ritual: No
Scaling: None
You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you.
Spell Level: 1
Spell School: Abjuration
Casting Time: 1 Bonus Action ()
Components: V, S, M (a shard of blue glass)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Cold, Buff, Warding
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the Cold damage both increase by 5 for each spell slot level above 1.
Spell Level: 1
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 10 ft. Sphere
Duration: Instantaneous
Conditions/Effects: Necrotic, Control
Saving Throw: Strength
Ritual: No
Scaling: Spell Slot Level
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10-foot Emanation originating from you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage and can’t take Reactions until the start of its next turn. On a successful save, a target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a drop of blood)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Debuff
Saving Throw: Charisma
Ritual: No
Scaling: Spell Slot Level
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control, Social
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a pinch of colorful sand)
Range: Self
Area: 15 ft. Cone
Duration: Instantaneous
Conditions/Effects: Blinded, Control
Saving Throw: Constitution
Ritual: No
Scaling: None
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S, M (A pinch of soot and salt)
Range: Self
Area: None
Duration: Time
Conditions/Effects: Social
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
Spell Level: 1
Spell School: Divination
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: 30 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Detection
Saving Throw: None
Ritual: Yes
Scaling: None
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Spell Level: 1
Spell School: Transmutation
Casting Time: 1 Bonus Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Movement
Saving Throw: None
Ritual: No
Scaling: None
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Spell Level: 1
Spell School: Evocation
Casting Time: 1 Reaction (which you take in response to taking damage from a creature that you can see within 60 feet of yourself)
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Fire, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
Spell Level: 1
Spell School: Enchantment
Casting Time: 1 Bonus Action ()
Components: V, S, M (the petrified eye of a newt)
Range: 90 ft.
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Necrotic, Damage, Debuff
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
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 roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability.
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 2 (up to 4 hours), 3–4 (up to 8 hours), or 5+ (24 hours).
Spell Level: 1
Spell School: Illusion
Casting Time: 1 Minute ()
Components: S, M (ink worth 10+ GP, which the spell consumes)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Communication
Saving Throw: None
Ritual: Yes
Scaling: None
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be 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, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Spell Level: 2
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a sliver of glass)
Range: 60 ft.
Area: 5 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Slashing, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target’s head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of the target, or the spell ends.
Spell Level: 2
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, M (bat fur and a piece of coal)
Range: 60 ft.
Area: 15 ft. Sphere
Duration: Concentration (10 Minute)
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
Spell Level: 2
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Reaction (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components)
Components: S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Negation
Saving Throw: Constitution
Ritual: No
Scaling: None
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
Spell Level: 3
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 120 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: V, S, M (a white feather)
Range: Self
Area: 30 ft. Cone
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Control, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a feather)
Range: Touch
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spell Level: 3
Spell School: Transmutation
Casting Time: 1 Action ()
Components: V, S, M (a bit of gauze)
Range: Touch
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Buff, Movement
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
While in this form, the target’s only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage; it has Immunity to the Prone condition; and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.
The target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. Finally, the target can’t attack or cast spells.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Spell Level: 3
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a pickled tentacle)
Range: 150 ft.
Area: 20 ft. Sphere
Duration: Concentration (1 Minute)
Conditions/Effects: Cold, Blinded, Control, Damage
Saving Throw: Dexterity
Ritual: No
Scaling: Spell Slot Level
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Using a Higher-Level Spell Slot. The Cold or Acid damage (your choice) increases by 1d6 for each spell slot level above 3.
Spell Level: 3
Spell School: Illusion
Casting Time: 1 Action ()
Components: S, M (a pinch of confetti)
Range: 120 ft.
Area: 30 ft. Cube
Duration: Concentration (1 Minute)
Conditions/Effects: Charmed, Incapacitated, Control
Saving Throw: Wisdom
Ritual: No
Scaling: None
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Spell Level: 4
Spell School: Abjuration
Casting Time: 1 Action ()
Components: V, S, M (a pentacle)
Range: 30 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Banishment, Control
Saving Throw: Charisma
Ritual: No
Scaling: Spell Slot Level
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic, Damage
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Spell Level: 4
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: 30 ft.
Area: None
Duration: Time
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Spell Level: 4
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V ()
Range: 500 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space.
If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Spell Level: 4
Spell School: Illusion
Casting Time: 10 Minute ()
Components: V, S, M (a mushroom)
Range: 300 ft.
Area: 150 ft. Cube
Duration: Time
Conditions/Effects: Control
Saving Throw: None
Ritual: No
Scaling: None
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Spell Level: 5
Spell School: Divination
Casting Time: 1 Minute ()
Components: V ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Communication, Foreknowledge
Saving Throw: None
Ritual: Yes
Scaling: None
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A Greater Restoration spell cast on you ends this effect.
Spell Level: 5
Spell School: Illusion
Casting Time: 1 Minute ()
Components: V, S, M (a handful of sand)
Range: 10 ft.
Area: None
Duration: Special
Conditions/Effects: Communication, Damage
Saving Throw: Wisdom
Ritual: No
Scaling: None
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.
If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.
You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
Spell Level: 5
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a straight piece of iron)
Range: 90 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Paralyzed
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 5.
Spell Level: 6
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: 500 ft.
Area: None
Duration: Concentration (10 Minute)
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S, M (the powder of a crushed black pearl worth 500+ GP)
Range: 150 ft.
Area: 60 ft. Cube
Duration: Instantaneous
Conditions/Effects: Necrotic, Damage
Saving Throw: Constitution
Ritual: No
Scaling: Spell Slot Level
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 6.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Minute ()
Components: V, S, M (one 150+ GP black onyx stone for each corpse)
Range: 10 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Control, Creation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.
Using a Higher-Level Spell Slot. If you use a level 7 spell slot, you can animate or reassert control over four Ghouls. If you use a level 8 spell slot, you can animate or reassert control over five Ghouls or two Ghasts or Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies. See the Monster Manual for these stat blocks.
Spell Level: 6
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Frightened, Poisoned, Unconscious, Debuff
Saving Throw: Wisdom
Ritual: No
Scaling: None
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
On each of your turns until the spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.
Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.
Sickened. The target has the Poisoned condition.
Spell Level: 7
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Buff, Teleportation
Saving Throw: None
Ritual: No
Scaling: Spell Slot Level
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
Spell Level: 7
Spell School: Necromancy
Casting Time: 1 Action ()
Components: V, S ()
Range: 60 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Necrotic, Control, Creation, Damage
Saving Throw: Constitution
Ritual: No
Scaling: None
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.
Spell Level: 7
Spell School: Evocation
Casting Time: 1 Action ()
Components: V, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
Range: 100 ft.
Area: 10 ft. Cube
Duration: Concentration (1 Hour)
Conditions/Effects: Control, Warding
Saving Throw: Charisma
Ritual: No
Scaling: None
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S, M (a key ring with no keys)
Range: 150 ft.
Area: None
Duration: Instantaneous
Conditions/Effects: Psychic
Saving Throw: Intelligence
Ritual: No
Scaling: None
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spell Level: 8
Spell School: Conjuration
Casting Time: 1 Action ()
Components: S ()
Range: 60 ft.
Area: None
Duration: Time
Conditions/Effects: Utility
Saving Throw: None
Ritual: No
Scaling: None
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).
When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.
Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V, S ()
Range: Self
Area: None
Duration: Concentration (1 Hour)
Conditions/Effects: Charmed, Control
Saving Throw: Wisdom
Ritual: No
Scaling: Spell Slot Level
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.
You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.
You can command the target to take a Reaction but must take your own Reaction to do so.
Using a Higher-Level Spell Slot. Your Concentration can last longer with a level 9 spell slot (up to 8 hours).
Spell Level: 8
Spell School: Enchantment
Casting Time: 1 Action ()
Components: V ()
Range: Self
Area: None
Duration: Time
Conditions/Effects: Social
Saving Throw: None
Ritual: No
Scaling: None
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Spell Level: 9
Spell School: Necromancy
Casting Time: 1 Hour ()
Components: V, S, M (for each of the spell’s targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)
Range: 10 ft.
Area: None
Duration: Until Dispelled
Conditions/Effects: Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target’s body is left behind in a state of suspended animation; it has the Unconscious condition, doesn’t need food or air, and doesn’t age.
A target’s astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target’s body and astral form both die.
A target’s astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target’s body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.
Any damage or other effects that apply to an astral form have no effect on the target’s body and vice versa. If a target’s body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.
When the spell ends for a target who isn’t dead, the target reappears in its body and exits the state of suspended animation.
Spell Level: 9
Spell School: Divination
Casting Time: 1 Minute ()
Components: V, S, M (a hummingbird feather)
Range: Touch
Area: None
Duration: Time
Conditions/Effects: Buff, Debuff, Foreknowledge
Saving Throw: None
Ritual: No
Scaling: None
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
Spell Level: 9
Spell School: Conjuration
Casting Time: 1 Action ()
Components: V, S, M (a diamond worth 5,000+ GP)
Range: 60 ft.
Area: None
Duration: Concentration (1 Minute)
Conditions/Effects: Control, Teleportation
Saving Throw: None
Ritual: No
Scaling: None
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Spell Level: 9
Spell School: Abjuration
Casting Time: 1 Minute ()
Components: V, S, M (a statuette of the target worth 5,000+ GP)
Range: 30 ft.
Area: None
Duration: Until Dispelled
Conditions/Effects: Restrained, Unconscious, Control, Warding
Saving Throw: Wisdom
Ritual: No
Scaling: None
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can’t be moved by any means.
Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the Unconscious condition and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.