Warlock Spell Descriptions
Warlock Spells
Custom Made Spells For A Custom Warlock Class.
Cantrips:
Blade Ward
| CT 1 | RANGE Self | DUR 1 rnd |
| SV none | SR YES | COMP Focus |
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn. You have a -1 to your AC and opponents have a -1 to hit with slashing, bludgeoning or Piercing weapons dealt by weapon attacks.
Chill Touch
| CT 1 | RANGE touch | DUR Instant |
| SV None | SR Yes | COMP Focus |
Vou create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes ld6 damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target. it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by ld8 when you reach 5th levei (2d6). 11th leveI (3d6), and 17th levei (4d6).
Eldritch Blast:
| CT 1 | RANGE 1 target | DUR Instant |
| SV None | SR Yes | COMP Focus |
A beam of crackling energy streaks toward a creature within range. Make a ranged attack against the target. On a hit, the target takes 1d6 damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make a separate attack roll for each beam.
**If this is chosen at level 1 as the boon, you can use this unlimited times.
Minor Illusion
| CT 1 | RANGE 30ft. | DUR 1 minute |
| SV INT | SR No | COMP Focus |
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. lf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
lf you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
lf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence check against it. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Prestidigitation
| CT 1 | RANGE 10 ft. | DUR 1 hour |
| SV No | SR No | COMP Focus |
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- Vou create an instantaneous. harmless sensory effect. such as a shower of sparks. a puff of wind. faint musical notes. or an odd odor.
- You instantaneously light or snuff out a candle. a torch. or a small campfire.
- You instantaneously dean or soil an object no larger than 1 cubic foot.
- You chill, warm. or flavor up to I cubic foot of nonliving material for 1 hour.
- You make a color. a small mark. or a symbol appear on an object area surface for I hour.
- You create a nonmagical trinket or an iIlusory image that can tit in your hand and that lasts until the end of your next turn.
1st Level:
Armor of Edus
| CT 1 | RANGE Self | DUR 1 Hour |
| SV no | SR no | COMP Focus |
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 damage. On a roll of 20, your armor gives 10 hit points and will deal 10 damage.
At Higher Leve/s. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Arms of Hastor
| CT 1 | RANGE Self (10'r) | DUR Instant |
| SV Yes | SR Yes | COMP V, Focus |
You invoke the power of Hastor, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures, ally and enemy, within 10 feet of you. Each creature in that area must make a save vs Spell. On a failed save, a target takes 2d6 magical damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. On a 20, the damage is done 3d6, and the save for half is at a -2.
Choking Cloud
| CT 1 | RANGE 90' | DUR 1 minute+Concentration |
| SV YES | SR yes | COMP V, Focus |
You create a 10-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make a save vs. poison. On a failed save, the creature spends its action that turn choking on the poison. Damage is 2d4. Save for half. On a roll of a 20, the damage is 4d4 and the save is at a -2.
Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after I round.
Flaming Hand
| CT 1 | RANGE 10' radius | DUR 1 round/level |
| SV yes | SR yes | COMP V,Focus |
The warlock produces gouts of fire from his Hand holding his spell focus to burn his enemies. The spell produces a blast of fire that burns up to three targets within arc range for 1d6+Focus bonus points of damage. All those affected by the spell must make a save vs spell to only take half the damage. On a roll of a 20, there is no save for half damage.
Anyone hit by the fire, that is wearing combustible material is set aflame, lasting 1d4 rounds. this too gains the save vs spell to evade. The spell increases in 1d6 every 3 levels.
Hex
| CT 1 | RANGE 90' | DUR 1 hour+Concentration |
| SV no | SR yes | COMP V, Focus |
You place a curse on a creature that you can see within range. Until the spell ends. you deal an extra Id6 damage to the target whenever you hit it with an attack. Also, The target gets a -2 to any save from anyone other than the Warlock.
Against the warlock's actions, it becomes a -4 to all saves. If the target drops to O hit points before this spell ends, on a subsequent turn of yours, you can move the curse a new creature.
A remove curse cast on the target ends this spell early. On a roll of 20, you can maintain your concentration on the spell for up to 8 hours.
Invoke Patron
| CT 2 | RANGE 90' | DUR 2 min/level |
| SV No | SR No | COMP V, Focus |
The warlock evokes the name and calls for a blessing of their patron, begging for attention by their otherworldly liege to send aid. This spell is a wide range spell, meaning the effects can be up to the decision of the DM. Calling for aid by a ravine, may make a rope ladder appear, or calling for aid, in a cave may summon a lantern that appears and lights the darkness. Invoking patron can make random, mundane things appear. A key, a shield, a pair of boots, a 10' pole, a horse, a rowboat, even a small house, depending on the concordance the warlock has with their patron. This spell should be used sparingly, as this is to most patrons, a small petulant child, shouting until attention is given which can sometimes anger a patron, but it may keep you alive in Edus.
A 20 on the casting gets 3 minutes/level of effect, and your patron commends your bravery and concordance is not lost to the spells casting.
Magic Hand
| CT 3 | RANGE 30' | DUR 1 Minute |
| SV no | SR no | COMP M, Focus |
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your concentration to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, You can move the hand up to 30 feet each time you use it. On a roll of 20, you can use the hand of cast spells of yours from the hand's location, and even use it for touch attacks.
The hand can't attack, activate magic items, or carry more than 10 pounds.
The material component is a piece of a dead corpse.
Narthan's Bond
| CT 1 | RANGE 30' | DUR 1 hour |
| SV Yes | SR Yes | COMP V, Focus |
You touch a target, and you begin a telepathic and metabolic link with them keeping the link while the two of you stay within range, psychically linking each creature to all the others for the duration. Your hit point totals become a sum of the two, and you are able to share health or take health from the person, using this spell as both offense, and defense. Any spell cast upon the warlock, the linked target will feel as well. Until the spell ends, the Warlock can pull health to himself, lessening the health of the target, sharing their own health, sending hit points to them as well. This health sharing will seal wounds and stop bleeding.
Per round, the warlock can pull 1d8 hit points of health, or push 1d8 to the target.
On a roll of 20, the warlock can pull or push 2d6, and also gains a telepathic bond, until the duration ends.
Rebuke
| CT 1 | RANGE 60' | DUR Instant |
| SV Dex | SR Yes | COMP Focus |
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2dlO fire damage on a failed save, or half as much damage on a successful one. At Higher Leveis. When you cast this spell using a spell slot of 2nd levei or higher, the damage increases by ldl0 for each slot levei above 1st.
Runic Alphabet
| CT 1 | RANGE touch | DUR Instant |
| SV No | SR no | COMP V, Focus |
The Warlock scribes a magic symbol, which, when traced, cause incredible things to happen. There are different alphabets: dwarven runes, elder sigils, the hieroglyphs of the sphinxes, and the signs of individual mages. With this spell, the caster can create the simplest runes, those comprehensible to mortals. The caster’s alignment is imbued in the rune traced, and a being triggering the rune of an opposing alignment suffers more dire effects. The caster traces the sign using costly rare materials that must be purchased ahead of time for 50 gp per rune. The spell check is made, determining which energies are imbued into the rune; the caster can choose one rune at or below the result of the check, with the choice made when the rune is inscribed. The rune can be traced in any object: brooch, book, tombstone, archway, door, floor, tabletop, etc. Subtract -2 from the spell check to trace the rune in mid-air; -8 to trace the rune invisibly; or -16 to trace the rune permanently (does not vanish when triggered). The effect is triggered per the specific sign as described below: when touched, passed, gazed upon, etc. There symbol is a single word. Your runic word dictates the effects of the 1st level spell. Sleep, Freeze, Collapse, Blind, Bind, Trip, Sneeze, Fall, Terror, etc.
Stitch Lesser Wound
| CT 1 | RANGE Touch | DUR Instant |
| SV no | SR no | COMP V, Focus |
The warlock calls upon their patron and with a touch can close minor wounds, and stitch skin back together. Using the healing powers of their patron, the warlock can heal 1d6+Focus bonus in hit points, and seal all wounds. This will stop any additional bleed damage.
On a 20, the healing is given a 1d10+Spell focus, and can remove any debilitating effects from poisoning, or disease. This cannot cure the disease, or the poison, but can alleviate any penalties for 2 hours per casting.
Warlock's Retreat
Casting Time: 1
Range: Self
Components: V, Spell Focus
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 20 feet to an unoccupied space that you can see. A ghostly misty image is left in your space, and fades within seconds.
On a roll of 20, You can either skip to a place of thirty feet, or can segment the steps into3, 10 ft jaunts.
Wontu's Wall of Thorns
Casting Time: 2
Range: 60 feet
Components: V, Spell Focus
Duration: Concentration, up to 10 minutes
You create a wall of lough, pliable. tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up lo 20 feel long, 10 feel high, and 5 feet thick or a circle that has a 10-fool diameter and is up lo 10 feel high and 5 feel thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature lakes 2d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 fool a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 2d8 slashing damage on a failed save, or half as much damage on a successful one.
2nd Level:
Cloud of Daggers
Casting Time: 1
Range: 40 feet
Components: V, Spell Focus, M
Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. It takes another 3d4 on any following round it stays within the cloud. On a roll of 20, the daggers become thicker, doing 4d6 damage, then 3d each round it stays in the cloud.
Crown of Madness
Casting Time: 2
Range: 60 feet
Components: V, Spell focus
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a saving throw vs spell or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. The charmed target must use its attack before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose.
On a roll of 20, The warlock can make two attack through the victim, rather than one.
Fury of the Patron
Casting Time: 2
Range: 60 feet
Components: V, Spell Focus
Duration: Instantaneous
A vertical column of divine elemental power roars down from the heavens in a location you specify. Each creature in a 1O foot radius, 40 foot-high cylinder centered on a point within range must make a saving throw vs divine spell. A creature takes 2d4 elemental damage + spell focus, and then must make a save vs divine spell AFTER initial damage. Failure means the target takes 1d4 additional magical damage for every 3 levels of warlock. The save does not prevent the initial fire damage.
On a roll of 20, the initial fire damage becomes 2d8+Spell focus.
- Roll hit
- On hit= 2d4 dmg.
- Monster makes save vs spell
- Fail takes 1d4 per 3 levels
- Pass= no more than initial dmg.
Invisible Companion
Casting Time: 2
Range: 60 feet
Components: V, S, M
Duration: 1 hour
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as an action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, c1eaning, mending, folding c1othes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
In a 20 is rolled, The servant can lift up to 1/2 the weight allowance of the warlock, and can move up to 30 feet per turn.
Spider Limbs
Components: V, S, Spell focus
Range: Touch
AoE: Creature touched
Save: Neg.
Casting Time : 1
Duration: 3 rds. + 1 rd./level
A spider limb spell enables the recipient to grow a pair of 4' long articulated furry spider arms from their shoulder blades. They canclimb and travel upon vertical surfaces as well as a giant spider, or even hang upside down from ceilings. Unwilling victims must be touched and are then allowed a saving throw vs. spell to negate the effect. The effects gives the same movement as the spider climb spell, but frees the warlock's hands for further casting while the two spider limbs allow him to climb or hang safely out of reach.
Warlocks Embrace (enthrall)
Casting Time: 2
Range: 60 feet
Components: V,S
Duration: 1 minute
You weave a distracting string of words becoming prayers to your warlock patron. This liturgy causes creatures of your choice that you can see within range and that can hear you to make a saving throw vs magic. Any creatures that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has +2 bonus to the save. On a failed save, the target has disadvantage on Wisdom checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. This spell affects your level in HD worth of creatures. The spell ends if you are incapacitated or can no longer speak.
If you roll a 20, the Embrace affects 2x your level in HD
3rd level:
Consult Spirit
Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
You cast this, and using your Spell Focus, you summon forth the animis of an object, an ally of the Patron, or something is summoned forth through an object to allow an ally of the Warlock's patron to answer questions they may need. The spirit summoned cannot be requested but any spirit the patron deems worthy. The Warlock has a minute to converse ask as many questions as they want, or just converse with another ally of their patron.
On a roll of 20, the warlock can extend the duration to five minutes.
Eldritch Hound
Casting Time: 1 round
Range: 30 feet
Components: V, Spell Focus, M(a tiny silver whistle)
Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is visible to all creatures but it can't be harmed. The hound has details to show it also is a animal linked to the warlock's patron. Wings, tentacles, crown of flame, or a swirling yellow coat of ethereal fur are examples. When a small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your Thac0 + your Spell Focus bonus. On a hit, it deals 2d8 piercing damage. on summoning, on a roll of 20, the creature gets a +2 bonus to hit and the damage becomes 4d8 damage.
Entropic Maelstrom
Casting Time: 8
Range: 30 feet
Components: V, Spell Focus
Duration: 1 round/level
A bank of lightning-filled, purple-black fog appears, and the howling of the damned is heard within its misty confines. This spell produces an entropic storm that fills a 20’ square area. Those caught within this maelstrom are attacked by the elemental forces of Chaos, resulting in age, decay, or transformation. All creatures of Lawful alignment suffer a -1 to saving throws to resist the spell; Chaotic creatures enjoy a +1 bonus to their saves. The maelstrom affects non-living, non-magical metal and organic materials, causing them to decay and oxidize. Weapons, armor, and items made from iron, steel, wood, or leather must make a saving throw or become brittle. These objects either impose a -2 penalty to attack and damage rolls or suffers a -2 reduction in AC, depending on the item. On a critical hit (by the weapon or against the armor), the item falls to pieces regardless of the critical hit roll result.
All living creatures within the spell’s area of effect must make a saving throw vs magic or be overwhelmed by weariness and ennui. They temporary lose 1d4 points of Strength and Stamina, and all attacks rolls, saving throws, spell checks, and ability checks are made at a -3 penalty for the duration of the spell.
On a roll of 20, the spell duration is doubled, and objects either impose a -3 penalty to attack and damage rolls or suffers a -3 reduction in AC, depending on the item. All living creatures within the area of effect must make a save vs magic at a -3 penalty or be affected by a random affliction. DM should roll separately for each affected creature, as it is possible for different disabilities to affect the targets. Possible afflictions include: (roll 1d8) (1) blindness, (2) deafness, (3) paralyzation, (4) crippled (speed reduced to 5’ round), (5) speak in tongues (no spell casting possible), (6) unconsciousness, (7) temporary insanity, and (8) temporary amnesia.
Hunger of Hastor
Casting Time: 8
Range: 150 feet
Components: V, Somatic, Spell Focus,
Duration: Concentration, up to 1 minute
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears. centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space. and the area is difficult terrain, making movement slowed to half. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a saving throw vs magic or take 2d6 acid damage as milky, otherworldly tentacles rub against it.
On a roll of 20,the damage increases to 4d6 cold damage, and 3d6 acid damage.
Planar Step
Casting Time: 4
Range: 150 feet
Components: V, Somatic, Spell Focus,
Duration: immediate
With this spell, the warlock evokes aid of their patron, and steps to another place in the universe. This spell allows the caster to teleport to another place on the same world. The spell transports caster and all his belongings and potentially other creatures as well. The effect of the planar step is akin to the patron and the plane of the patron. A puff of smoke, or the explosion and smell of fire and brimstone, or clouds of golden hue. This happens at the warlocks point of exit, and then again at their point of re-entry back into the world.
On a roll of 20, the Warlock can take not only themselves and their equipment, but can bring with them as many allies as they have levels.
Runic Alphabet, Fey
Casting Time: 1 then, instantaneous
Range: touch
Components: V, Spell Focus, 50gpv ink
Duration: Instantaneous
This spell is a more powerful version of the 1st level spell Runic Alphabet. This spell focuses more on the runes that are from the Fey and their world. Runes from the Fey tie two words together, and seem to twist and weave twin spells together, gaining the effects of both from one rune. the same single word spell effects can be twined in two to have both effects happen when the seal is seen/touched/broken etc. On a roll of 20, the effect is doubled for duration and any damage is done maximum.
Sword Magic
Casting Time: 8 Hours
Range: touch
Components: V, Spell Focus, M High quality of 500gp starting
Duration: Permanent
Magic weapons can be created by Warlocks using this spell. This is in no way making a full magical item available for all to use. This is a blessing on an item from the patron of the Warlock, which the weapon acts a boon to those who also follow the patron, in what little way the choose. The weapon is a cursed item to anyone else not willing to pay homage to the patron who created it. The spell effectively petitions the patron to possess the weapon with an otherworldly servant, loyal to the Patron. The weapon imbued must be of a bladed nature. Swords, axes, daggers, In the hands of a faithful, or even the Warlock themselves, it can become a powerful magical weapon. If the weapon is held more than 24 hours by a non believer, the weapon's magic fades, and it reverts to a high quality item of mundanity as the possessed being is sent back to their plane.
A series of checks determines the possible abilities and properties of the weapon to be created. The specifics are determined by the material components, craftsmanship, and other elements incorporated by the caster. This spell is cast as an ongoing ritual through the last hour of the weapon-forging process, and the caster may need a partner to forge the weapon if he is not a blacksmith himself. All costs are expended before the spell check is made, and failure means all costs are lost; a weapon that is unsuccessfully enchanted can be re-forged to recover half the material costs involved. Generally speaking, follow this process to create a magic weapon:
The first Spellcheck roll is to determine success. Once a check is successful, the magical roll then follows. If successful, the bonus to the weapon is correlated to the level of the Warlock. Level 5= +1, level 6= +1/+1, level 7= +2, Level 8= +2/+1, Level 9= +3/+1, Level 10= +3/+3. Any bonuses beyond is up to the Dm and your concordance level. All weapons created thusly, are intelligent.
On a roll of 20, the weapon gains a special ability, to the DM's discretion, but cannot be directly opposed to the patron's portfolio. (no fire ability for an ice based patron. No shadow abilities for an upper planes patron, etc.) For every 1000 gold used to buy higher quality materials, you gain a +1 to your creation roll. Per 1000gp spent this way.
4th level:
Banishment
Casting Time: 9
Range: 60 feet
Components: V, S, Spell Focus
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Saving throw vs Magic be banished. 1fthe target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spel1 ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with indicativef the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Blight
Casting Time: 7
Range: 30 feet
Components: V,S,Spell Focus
Duration: Instantaneous
Otherworldly energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution check. The target takes 5d8 damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with a -2, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies. If you roll a 20 on the spellcraft, the damage increases to 6d8, and the save is universally a -2 for all.
Control Element
Casting Time: 4
Range: 20'| +10'/level
Components: V,S, Spell Focus
Duration: 10 minutes +1/minute level By summoning his patron's willpower, the warlock can control a single element within his range. It has to be one of the 4 basic elements (fire, earth, air, water) or of the 4 quasi elements (smoke, lightning, steam, lava). Once the spell succeeds the warlock has complete control over the element until the duration ends. Size can increase or decrease. thickness, mass, shape, density can also all be controlled or changed. The percentage is linked to your level x10 for full % of change that can be done. e.g. A level 8 warlock can increase a fire 80% bigger, or make it 80% smaller. On a roll of 20, your percentage of control is x20% and duration doubles.
Fenwyck's Thorn Hut
Casting Time: 1 minute
Range: Self (10-foot-radius hemisphere)
Components: V, S, M (two small thorns)
Duration: 10 hours
A 10-foot-radius immobile dome of thorny branches, roots and twisted thorny bush branches springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. equivalentthe dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you east this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it except by the warlock. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, but it is semi-transparent from the inside. The coloration of the thorny vines are indicative of the patron of the Warlock.
On a roll of 20, the dome come with bedrolls, or hammocks enough for the warlock and their allies. Also, hit points gained by normal rest in the dome are doubled. No magical healing is doubled i nthe dome, except the Warlock's.
Solid Fog
Range: 30 yards
Components: V, S, M
Duration: 4d4 rounds + 1 round/ level
Casting Time: 5
Area of Effct: 20' cube + 10' cube/ level
Saving Throw: None
By casting this spell, the warlock creates a billowing wall of misty but solid vapors in any area within the spell range. The solid fog obscures all sight, normal and infravision, beyond one foot. The caster may create less vapor if he wishes. The fog bank must be a roughly cubic or rectangular mass, at least ten feet wide in its smallest dimension. The thick, solid misty vapors persist for three or more rounds. Movement through the fog, slows to 1/4 movement/round, and attacks or dex based saves lower with a -3. Dex bonuses to AC are nullified until moving out of the fog. The fog cannot be blown away by a strong wind, but the duration can be halved by a magical wind. On a roll of 20, size and mass is doubled, as is the duration. staying longer than 1 round + your con bonus, causes problems breathing, falling unconscious after the limit of your constitution.
5th Level:
Patron's Interposing Hand
Range: 10 yards/ level
Components: V, S. Spell Focus
Duration: 1 round/ level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
The warlock summons a man-sized to gargantuan-sized magical hand that appears between the warlock and his chosen opponent. The hand is indicative of the patron. This disembodied hand then moves to remain between the two, regardless of what the spellcaster does or how the opponent tries to get around it. Neither invisibility nor polymorph fools the hand once a creature has been chosen. The hand does not pursue an opponent, nor does it move more than ten feet away from the warlock.
The size of the hand is determined by the warlock, and it can be human-sized (five feet) all the way up to titan-sized (25 feet ). It provides cover for the warlock against the selected opponent, with all the attendant combat adjustments. It has as many hit points as the caster in full health, and has an Armor Class of 0.
On a roll of 20, the warlock summons 2 separate hands, and their health is equal to the warlock's full hit points +10.
Magic Bulwark
Range: Self
Components: V, Spell Focus
Duration: 1 tum/ level
Casting Time: 8
Area of Effect : 15' diameter hemisphere
Saving Throw: None
The caster surrounds himself with a field that disrupts magic, provides him with a bonus to counterspell, and grants him immunity from low-power spells. a stream of small glowing orbs whirls around the caster, dissipating one by one when intercepting magical attacks.
The magic field dispels any spell, arcane or divine, of first or second level. This adjustment requires no action on the part of the caster, and it does not apply to spell duel rolls or counterspell efforts. It confers a +4 to any saving throws based of magic or magical effects cast at the warlock. This protection remains in effect for the duration of the spell.
On a roll of 20, THe Bulwark dispels 1st, 2nd and 3rd level arcane and divine spells. Any successful saves vs spells over 3rd level, no damage is taken.
Mind Page
Range: self or 1 creature
Components: V, Spell Focus
Duration: 24 hours
Casting Time: 1 round
Area of Effect : 1 sheet of vellum or higher quality paper.
This spell allows a warlock , to internally bring forth an image or scene in the head of one creature, or their own head, and transcribe it magically onto a piece of parchment or vellum. This ability must be done on a creature you can touch, and then the same hand must touch the parchment and vellum. The image could be from a recent memory or even a repressed or locked away memory. The memory can be triggered by questions from the warlock or other person, or the memory can be triggered from reminding the person of a time and date and their location. If the memory is of a scene, the warlock's writing is a perfect realistic image drawn.
The warlock can also touch his own memories. The warlock can even recall a memory of a spell he read on a page in a book, and touch the vellum or parchment and recreate the scroll or spell book page. This is effective in rebuilding a lost spell or needing a particular spell that is no longer available.
On a roll of 20, The warlock can get more than one page of memory pulled from the target.
6th Level:
Arcane Gate
Casting Time: 1 round
Range: 500 feet
Components: V, S, Spell Focus
Duration: Concentration, up to 10 minutes
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet o f you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist or the environment of the patron, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side hat functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque shows the environment of the patron. On your turn, you can rotate the rings as a action so that the active side faces in a different direction.
Atonement
Casting Time: 1 hour
Range: Self or target
Components: V, S, Spell Focus
Duration: Concentration, up to 10 minutes
When a warlock has angered his patron, or loses the pride of their patron, their powers begin to disappear. Once this happens, the warlock has only two options; the long arduous road of getting back into their patron's good graces, or Atonement. A long ritual is cast, and this spell drains the entire concordance from the warlock, which forgives any transgressions on the patron. The patron will forgive the warlock and return the powers back to his petitioner, but usually with a form of mutation or temporary hinderance as a punishment. This will make the warlock and their patron square, and will start again at zero.
If the warlock uses this spell on another, he can be given a boon, bringing another failed warlock into their patron's good graces. The spell, when used on another warlock, drains the target's concordance, while giving the casting warlock a bonus totheir concordance.
On a roll of 20, the atonement goes more than well, only taking half the concordance of the warlock, and no penalty or mutation.
Conjure Ally
6th-levei conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S, Spell Focus
Duration: Concentration, up to 1 hour
You summon an otherworldly being loyal to your patron. The summons brings forth a creature who will listen and obey the warlock, but does not necessarily mean the creature will not be its own being. insulting the warlock, making off color or haughty comments on decisions made by the warlock. The summoned creature is of the Patron's plane and is of HD equal to 1/2 of the Warlock's level or lower, which appears in an unoccupied space that you can see within range. The Ally disappears when it drops to 0 hit points or when the spell ends. The Ally is friendly to you and your companions for the duration. Roll initiative for the ally, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the ally, it defends itself and the warlock from hostile creatures but otherwise takes no actions. The DM has the conjured ally's statistics.
On a roll of 20, the warlock summons 2 allies, both willing to do the warlock's bidding.
Ethereal Visage
7th-leveI transmutation
Casting Time: 1 action
Range: Self
Components: V,S,Spell Focus
Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. Vou remain in the Border Ethereal for the duration or until you use your turn to dismiss the spell. 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 see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take planar magical damage equal to twice the number of feet you are moved. This spell has no effect 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.
On a roll of 20, the duration increases to 16 hours, and you begin healing while in the ethereal plane at the rate of d6 hp/hour you stay in the ethereal.
Greater Missile Storm
6th level Evocation
Range: 30 yards
Components: V, S, Spell Focus
Duration: 2d4 rounds + 1 round/ 2 levels
Casting Time: 12
Area of Effect: 40' radius + 10' radius/ level
Saving Throw: save vs magic for 1/2
Upon casting this spell, the patron's power is formed into a massive cloud of swirling clouds and lightning dancing within its mass. The cloud is indicative of the patron's plane. Every turn the cloud fires a multitude of magical missiles. 2d4 magic missiles fire unerringly at enemies of the warlock. The missiles do not miss and this allows the warlock to act, cast or even fight while not concentrating on the storm.
On a roll of 20, There is no save from the spell itself, except for personal magical defenses.
7Th Level:
Beringar's Magic Keep
7th level Conjuration
Range: 30 yards
Components: V, S, Spell Focus
Duration: 24 hours/level
Casting Time: 10 minutes
Area of Effect: 50' radius
You can use 10 minutes to summon a massive magical fortress, indicative of the Patron's plane. The warlock places his spell Focus on the ground, which rapidly grows into a fortress that remains until you use an Action to speak the Command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a Ladder running along one wall to connect them. The Ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your Command, which you can speak as a bonus Action. It is immune to the knock spell and similar magic, such as that of a Chime of Opening.
Each creature in the area where the fortress appears must make a saving throw vs rods at a -2 penalty, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
The tower is made of a material of otherworldly make, usually materials from the patron's plane. Its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 Hit Points, immunity to damage from nonmagical Weapons excluding siege Weapons, and Resistance to all other damage. once one wall or the door take their last hit point of structural damage, the tower disappears. On a roll of 20, the tower comes with a otherworldly servant that will seek the wants of the visitors and obey the warlock, but will not leave the tower. Sleeping 8 hours in the keep will restore hit points to full, cure disease and paralysis.
Radiant Assault
7th level evocation
Casting Time: 9
Range: a 40' long cone ending 60' wide
Components: V, S, Spell Focus
Duration: 10 rounds
The warlock summons power of their patron, focusing that power through their spell focus. Blinding painful energies blast forth and causing massive damage to non believers. Anyone caught in the cone takes 6d8 constant otherworldly damage. Initial damage is saved for half. Anyone who begins their turn in the cone take 2d8 damage with save vs magic for half. On the Warlock's turn, the damage is again 6d8 but no save is allowed.
On a roll of 20, the damage is 8d8on the warlock's turn and the range becomes any percentage of 180 degree half circle in front of the warlock.
Solipsism
7th level Illusion
Components: V, Spell Focus
Casting Time: 1 round
Range: 100 ft. + 10 ft./level
Target: One creature
Duration: 1 round/level
Saving Throw: negates
Pangs of loneliness grip your heart as you complete the spell. Upon choosing your target, the feeling subsides even as a ghostly pale yellow mist swirls around your target for a moment. You manipulate the senses of one creature so that it perceives itself to be the only real creature in all of existence and everything around it to be merely an illusion.
If the target fails its save, it is convinced of the unreality of every situation it might encounter. It takes no actions, not even purely mental actions, and instead watches the world around it with bemusement. The subject becomes effectively helpless and takes no steps to defend itself from any threat, since it considers any hostile action merely another illusion.
If you roll a 20, you are allowed to control the illusion, mentally creating changes in the illusion in the mind of the target.
Zendu's Elemental Shield
7th level evocation
Casting Time: 8
Range: Self
Components: V, S, Spell Focus
Duration: 10 minutes
You summon the power of a elemental warlock, by surrounding yourself and your party up to 5 others with magical otherworldly protection. This protection will prevent any damage from one element chosen by the warlock. Any damage done from the elemental choice to the protected is negated. The warlock can move and act normally.
On a roll of 20, the warlock can pick 2 elements to be protected from.


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