Warlock Spell List
None of your spells have somatic, verbal, or material components. Instead, they have a focus, such as your eye or finger, or a spoken word. Depending on the body part in question, the following restrictions apply to your invocations:
- Eye: must have line of sight, target must have vision.
- Finger: must have line of effect
- Word: must be audible to subject, target must have hearing.
- Skin: no restrictions.
Universal
- Rank 0
- Arcane Strike: Minor, your held weapon or weapons gain one die of bonus arcane damage for their next attack.
- Eldritch Blast: Range 10, Int vs Ref, 1d6/rank arcane damage.
- Rank 1
- Baleful Utterance: Word. Range 10, Int vs Fort, one of subject's held or worn objects is destroyed.
- Eldritch Curse: Word. Range 5, Int vs Will, subject gains arcane vulnerability 5+level, save ends; curses cannot be dispelled.
- Fel Armor: Skin, swift, you conjure a suit of armor with which you are proficient. The armor gains an enhancement bonus equal to 1 per 3 levels of the soul. Consumes a soul shard. Lasts until dismissed or until you remove the armor. Can be cast with a tattoo instead, in which case there is no enhancement bonus.
- Fel Blade: Finger, swift, you conjure one or two weapons into your hands. The weapon or weapons gain an enhancement bonus equal to 1 per 3 levels of the soul. Consumes a soul shard. Lasts until dismissed or until a weapon leaves your hands for more than 1 round. Can be cast with a tattoo instead, in which case there is no enhancement bonus.
- Word of Fear: Word. Range 10, Cha vs Will, subject is frightened for 1d3 rounds (save ends).
- Summon Extraplanar Minion: Word. As Summon Monster, except the creature(s) appear instantly and last 1 minute/level. Consumes a soul stone (level >= spell level).
- Rank 2
- Attunement: Skin. Touch; subject adapts to one of the following environments: aquatic (gain water breathing and swim speed), fiery (gain fire resistance 10+level), toxic (gain immunity to poison), enervating (resist 1/3 level from each negative energy attack), airless (lose necessity to breathe). Duration: 1 hour/level.
- Blood Pact: Skin. Touch; subject gains +4 to Constitution as long as you remain alive and within 20 squares. Duration: 24 hours.
- Devour Magic: Minor, range 10, caster level vs caster level; you dispel one spell of your choice on subject, gaining 5 temporary Vitality per level (or 10 per rank) of the spell, duration: encounter.
- Howl of Terror: Word. Close burst 2, Cha vs will, subjects are panicked for 1 round.
- Life Drain: Finger. Range 5, Fort half, 1d6/level shadow damge, you gain the damage as healing.
- Seal Curse: Word. Range 5, Int vs Will, you "seal" an active curse that you cast upon the target, making it near-impossible to save against it (+10 to the save DC), but establishing a condition under which the curse will end. The condition is generally something serving the same purpose as the original curse; for example, a Curse of Truth might end when he reveals the full extent of his evil plan, or a Curse of Agony will end when he surrenders to you. If the DM rules the condition is impossible to fulfill, or unreasonable (beyond mere defeat of the enemy), he or she can remove the +10 to save DC.
- Rank 3
- Dark Bargain: You resurrect a slain ally (who died within last 1 round/level). Consumes a soul gem of equal or higher level.
- Hasten Death: Finger. Range 10, Int vs Fortitude, bloodied subject gains vulnerability 10 to all attacks.
- Phase Shift: You shift out of phase with reality, becoming incorporeal. You are not partially ethereal, just incorporeal. You are plainly visible, but you cannot be affects by attacks or spells, nor can you affect the material world in such a manner. You may use this offensively (finger, range 5, Int vs Fortitude, duration 1 round, sustain minor, save ends).
- Summons: Word. Summons willing allies (up to 1/level) to your location, from up to 1 mile away. Consumes one soul gem of equal or greater level for each ally summoned.
- Rank 4
- Death Coil: Finger. Minor, range 5, Cha vs Will, subject suffers 2d6 + Int shadow damage and is panicked for 1 round; also, you recover twice the inflicted damage as Vitality.
- Seed of Corruption: Finger. Range 10, automatic hit; no effect, except when subject dies, he inflicts 1d8/level shadow damage in a burst 5, affecting only enemies. Duration: encounter.
- Rank 5
- Gate: Opens a gate to any plane.
Fey
- Rank 0
- Witchblade: Minor, your held weapon or weapons gain one bonus die of cold damage for their next attack.
- Witchfire: Range 10, burst 1, Int vs Ref, 1d6/rank cold damage.
- Rank 1
- Bewitch: Eye. Range 10, Cha vs Will, subject is charmed, duration: reserve.
- Eyebite: Eye. Swift, close burst 5, no save; enemies suffer 1d6 psychic damage, and you are Invisible to them for 1 round.
- Fey Step: Eye. Move action. You teleport up to 5 squares to a location you can see.
- Glamour: Skin. You take on any appearance; it is not an illusion, but an enchantment effect. Duration: reserve.
- Seal of Frost: Eye. Minor, range 10, seal: when subject next suffers cold damage, it is also frozen, save ends. If the subject is instead killed by cold damage, enemies within 2 squares gain Seal of Frost.
- Rank 2
- Curse of Confusion: Word. Range 5, Int vs Will, subject cannot discern the identity of your allies; it still knows friend from foe, but when it tries to target a specific ally, it chooses randomly. Save ends. Curses cannot be dispelled.
- Curse of Honesty: Word. Range 5, Int vs Will, subject cannot lie, and must answer truthfully when asked a question; he simply says the first thing on his mind (the simple truth), he does not necessarily expound without further questioning. Subject realizes what is going on, so he may resist or flee. Save ends. Curses cannot be dispelled.
- Fel Flight: Skin, swift, you gain fly 10 for 1 minute/level.
- Frostbite: Eye, range 10, Int vs Fort, 1d6/level cold damage plus half ongoing damage, save ends.
- Pitfalls: Range 10, one square per level; squares become pits of darkness, and any non-flying creatures who step on one fall in emerge in a random square of your choice. Sustain minor.
- Siren's Song: Word. Concentration, range 20, Cha vs Will; subjects are compelled to approach you, taking no other action but to move toward you; when they arrive, they simply stand motionless and listen to your song; the effect is broken for any target that is attacked.
- Rank 3
- Curse of Clumsiness: Word. Range 5, Int vs Will, subject falls prone, and any attempts to stand up from prone fail. Save ends. Curses cannot be dispelled.
- Curse of Harmlessness: Word. Range 5, Int vs Fort, subject is polymorphed into a harmless animal, and takes on the mentality of said animal. Save ends (Three-Strike Rule). Curses cannot be dispelled.
- Hateful Glare: Eye. Range 10, Int vs Fortitude, subject suffers wracking pain, and is effectively stunned until a successful save; each round, at the beginning of the subject's turn, it suffers 2d6 + Int psychic damage.
- Vanish: Skin. Minor; you gain total concealment by camouflaging your skin, clothing, and armor. This is not an illusion, and therefore is not seen through by spells which penetrate illusions. Scent and blindsight are still effective. Sustain minor.
- Rank 4
- Curse of the Hidden Song: Word. Range 5, Int vs Will, subject takes no action other than to dance to an unheard song. Save ends. Curses cannot be dispelled.
- Sprite Swarm: Finger. Range 10, Int vs Will, subject becomes irresistible to sprites, and becomes enveloped in a cloud of colorful, sparkling faeries. The mean-spirited faeries inflict 1d6/level arcane damage. Sustain minor.
- Many of Me: Multiple images of you (one per level) appear; you choose the location of each, within 10 squares of you at casting time. The images must remain within 10 squares of you, or they disappear. Once per round, as a free action, you can freely exchange your real self with any image. The images have your Defense scores, but only one hit point. You can see and hear what they all do, granting you a +10 synergy bonus to Perception. Duration 5 rounds, or until all images are destroyed.
- Rank 5
- Twilight Excursion: Finger. Range 5, automatic hit, subject is sent to the the Feywild for 1d4 rounds, or until a successful save. Only works at twilight or at a crossroads.
- Cupid's Delight: Word. Close burst 10, Cha vs Will, subjects stop what they are doing and immediately seek more amorous pursuits with the nearest partner. Save ends, sustain minor.
Infernal
- Rank 0
- Burning Blade: Swift, your held weapon or weapons gain one bonus die of fire damage for one round.
- Searing Wave: Cone 3, Int vs Ref, 1d6/rank fire damage, miss half.
- Rank 1
- Curse of Agony: Word. Swift, range 5, Int vs Will; subject suffers 2d6 damage at the beginning of each turn while within 5 squares of you, save ends, curses cannot be dispelled.
- Curse of Fire: Word. Swift, range 5, Int vs Will; subject gains fire vulnerability 5, save ends, curses cannot be dispelled.
- Demon Eye: Eye. Concentration; summons a floating eyeball, which you can see through when you close your eyes. You can mentally direct its movement; it flies at a speed of 20 squares per round. It can fit through holes an eyeball could fit through. It has one hit point, and a AC of 20.
- Seal of Combustion: Eye. Swift, range 10, seal: when subject next suffers fire damage, it also suffers 50% ongoing fire damage, save ends. If the subject is killed by fire damage, enemies within 2 squares gain Seal of Combustion.
- Soul Fire: Finger. Range 10; 2d6 fire per level/hit dice of the soul. Consumes a soul shard.
- Wither: Finger. Range 5, Int vs Fortitude, 1d6/level poison damage plus 2 ongoing Str damage, save ends.
- Rank 2
- Curse of Recklessness: Word. Swift, range 5, Int vs Will, subject will not flee from combat for any reason, and instead approach you whenever possible (i.e. not immobilized, and he's aware of you); save ends, curses cannot be dispelled.
- Infernal Leap: Skin. Move; you fly up to 10 squares, provoking attacks as normal, but inflicting 1d6/level fire damage on anyone who opts to attempt an opportunity attack.
- Mana Burn: Finger. Range 5, ranged touch, Will half, subject loses 1d4 of highest-level spell slots.
- Rain of Fire: Finger. Range 10, burst 3, Int vs Reflex, 1d6/level fire damage, miss half.
- Seal of Pain: Eye. Swift, range 10, seal: when subject next suffers weapon damage, he is also wracked, save ends. If the subject is instead killed by weapon damage, enemies within 2 squares suffer Seal of Pain.
- Sigil of Fire: Finger. You teleport up to 10 squares, then: close burst 3, Ref half, 1d6/level fire damage.
- Spikes: Swift. You sprout spikes. Anyone who hits you with a natural weapon suffers 1d6+Int weapon damage plus 2d6+level+Int ongoing poison damage (save ends).
- Rank 3
- Curse of Tongues: Word. Range 5, Int vs Will, forces subject to speak in Infernal. If subject does not know that language, it cannot cast spells with verbal components. Save ends. Curses cannot be dispelled.
- Dance of Fire: Finger. Range 5, one target/level, Int vs Ref; 1d6/level fire plus 50% ongoing, save ends.
- Greater Curse of Agony: As Curse of Agony, but inflicts 5d6 per turn.
- Greater Curse of Fire: As Curse of Fire, but subject suffer 5+level fire vulnerability.
- Hellfire: Finger. Close burst 5, Int vs Reflex, 1d8/level fire damage, miss half.
- Seal of Explosion: Eye. Swift, range 10, seal: when subject next suffers fire damage, it also becomes the center of a burst 2 inflicting 1d6/level fire damage. If the subject dies, enemies within 2 squares suffer Seal of Explosion.
- Rank 4
- Aurafire: Skin. Swift; you are wreathed in white fire. Any creature or object touching you suffers 1d6/level fire damage. What counts as touching you: successful melee attacks, tactical maneuvers such as trip, bull rush, or grapple, and a successful melee attack by you. Duration 1 round.
- Demon Wings: You sprout demonic wings, and gain a fly speed of 15. Duration: encounter. Outside of combat, you may sustain this power indefinitely.
- Flay: Finger. Range 5, Int vs Fortitude, 1d6/level vile damage (cannot be healed with spells until Restoration is cast) plus wracked (save ends).
- Hot Death: Finger. Range 10, Int vs Fortitude, subject suffers 2d6/level fire damage; if the damage reduces Vitality to 0, the subject dies, burning to a pile of ash.
- Soulcaller: Word. For each fallen foe on the battlefield, a demon appears to harvest its soul. The demons then attack your enemies for 1d4 rounds. The demons have a fly speed of 6, and attack with your Strength attack, inflicting 1d6+Str with their claws, or throwing fireballs with your Dexterity attack for 1d6 fire damage. They have your Defense scores, and 1 hit point each.
- Rank 5
- Death Spikes: As Spikes, except instead of poison damage, the poison kills the attacker (save negates).
- Incendiary Gaze: Eye. Cone 10, Int vs Will; subjects suffer Greater Curse of Fire.
- Inferno: Close burst 10, freely exclude squares, Int vs Ref; 2d6/level fire damage, miss half.
Shadow
- Rank 0
- Darkblade: Minor, your held weapon or weapons gain one bonus die of shadow damage for their next attack.
- Darkfire: Range 10, wall 4, Int vs Ref, 1d6/rank shadow damage.
- Rank 1
- Cloak of Shadows: Skin. You gain a 20% miss chance against attacks and targeted spells while in darkness or dimness. Duration: 24 hours.
- Cloying Darkness: Finger. Range 10, burst 3, no attack roll; area is magically darkened (total darkness), and all squares inside are treated as difficult terrain. Sustain minor.
- Seal of Woe: Eye. Minor, range 10, seal: when subject next suffers shadow damage, it is also suffers 2 points of Constitution damage. If the subject dies, enemies within 2 squares gain Seal of Woe.
- Shade Swarm: Word. As the spell Summon Swarm, except the creatures are all incorporeal. Duration: reserve.
- Weakening Touch: Finger. Melee, Int vs Fort, subject is weakened, save ends.
- Rank 2
- Chilling Tentacles: Finger. Range 10, circle 4, Int vs Ref; subjects are grappled and suffer 2d6 ongoing cold damage, save suppresses for 1 round, only leaving the area ends. Duration: encounter.
- Darkbolt: Finger. Range 5, Int vs Fortitude, 1d6/level shadow damage, plus target is wracked for 1 round.
- Hungering Darkness: Finger. Range 10, burst 4, no attack roll; area is magically darkened (total darkness), and all creatures who enter it or begin their turn inside suffer 1d6/level shadow damage.
- Seal of Shared Agony: Eye. Minor, range 10, seal: when subject next suffers shadow damage, the damage is also inflicted on all adjacent enemies. If the subject is instead killed by shadow damage, enemies within 2 squares gain Seal of Shared Agony.
- Secret Sight: Eye. Range 5, Int vs Will, can attempt to extract one secret from subject's mind per round (save negates each attempt), sustain minor, maximum 5 rounds.
- Wake the Dead: Word. Range 5, no attack roll; a corpse becomes a skeleton or zombie under your control. Sustain minor; instead of sustaining, you can invoke Wake the Dead again on a new corpse, while sustaining the original, and future sustain actions will sustain both (or all) undead.
- Rank 3
- Dark Discorporation: Word. You become a swarm (weapon resistant, fly 3, swarm attack 1d6, swarm nausea). You cannot cast invocations or take attacks other than swarm attacks. Duration: until dismissed.
- Curse of Reanimation: Eye. Minor, range 10: if subject dies during the duration, it rises one round later as a zombie under your control. Duration: encounter. Curses cannot be dispelled.
- Shadow's Grasp: Finger. Range 10, square 2x2, Int vs Fortitude, 1d6/level shadow damage plus 1d6 Str damage.
- Shrouds of Darkness: Word. A shadowy mass springs forth from your square. It is an incorporeal creature with a melee touch attack (at your Dex attack) inflicting 1d6 Strength damage. It is considered undead. Its defense scores match your own. It has 1 Vitality Point per your level, and dies at 0 Vitality. Sustain minor (or sustained by casting the spell again, whereupon the sustain minor sustains both or all).
- Spirit Wall: Word. Wall (10 segments) of wailing spirits does not block passage, but inflicts 1d6 negative levels on any who pass through. Blocks all spells that cross it. Duration: 5 minutes.
- Wraith Touch: Finger. Minor; your next melee attack inflicts 1d6 Con damage.
- Rank 4
- Crushing Despair: Word. Close burst 5, Cha vs Will, you inform subjects of the futility of their existence, and they give up on life. They take no actions, until one among them is attacked, at which point the effect ends. Duration 1 round, sustain minor, save ends.
- Fade: Skin. Minor, you become incorporeal, and perceive the Shadowfell; sustain minor.
- Greater Darkbolt: Finger. Range 5, one target/level, Int vs Fortitude, 1d6/level shadow damage plus wracked for 1 round.
- Little Death: Skin. Major. You store your soul, then instantly die, remaining dead for several seconds, before resurrecting yourself. You are healed of all wounds and ability damage, purged of all poison and disease, and cleared of any active magical effects that do not specifically affect objects. You suffer minor resurrection sickness (vitality and energy limited to 75% of normal until a short rest).
- Thirsting Tendrils: Finger. Range 10, burst 3, Int vs Reflex, tentacles grapple targets within reach 2 (total reach: burst 5); grappled targets suffer 2d6 + Int shadow damage on the beginning of their turn, which you gain as Vitality.
- Rank 5
- Curse of Doom: Word. Range 5, Int vs Will, subject is doomed to die in 1d4 rounds. Count the rounds from the target's next action; thus, if he is doomed to die in 1 round, he gets to take his next turn, then, on the beginning of the following turn, he dies. No save is allowed. Curses cannot be dispelled.
- Death Wave: Finger. One target/level in close burst 5, Int vs Fortitude, subjects suffer 1d10+Int Con damage.
Star
- Rank 0
- Silver Sword: Minor, your held weapon or weapons gain one bonus die of holy damage for their next attack.
- Argent Lance: Line 6, Int vs Ref, 1d6/rank holy damage.
- Rank 1
- Curse of Curiosity: Word. Range 5, Int vs Will, subject directs hostilities at non-spellcasters first, too curious to learn what the spellcasters know to kill them outright. Save ends. Curses cannot be dispelled.
- Dazzling Eyes: Eye. Int vs Will, subject is dazed for 1 round. Sustain minor.
- Moon Ray: Finger. Int vs Reflex, subject suffers -4 Strength penalty for 3 rounds.
- Seal of Reparation: Eye. Minor, range 10, seal: when subject next suffers holy damage, it also becomes the center of a burst 2 healing your allies 1d6/rank Vitality. If the subject is instead killed or subdued by holy damage, enemies within 2 squares suffer Seal of Reparation.
- Shield of Light: Skin. You gain shadow resistance 10+level, and any undead creature who touches you suffers 2d6+Int holy damage.
- Rank 2
- Air Walk: You walk on air as if it were solid. You can ascend or descend at a 45 degree angle. Sustain minor.
- Silver Haze: A brilliant silver aura encompasses you, granting a 25% miss chance for all attacks and targeted spells against you and anyone within 1 square of you.
- Solemn Word: Word. Range 5, Cha vs Will, subject ceases hostility (cannot take hostile actions) for 3 rounds, or until attacked. Save ends.
- Starlight: Finger. Range 5, heals 5/level Vitality.
- Wave of Lights: Finger. Cone 5, Int vs Will, subjects are dazed, save ends, up to 3 rounds.
- Rank 3
- Astral Step: Move action. You step into the astral plane. The subjective nature of time in that plane means that you gain a bonus minor action. Upon reappearing, you arrive anywhere you can visualize (a place you've previously been) within 1 mile.
- Seal of Warding: Eye. Minor, range 10, seal: when subject next suffers damage of any kind, the damage is negated, and the subject gains resistance of the same type and amount of the attack. (This is meant to be cast on your allies.)
- Silver Glass: Finger. Beams of starlight coalesce into a frosted glass prison. Range 10, wall circumscribing one square per level. Each section of wall (one side of a square) has 10 hit points per your level, and blocks all damage directed at targets on the other side. Duration 1 round, sustain minor.
- Sin Sight: Eye. You see the alignment and home plane of all creatures, save those protected against divination spells. Duration: reserve.
- Starfire: Finger. Range 5, burst 2, Int vs Reflex, 1d6/level holy damage to all evil creatures.
- Rank 4
- Astral Window: You open a portal in the astral plane, allowing others (and yourself) to step through. As part of the spell, you may open a portal back into a coterminous plane (the Prime or an Outer Plane), ending the spell. Duration: 24 hours, or until travel ends.
- Curse of Knowledge: Word. Range 5, Int vs Will, subject is paralyzed by the absolute truth of reality (save ends). Subject forgets said truth after saving.
- Prismatic Rain: Finger. Range 10, burst 3, as Prismatic Spray.
- Tranquility: Finger. Close burst 10, all allies are healed for 50% of their maximum Vitality.
- Rank 5
- Astral Projection: You and one ally per rank project through the Astral Plane. You appear as images of yourselves, and have all the same abilities, including the ability to open a window to the Prime and adventure. If you die while projecting, only your image dies; your soul snaps back to your mortal body. All participants' bodies are helpless throughout the duration. A dimensional anchor or similar magic sends you instantly back to your own body, but does not necessarily end the spell.
- Eye of God: Eye. Range 5, Cha vs Will, subject dies and is disintegrated (save negates) as he sees the true face of God in your eyes.
- Prismatic Armor: Skin. You are covered with prismatic light. Any who strike you in melee suffer effects as if they touched a Prismatic Wall.
- Seal of Stasis: Eye. Minor, range 10, seal: when subject next suffers damage of any kind, the damage is negated, and the subject is frozen in time and made invulnerable as in Temporal Stasis.
- Supernova: Finger. Close burst 10, Int vs Reflex, 1d10/level holy fire damage to all enemies. You are dazed for 1 round thereafter.