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Spells
September 9, 2026 at 01:09 AM
Initial version (2026-09-08)
Magic in Warlock: Dungeons & Dragons is presented as Kaatri's grimoire, and every entry in it is written as something the world reacts to rather than as a damage figure. Ten spells have been published so far, sorted into three classes. Official material states that this is only part of Kaatri's spell list and that later reveals will show more, so the list below should be read as a first slice rather than a complete loadout.
Spell | Class | Effect |
|---|---|---|
Black Tentacles | Advanced Spell | Summons a patch of black tentacles on any tangible surface. The tentacles coil around any object or enemy that comes into close vicinity and hold it in place. |
Downpour | Ritual | Bends the weather to Kaatri's will, calling rain through a localized storm that drenches enemies and alters the immediate environment. |
Eldritch Blast | Cantrip | Fires an accurate long-range beam of force that quickly destroys or damages objects and enemies. |
Fey Switch | Advanced Spell | Instantly swaps Kaatri's current position with that of a monster in her vicinity. |
Gust of Wind | Cantrip | Produces a sudden burst or a continuous current of wind to push back enemies, push objects away, disperse gas or fan flames. |
Levitate | Cantrip | Lifts enemies or inanimate objects into the air. Objects held this way have their gravity nullified and can be slammed back down. |
Misty Step | Cantrip | Turns Kaatri incorporeal to teleport short distances, including through certain grates, or to remain in place and avoid damage. |
Otherworldly Leap | Cantrip | Jumps a great distance, with the option to land powerfully in a melee attack. |
Tasha's Leash | Cantrip | Pulls objects or enemies toward Kaatri. Some of what it catches can then be held and thrown with force. |
Witch Bolt | Cantrip | Deals lightning damage and stuns enemies. Gains potency and propagates through conductive nearby targets such as liquids and metals. |
Class | Spells | What the Label Means Here |
|---|---|---|
Cantrip | Eldritch Blast, Gust of Wind, Levitate, Misty Step, Otherworldly Leap, Tasha's Leash, Witch Bolt | The everyday tools. Seven of the ten published spells sit in this class, which suggests they are the ones Kaatri leans on constantly rather than saves |
Advanced Spell | Black Tentacles, Fey Switch | The heavier options. Both change the shape of a space or a fight rather than damaging a single target |
Ritual | Downpour | The only published ritual. It alters the environment itself, changing what every other spell does to the area |
The game has not stated whether these labels carry mechanical rules attached to them, such as differing costs, cast times or recharge behaviour. The classification is presented as descriptive in official material.
The system is designed so that spells feed each other rather than resolving alone. The combinations that have actually been demonstrated are collected on the Combat page and the traversal uses are on Exploration, but the clearest single example is Downpour followed by Witch Bolt: the rain soaks a group, and the lightning then propagates through the water to catch several enemies instead of one. Creators who played the demo singled this out as the moment the system clicked, because the logic of water conducting electricity is not usually something a game will let a player exploit.
Of the ten, Tasha's Leash is the one developers have described as new to this game rather than adapted. It works like a whip: it reaches out, catches an object or a creature, and pulls it to Kaatri. Some of what it catches can then be held and thrown, or simply set down. Because it works on both scenery and enemies, developers describe it as a versatile spell that is a way to interact with the environment as much as it is a weapon. It is named for Tasha, Kaatri's patron.
Eldritch Blast is Kaatri's reliable ranged attack, an accurate long-range beam of force used to damage enemies and to break objects at a distance. It is not a single fixed spell: a developer confirmed the game carries several distinct variants of it. Which variants exist, and how a player obtains them, has not been described.
New spells are found out in the world rather than granted automatically, and the studio head has said players will have to work for them and explore to get them. Spells can then be upgraded, and creators who played the hands-on build described an upgrade system covering the different spells. Underneath this is Raw Magic, described as power hidden throughout Darkon that Tasha teaches Kaatri to sense and that lets her expand and transform her magical ability.
The remainder of the spell list, which official material confirms exists.
Whether spells cost a resource, run on cooldowns or occupy limited slots.
How many spells can be equipped at once, and how they are swapped.
What the Eldritch Blast variants are and how they are acquired.
The mechanical difference, if any, between a cantrip, an advanced spell and a ritual.
Whether rituals have their own cast time, cost or preparation step.
How Raw Magic is found, stored or spent.
Whether any spell has a non-combat cost or a consequence tied to the pact.