Warlock Lv. 2
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6necrotic damage to the target whenever you hit it with an attack. 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 use a bonus action on a subsequent turn of yours to curse a new creature.A remove curse cast on the target ends this spell early.At Higher Levels. When you cast this spell using a spell slot o f 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot o f 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it w as charmed by you. At Higher Levels. When you cast this spell using a spell slot o f 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet o f each other when you target them.
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score o f 4 or less isn’t affected. At the end o f each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
WIS save or 3d6 psychic damage+flee at full speed
Save for half damage, no flee
Slot of 2nd level or higher, +1d6 damage for each slot level above 1st.