You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a light, finesse, or ranged weapon. You don't need advantage on the attack if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned how to conceal messages, instructions, and simple ideas in plain sight. You do so by weaving subtle jargon and motions in seemingly normal dialogue, sharing statements with hidden meanings or even by writing cryptic code. You can use 4 hours to share a set of such rules with another creature, allowing you to weave secret messages and commands in your conversations and letters. More elaborate rules may require an Intelligence check at your DM's discretion.
You can spend 1 energy point to cripple the target, halving its movement speed until the end of your next turn. The creature must also succeed on a Strength saving throw or be knocked prone.
You can spend 1 energy point and force the target to make a Dexterity saving throw. On a failed save, each creature has advantage on the first attack roll they make against the target before the end of your next turn.
You can spend 1 energy point and attempt to garrote the target. The creature must succeed on a Constitution saving throw or be unable to speak until the end of your next turn.
Choose up to five falling creatures within range. A falling creatures rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.