You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends; the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.Cast at Higher LevelsFor each slot level above 1st; you affect one additional target that is within 30 feet of other targets.
You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit; the target takes 1d8 necrotic damage; and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead; it makes attack rolls against you with disadvantage until the end of your next turn.The spell's damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).
You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead; if it does not understand your command; or if the command is immediately harmful to it.Below are example commands; but at the Narrator's discretion you may give any one-word command. Approach | Come | Here: The target uses its action to take the Dash action and move toward you by the shortest route; ending its turn if it reaches within 5 feet of you.Bow | Grovel | Kneel: The target falls prone and ends its turn.Drop: The target drops anything it is holding and ends its turn.Flee | Run: The target uses its action to Dash and moves away from you as far as it can.Halt: The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.Cast at Higher LevelsFor each slot level above 1st; you affect one additional target that is within 30 feet of other targets.
A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save; or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns; ending the effect for itself on a success.Cast at Higher LevelsWhen using a spell slot of 3rd-level or higher; you may target an additional corpse.
You create up to four hovering lights which appear as torches; lanterns; or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.You can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell's range.
You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends. At the end of each of the creature's turns; it can make another Wisdom saving throw; ending the effect on itself on a success. On a failed save; the creature takes 1d4 psychic damage. You cannot cast another spell through your spellcasting focus while concentrating on this spell.Cast at Higher LevelsThe damage increases by 1d4 for each slot level above 1st.Rare VersionsKoren's Subtle Dramatic Sting. When you cast this spell; make a Performance check opposed by the target's Perception check. On a success; the target is affected by the spell but does not realize it is being targeted by a spell. Each round at the start of its turn; the target gains an expertise die on a Perception check made against the result of your Performance check to realize it has been targeted by a spell.
You call upon your mastery of nature to produce one of the following effects within range:You create a minor; harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example; the effect might create a miniature thunderhead if storms are predicted. You instantly make a plant feature develop. For example; you can cause a flower to bloom or a seed pod to open.You create an instantaneous; harmless sensory effect such as the sound of running water; birdsong; or the smell of mulch. The effect must fit in a 5-foot cube.You instantly ignite or extinguish a candle; torch; smoking pipe; or small campfire.
Once before the start of your next turn; when you make a Charisma ability check against the target; you gain an expertise die. If you roll a 1 on the ability or skill check; the target realizes its judgment was influenced by magic and may become hostile.
The target may gain an expertise die to one ability check of its choice; ending the spell. The expertise die can be rolled before or after the ability check is made.
A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action; or until you move more than 30 feet from it.You can use an action to control the hand and direct it to do any of the following: manipulate an object.open an unlocked container or door.stow or retrieve items from unlocked containers.The hand cannot attack; use magic items; or carry more than 10 pounds.
You repair a single rip or break in the target object (for example; a cracked goblet; torn page; or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.Magic items and constructs may be repaired in this way; but their magic is not restored.
This spell creates a sound or image of an object. The illusion disappears if dismissed or you cast the spell again.You may create any sound you choose; ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell's area.Visual illusions may replicate any image and remain within the spell's area; but cannot create sound; light; smell; or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it.
A swarm of insects fills the area. Creatures that begin their turn within the spell's area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius; such as plant; wood; or fabric.This spell's damage increases by 1d4 when you reach 5th level (2d4); 10th level (3d4); and 15th level (4d4).
You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it; cast it again; or attack with the flame. As part of casting the spell or as an action on a following turn; you can fling the flame at a creature within 30 feet; making a ranged spell attack that deals 1d8 fire damage.This spell's damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).Rare VersionsSidoneth's Charged Produce Flame. You conjure a ball of lightning in your hand instead of flame. The ball of lightning produces bright light in a 20-foot radius and dim light for an additional 10 feet; and when flung deals lightning damage instead of fire damage.
An icy beam shoots from your outstretched fingers. Make a ranged spell attack. On a hit; you deal 1d8 cold damage and reduce the target's Speed by 10 feet until the start of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).Rare VersionsGabal's Frigid Ray of Frost. A target that takes 20 or more damage from this spell reduces its Speed to 0 and becomes rattled until the beginning of your next turn as the cold penetrates to its very core.
The target gains an expertise die to one saving throw of its choice; ending the spell. The expertise die can be rolled before or after the saving throw is made.
Electricity arcs from your hand to shock the target. Make a melee spell attack (with advantage if the target is wearing armor made of metal). On a hit; you deal 1d8 lightning damage; and the target can't take reactions until the start of its next turn as the electricity courses through its body.This spell's damage increases by 1d8 when you reach 5th level (2d8); 11th level (3d8); and 17th level (4d8).