Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target
survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
A 5-ft-diameter Sphere storm cloud appears in a space of your choice within range and lasts for the Duration. A creature of your choice that ends its turn within 5 ft of the Sphere must make an INT saving throw. A creature with an INT score of 2 or lower can't be affected by this spell. The creature takes 2d4 phychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has clouded thoughts for 1 minute. During that time, it subtracts a d4 from attack rolls, ability checks, and CON saving throws to maintain concentration. The target can make an INT saving throw at the end of each of its turns, ending the effect on a success.
As a Bonus Action, you can move the Sphere up to 30 ft. If you ram the Sphere into a creature, it takes 2d4 phychic damage, must make an INT saving throw, and the Sphere stops moving this turn. If the target has already had clouded thoughts within the past minute, they are immune to the spell effect.
Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, the damage increases by 1d4 for each slot level above 2nd. At 4th Level the clouded thoughts increase by 1d4 for every TWO slots above 2nd.
You form a beam of prismatic light originating from your hand towards a target within range.
You make a ranged spell attack and on a hit the target takes 2d8 physic damage and you choose one of the d8s, the number rolled on that die determines the condition type, as shown below. At the end of each of its turns, the target can make a saving throw against the type below.
1 - Blinded (black) - WIS
2 - Frightened (red) - CHA
3 - Incapacitated (orange) - CON
4 - Charmed (blue) - WIS
5 - Poisoned (green) - CON
6 - Prone (prone) - STR
7 - Stunned (white) - CON
8 - Deafened (yellow) - INT
At Higher Levels: For each level cast above second level you increase the damage by 2d8.