You point your finger,and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save,or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher,the damage increases by 1d10 for each slot level above 1st.
You whisper a string of Void Speech toward a target that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell,the target’s speed is 0 and it can’t benefit from increases to its speed. To maintain the effect,you must use your action on subsequent turns to continue whispering
When you cast this spell,your face momentarily becomes that of a demon lord,frightful enough to drive enemies mad. Every foe that's within 30 feet of you and that sees you must make a Wisdom saving throw. A creature that fails claws savagely at its eyes,doing (1d6 + the creature’s Strength modifier) piercing damage,is stunned until the end of its next turn,and is blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.
Squirming,ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration,these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there,the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success,it frees itself.
You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura,but the aura still persists around the target for the full duration.
Creatures affected by the aura must succeed on a Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells.
The aura does not detect as magic or poison,is invisible,odorless,and intangible (though the spell’s presence can be detected on the original target). Protection from poison negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone,two inches of lead,or a force effect such as mage armor or wall of force will block it. ,At Higher Levels: When you cast this spell using a spell slot of 6th level or higher,the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.