Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
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 extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
1 creature I point to hears whispered message and can reply with a whisper, nobody can overhear it.
Repair a single broken object no larger than 1 cubic ft, can't restore magic to broken magic item.
You imbue a creature you touch with pigment so
that its skin, and anything it wears or carries, slowly
shifts hues to match its surroundings. For the duration, the target can take the Hide action as a bonus action on each of its turns, even when only lightly obscured.
If the target did not move during its last turn,
creatures have disadvantage on any Wisdom
(Perception) checks made to see the target. Creatures who do not rely on sight, such as those with tremorsense, are immune to this effect.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeeed on a CON save, or take 1d8 psychic damage. If the target faiuls its saving throw by 5 or more, it has disadvantage on the next attack roll it makes within the next minute as it temporarily loses full control of a part of it's body.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).