You make yourself,including your clothing,armor,weapons,and other belongings on your person,look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin,fat,or in between. You can't change your body type,so you must adopt a form that has the same basic arrangement of limbs. Otherwise,the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example,if you use this spell to add a hat to your outfit,objects pass through the hat,and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are,the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised,a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You touch a nonmagical weapon. Until the spell ends,that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher,the bonus increases to +2. When you use a spell slot of 6th level or higher,the bonus increases to +3.
You utter foul words,summoning one demon from the chaos of the Abyss. You choose the demon's type,which must be one of challenge rating 5 or lower,such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range,and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon,which has its own turns. When you summon it and on each of your turns thereafter,you can issue a verbal command to it (requfring no action on your part),telling it what it must do on its next turn. If you issue no command,it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns,it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save,the demon continues to obey you. On a successful save,your control of the demon ends for the rest of the duration,and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its
ability. If you stop concentrating on the spell before it reaches its full duration,an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell,you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts,the summoned demon can't cross the circle or harm it,and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher,the challenge rating increases by 1 for each slot level above 4th.
You point at a location within range,and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save,a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save,a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher,the initial damage increases by 2d4 for each slot level above 4th.