You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.
For the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also
repeat the Constitution check with disadvantage if it is concentrating on a spell.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Candle’s insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and
the candle reveals whether the target speaks truthfully.
An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges
honesty, not absolute truth, the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.
In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.
By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt, the affected creature has disadvantage on the roll.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the range of the spell
increases by 5 feet for each slot level above 1st.
* 1 reaction, which you take when a
creature within range makes an attack roll, saving throw, or ability check
You create an arrow of eldritch energy and send it at a target you can see within range.
Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).