For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you,When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways, depending on the nature of your interaction with it.,,
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.,You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.,The hand can't attack, activate magic items, or carry more than 10 pounds.,
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw,,and does so with advantage if you or your companions are fighting it. If it fails the saving throw,it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends,the creature knows it was charmed by you. 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. The creatures must be within 30 feet of each other when you target them.,,
You make yourself—including your clothing,armor,weapons,and other belongings on your person—look diferent 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 outit,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 place a curse on a creature that you can see within range. ,Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.,If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.,A remove curse cast on the target ends this spell early.,When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.,