A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit,the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels - two beams at 5th level,three beams at 11th level,and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound,its volume can range from a whisper to a scream. It can be your voice,someone else's voice,a lion's roar,a beating of drums,or any other sound you choose. The sound continues unabated throughout the duration,or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair,muddy footprints,or a small chest - it must be no larger than a 5-foot cube. The image can't create sound,light,smell,or any other sensory effect.
Physical interaction with the image reveals it to be an illusion,because things can pass through it.
If a creature uses its action to examine the sound or image,the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is,the illusion becomes faint to the creature.
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 (at the DM's discretion),depending on the nature of your interaction with it.
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.
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness,and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried,the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object,such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of or lower,the spell that created the light is dispelled.
Up to 4 creatures you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon,Devil,or Yugoloth. The creature resembles a fiend of the chosen type,which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat,the creature shares your initiative count,but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any,it takes the Dodge action and uses its move to avoid danger.
You send negative energy coursing through a creature that you can see within range,causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save,or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
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