You toss a shadow that corrupts the spirit and the mind of a creature you choose. If they try to make a spell on a friendly creature to them, they must make an Intelligence Saving throw. If they fail, they take 3d8 damage psychic damage and their spellcasting fails. If they succeed, the spell is broken.
You point at a creature and speak a terrible word at them. The target must make a charisma saving throw or take 2d8 necrotic damage and 2d8 psychic damage and have disadvantage on Strength and Dexterity Checks for 1 minute. If they succeed, they take half damage and do not have disadvantage.
You whisper something to a creature you target. Until the end of your next turn, you have advantage on all things against it and it has disadvantage on all things against you. Targets that are immune to being frightened are immune to this effect.
The spiked ring on your hand turns into multiple different chains that ensnare a creature you touch. Make a melee spell attack. On a hit, the target is bound by metal chans. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs. They can make a strength or dexterity check, which they have disadvantage on, against the spell save DC. They also can destroy the chains, but they have an AC of 18, and 20 hit points.
(Concentration) A creature you see falls over laughing their ass of and is incapacitated and prone if they fail their Wisdom Saving Throw. Does not effect creatures with an Intelligence Score of 4 or less.
Stars surround you and shed a bright light. The first time you take damage, the starlight explodes outward and each creature within 10 feet of you must make a Dexterity Saving Throw or take 2d10 damage. They take half damage if they succeed.
You attempt to charm a humanoid within range. It must make a Wisdom saving throw with advantage if in a fight. If it fails, it is charmed by you until hit, and sees you as a friendly acquaintance.
Only happens during the solar eclipse. During your first attack, you can cast this spell to strike with great power. This will make your first hit half the characters movement. They also take 1d6 psychic damage on the second hit, and they take 2d6 psychic damage on the 3rd hit.
(Concentration) You gain insight on a character’s defeneses. You have advantage on your first attack roll against the target.
You create a momentary circle of spectral blades that sweep around you. Every character must make a Dexterity saving throw or take 1d6 force damage.
As part of the action to cast this spell, you must also make a melee attack. If the attack hits, the person becomes encased in a sheath of ice until the start of your next turn. If the target uses its action to make a weapon attack, it immediatey takes 1d8 cold damage.
You cause shadows to manifest around a creature within range. The target must make a Wisdom Saving Throw or have disadvantage o dexterity saving throws and -2 penalty to attack rolls until the end of their next turn.
An icy shard shoots from your outstretched hand. Make a ranged spell attack. On a hit, the shard does 1d6 cold damage.
You seize the air and can compel it to push a creature 5 feet after a strength saving throw or push an object under 10 pounds. YOu can also use this to give a breeze, slam shutters shut, or cause leaves to rustle.