A beam of force that deals 1d10+4 force damage and pushes the target 10 feet.
Iggly can change this to psychic damage
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 50 feet away from you or if you cast this spell again. When you cast the spell, 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 ofa vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.
The hand can't attack, activate magic items, or carry more than 1O pounds.
The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, it makes 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.
Sound. From a whisper to a scream. It can be any sound you choose. The sound continues unabated throughout the duration, or you
can make discrete sounds at different times before the spell ends.
lmage. It must be no larger than a S-foot Cube. Physical interaction with the image reveals it to be an illusion, since things can pass through it
Iggly can psychicly cast this cantrip.
If you cast this spell multiple times, you can have up to three non-instantaneous effects active at a time.
SensoryEffect You create an instantaneous,
harmless sensory effect, such as a shower of sparks, puffof wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an
object no larger than 1 cubic foot.
Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for t hour.
Magic Mark You make a color, a small mark, or a symbol appear on an object or a surface for I hour.
Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Target makes a Wisdom save or takes necrotic damage (1d8 or 1d12 if injured).
Iggly can change this to psycyhic damage
Emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or be Charmed. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours.
The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you..
Iggly can psychicly cast this cantrip.
You unleash insults laced with subtle enchantments at one creature. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Flamelike radiance descends on a creature that you can see within range. The target makes a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Iggly can make this damage radiant.
You place a curse on a creature that you can see, extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll.
Choose one ability. 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 take a Bonus Action on a later turn to curse a new creature.
Protective magical frost surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll, the creature takes 5 Cold damage. The spell ends early if you have no Temporary Hit Points.
Tendrils to erupt from you. Each creature within a 10-foot of you makes a Strength saving throw. On a failed save, a target takes 2d6 Necrotic damage
and can't take Reactions until the start of its next turn. On a successful save, a target takes half damage only.
Iggly can make the damage psychic.
you sense the presence of magical effects within 50 feet of yourself. You can take the Magic action to see a faint aura around any visible creature or object in the
area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
One creature you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
Iggly can cast this spell psychicly
Two creatures of your choice that you can see within range make a Wisdom saving throws. On a failed save, they have the Prone and Incapacitated conditions for the duration. During that time, they laugh uncontrollably if capable of laughter, and it can't end the Prone condition unaided.
At the end of each turn and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
Iggly can psychicly cast this spell.
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw taking 3d8 Psychic damage on a failed save or half damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Three illusory duplicates of yourself appear in your space. Duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Each time a creature hits you, roll d6 for each duplicate. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates other wise ignore all other damage and effects. The spell
ends when all duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Iggly can psychicly cast this spell.
You suggest a course of activity- no more than 25 words-to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies.
The target makes a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The suggested activity can
continue for the entire duration. The spell ends for the target upon completing it.
Iggly can psychicly cast this spell.
Teleport up to 30 feet to an area you can see.
Until the spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. Sense the presence of thoughts within 30 feet of yourself creatures must know languages or are telepathic. The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
ReadThoughts. One creature you can see within 30 feet or one creature within 50 feet of yourself that you detected with Sense Thoughts. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can probe deeper. The target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind. On a successful save, the spell ends.
The target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a l0-foot Cube and that is perceivable only to the target. It includes sound, temperature, and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes it is an illusion, and the spell ends.
While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. An affected target can take damage from the illusion. On each of your turns, the phantasm can deal 2d8 Psychic damage to the target if it is within 5 feet of the phantasm.
Magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
You can telepathically speak to any creature you can see within 30 feet of you. You don?t need to share a language with the creature, but it must understand at least one language. The creature can respond to you telepathically if it knows a language. This communication doesn?t give the creature any special insight into your identity or nature.
You set a mental or audible alarm on a door, window, or area within 30 feet. The alarm alerts you when a creature enters the protected area.
You gain the ability to verbally communicate with beasts for the duration, allowing simple conversations and understanding of their needs and intentions. You can use any of the Influence action's skill options with them.