You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Choose any creature object or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save the target loses the ability to distinguish friend from foe regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage it can repeat the saving throw ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target it must choose the target at random from among the creatures it can see within range of the attack spell or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature the creature must make that attack if it is able to.
You open a gateway to the dark between the stars a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light magical or otherwise can illuminate the area and creatures fully within the area are blinded.
The void creates a warp in the fabric of space and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky otherworldly tentacles rub against it.