Prismatic Eye

Prismatic Eye

7th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to l minute

You create a small eye of flashing colors at a point you choose within range. The eye is a Tiny object with an AC of 18 and 20 hit points.

Each round as a bonus action, you can move the eye up to 30 feet within range and have it fire a flashing ray. When it does so, make a ranged spell attack against a target within 60 feet of the eye. On a success, roll a d8, and the target is subject to one of the colors from prismatic spray.

Once a colored ray has been used against a target, that color is used up, and die rolls indicating that color are rerolled. Once all seven rays have been fired the eye can remain for the duration of the spell but has no rays left to fire.

Usable by: Bard, Sorcerer, Wizard

Suffocate

Suffocate

7th-level Necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, M (a bit of rope from a noose)
Duration: Concentration, 1 minute

All creatures within the area of this spell begin to suffocate immediately, gasping for air. Choose a point within view in range. All creatures within 20 feet of that point must make a Constitution saving throw. On a success, they are unaffected by the spell.

On a failure, the creature begins to choke, taking 6d6 necrotic damage per turn. They may repeat the save at the end of each of their turns. While suffocating, all attacks against the creature have advantage, and all of the creature’s own attacks have disadvantage. Furthermore, the creature’s speed is halved, and the effect does not end if the creature leaves the radius of the spell.

If the creature is still affected by the spell after one minute has passed, they fall unconscious.
Usable by: Cleric, Druid, Sorcerer, Warlock, Wizard

Shadow Walk

Shadow Walk

7th-level Transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

This may only be used in shade. When cast, the target enters the plane of shadow, where they may travel up to 7 miles per 10 minutes, moving normally on the plane of shadow, but a great distance on the prime material plane. This affects the target the caster touches.

At Higher Levels, When an 8th level spell slot is used to cast this spell, the duration is 8 hours and the caster may walk himself and up to 2 other people. When a 9th level spell slot is used to cast this spell, the duration is 24 hours and the caster may take up to 8 other targets with him.
Usable by: Druid, Sorcerer, Warlock, Wizard

Duo-Dimension

Duo-Dimension

7th-level Transmutation

Casting Time: 1 action
Range: Self
Components: V, S, M (an ivory likeness of the caster, costing 500 gp, and a strip of paper)
Duration: Concentration, up to 1 minute

This spell causes the caster to have only two dimensions, height and width, without any depth, like a sheet of paper. When viewed from the side, the caster is invisible. This allows the caster to make stealth checks at advantage anywhere, even in plain view, and on a successful stealth check be considered invisible.

The wizard can declare that he is keeping himself turned to the side against one opponent as a bonus action. This makes the caster unaffected by any form of attack from that opponent. However, any damage the caster does suffer (from area effect spells or damage from other targets) is doubled.
Usable by: Bard, Sorcerer, Wizard

Behold

Behold

7th-level Evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an eyeball from a Beholder)
Duration: 1 round

As an action, you summon a Beholder’s eye ray to assault a creature that you can see within range. When you cast this spell roll a d10 on the following table to determine the effect.

  1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until the caster or their allies harm the target. A creature immune to being charmed is not affected by this ray.
  2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature immune to being frightened is not affected by this ray.
  4. Slowing Ray. The target must succeed on a Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature cannot take reactions, and can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  5. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
  6. Telekinetic Ray. The target must make a Strength saving throw. On a failure, you may move the creature up to 30ft in any direction. The creature is restrained by the magic until the beginning of your next turn.
  7. Sleep Ray. The targeted creature must make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs or undead, or creatures immune to being charmed
  8. Petrification Ray. The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained, which lasts for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the effect lasts 1 minute, the target is petrified until freed by the greater restoration spell or other magic.
  9. Disintegration Ray. The target must succeed on a Dexterity saving throw or take 11d6 + 25 force damage. If this damage reduces the target to 0 hit points, its body is reduced to a fine gray dust.
  10. Death Ray. The target succeed on a Dexterity saving throw or take 12d6 necrotic damage. The target dies if the ray reduces it to 0 hit points.

At Higher Levels. When cast with an 8th level spell slot, you may target two creatures within range, which increases to three creatures when cast as a 9th level spell When rolling for multiple targets, reroll any duplicate results. You must specify which ray will target which creature before you make the roll.

Usable by: Sorcerer, Warlock, Wizard