Avenchenzarr's Gaze

*7th level Evocation*

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (the tooth of a Beholder)

Duration: Instantaneous

Evoke the power of Avenchenzarr the Seer to wreak havoc on your enemies. Choose up to three targets within range and select one of the following effects for each target. You may not affect a single target with more than one effect or reuse an effect.

* *1. Charm Ray.* The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature.
* *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 itself 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 itself on a success.
* *4. Slowing Ray.* The targeted creature must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* *5. Enervation Ray.* The targeted creature must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
* *6. Telekinetic Ray.* If the target is a creature, it must succeed on a Strength saving throw or you move it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until you are incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
* *7. Sleep Ray.* The targeted creature must succeed on 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 and undead.
* *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. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
* *9. Disintegration Ray.* If the target is a creature, it must succeed on a Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.
* *10. Death Ray.* The targeted creature must succeed on a Dexterity saving throw or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.

Casting this spell at 8th level allows you to choose an additional target to turn the gaze towards. Casting this spell at 9th level allows you to target a single creature with every ray.

**Classes: Wizard, Warlock**