Ok, so here is the idea. There is this pretty curious spell from 3.5 BoED that allowed you to temporarely change one of your eyes into that of a Beholder. The thing is, it's kind of difficult to extimate as to how powerful it is. I'm currently leaning towards a lvl 7-8, but what do you think? Obviously 9 would be too much, because at that point one can True Polymorph into a real Beholder, soooo. Here is what I have for now:
Eye of the Beholder
7th level transmutation (black magic)
Casting time: 1 action
Range: Self
Components: V, S, M (a fresh or preserved eye of an intelligent creature, which is consumed)
Duration: 1 minute (Concentration)
One of your eyes grows out of your head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, you gains advantage on Wisdom (Perception) checks based on sight.
More importantly, you can use an action to fire an eye ray at a creature within 120ft. of you. The ray is determined randomly rolling a d10 each round (you roll this before choosing a target, but after choosing to use this action):
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 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. 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.
One thing to notice, I was thinking of changing some of the saves to respect what similar spells do: E.G., Death Ray could be Con, Petrification too (flesh to stone), Slow and Paralysis Wisdom (Slow and Hold Person). Also another note: the (black magic) note is a thing I have introduced into my campaign, and it means that all arcane casters can learn it, but there will be consequences for frequent use (corruption, long-term madness, alignment changes and similar things).
Ok, so here is the idea. There is this pretty curious spell from 3.5 BoED that allowed you to temporarely change one of your eyes into that of a Beholder. The thing is, it's kind of difficult to extimate as to how powerful it is. I'm currently leaning towards a lvl 7-8, but what do you think? Obviously 9 would be too much, because at that point one can True Polymorph into a real Beholder, soooo. Here is what I have for now:
Eye of the Beholder
7th level transmutation (black magic)
Casting time: 1 action
Range: Self
Components: V, S, M (a fresh or preserved eye of an intelligent creature, which is consumed)
Duration: 1 minute (Concentration)
One of your eyes grows out of your head on an eyestalk, becoming like that of a beholder. Due to the mobility of the eye, you gains advantage on Wisdom (Perception) checks based on sight.
More importantly, you can use an action to fire an eye ray at a creature within 120ft. of you. The ray is determined randomly rolling a d10 each round (you roll this before choosing a target, but after choosing to use this action):
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 ft. in any direction. It is restrained by the ray’s telekinetic grip until the start of your next turn. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 ft. 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.
One thing to notice, I was thinking of changing some of the saves to respect what similar spells do: E.G., Death Ray could be Con, Petrification too (flesh to stone), Slow and Paralysis Wisdom (Slow and Hold Person). Also another note: the (black magic) note is a thing I have introduced into my campaign, and it means that all arcane casters can learn it, but there will be consequences for frequent use (corruption, long-term madness, alignment changes and similar things).