Choose one creature that you can see. A floating beholder eye appears in front of you and attempts to shoot one of its rays at the object. Roll a D9 to determine which one.
1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw against your spell DC or be charmed by you until the spell ends, or until you harm the creature.
2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw against your spell DC or be paralyzed untill the spell ends. 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 against your spell DC or frightened untill the spell ends. 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 against your spell DC. 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 succeed on a Constitution saving throw against your spell DC, 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 against your spell DC. On a failed throw, you can move the creature up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the your next turn or until you are incapacitated.
7. Sleep Ray. The targeted creature must succeed on a Wisdom saving throw against your spell DC or fall asleep and remain unconscious until the spell ends. 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. Disintegration Ray. The targeted creature must succeed on a Dexterity saving throw against your spell DC or 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
9. Death Ray. The targeted creature must succeed on a Dexterity saving throw against your spell DC or take 10d10 necrotic damage. The target dies if the ray reduces it to 0 hit points.
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