Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect

You sprout multiple eyestalks throughout your body as it changes to partially resemble that of a beholder's. Until the spell ends you can't cast spells, and you gain the following benefits:

  • You gain a flying of 20 feet
  • You gain darkvision of 120 feet
  • As an action you can fire one random beholder beam (DC equal to your spellcasting modifier). Roll a d10, the beam you fire is determined by the number you roll as shown below:
  • d10

    Eye Ray

    1

    Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you or one of your allies harms 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 36 (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 the beholder moves it 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 your 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 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 45 (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 DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points

  • As an action, you can fire an 5 feet wide 60 feet long anti-magic line. This line functions as a dispel magic spell, it automatically dispels any spell of 3rd level or lower and for any effect equivalent to a 4th level of higher, make an ability check and add your spell casting modifier, the total applies to all effects in the line. The DC to dispel the effects in the line is equal to 10 + the effects spell's level. 

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

* - (a beholder's eye stalk with the eye intact)

Available For: Wizard (Legacy) Sorcerer (Legacy) - Aberrant Mind (Legacy) Warlock (Legacy) - The Great Old One (Legacy)

hesnov

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