You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
Image. If you create an image of an object, it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or ant other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
The monk can see within the spell's area when you cast it with this feature. While the spell persists, you can move its are of Darkness to a space within 60 feet of yourself at the start of each of your turns.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
You shoot a greenish ray at a creature within range.
Make a ranged spell attack against the target.
On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
You manifest a minor wonder within range. You create one of the following magical effects within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
• Altered Eyes. You alter the appearance of your eyes for 1 minute.
• Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
• Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute.
• You cause harmless tremors in the ground for 1 minute.
• Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut.
• Phantom Sound. You create an instantaneous sound originates from a point of your choice within range, such as rumble of thunder, the cry of a raven, or ominous whispers.
• Tremors. You cause harmless tremors in the ground for 1 minute,
You spray toxic mist at a creature within range.
Make a ranged spell attack against the target.
On hit, the target takes 1d12 Poison damage.
Cantrip Upgrade. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).