You consume the belladonna berries used as a material component, taking 1d10 poison damage, and breathe out a poisonous cloud. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 poison damage and is poisoned until the start of your next turn. On a success, the creature takes half as much damage and isn’t poisoned. A creature that doesn’t need to breathe automatically succeeds on its saving throw.
At Higher Levels. If you use a spell slot of 3rd level or higher to cast this spell, the damage you deal increases by 1d10 for each slot level above 2nd. The damage you take doesn’t increase.
Choose one creature within range that you can see or hear. The target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose a topic of conversation. While the target remains cursed, whenever it attempts to speak about the chosen topic, you, or this spell, a phenomenon of your choice spills forth from its lips instead of words. Attempts to circumvent the curse by writing about the subject result in crude drawings of the chosen phenomenon. If the target can communicate telepathically or another creature reads its mind, it can communicate about the curse that way. If you have caught the target in a lie, or if you have done it a kindness and receive no thanks within 1 minute, the target has disadvantage on its saving throw, the spell doesn’t require concentration, and the effect is permanent unless removed by a remove curse or greater restoration spell, or similar magic. You can also choose to end the spell by using an action to dismiss it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You imbue a crystal with magic to absorb harmful influences. While carrying the crystal, when you would take damage as a result of a spell or magical effect in the space you occupy when you start your turn, reduce the damage you take by 2d6. When you would make a saving throw to avoid an effect based on the space you occupy when you start your turn, you have advantage on the saving throw. During the spell’s duration, when you would take necrotic, poison, or psychic damage, you can end the spell as a reaction to gain resistance to the triggering damage type until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, creatures of your choice within 5 feet of you gain the benefits of the spell. They can’t use the spell’s reaction