You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, 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.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its 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.
You point your finger at a creature within range and utter dark words. Choose one of the target's appendages or alternatively their torso. The spell has the following effect:
Appendage:
The target must make a constitution saving throw, on a fail they take 4d6 necrotic damage and are unable to use that appendage for 10 minutes as their blood drips from the vial. On a save they take half that damage and do not loose control of the appendage.
Torso:
The target must make a constitution saving throw, which they do with advantage if no blood has been drained from any of their appendages, and with disadvantage if blood has been drained from half or more of their appendages. On a fail, they are reduced to 0 HP as they are drained entirely of blood. The vial shatters as it overflows. On a save they take 4d6 necrotic damage.
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.