5th-level Transmutation

When you cast this spell 10 aditional eyes appear on the targets body, the eyes appear anywhere on the target, with or without eye stalks. When you cast this spell, and as an action on each of your turns you roll a d10 you then use an eye ray depending on the number rolled.

All eye rays have a range of 60ft

Charm Ray. The target creature must make a wisdom saving throw against your spell save DC, or be charmed by you until your concentration ends

Paralyzing Ray. The target creature must succeed on a constitution saving throw or be paralyzed. It can repeat the saving throw at the start of each of its turns.

Fear Ray. The target creature must succeed on a wisdom saving throw or be frightened of you for the duration of the spell. The target can repeat the saving throw at the start of each of its turns.

Slowing Ray. The target creature must succeed on a dexterity saving throw or have its speed halved for the duration of the spell. Additionally the creature can't take reactions, and the target can make a bonus action OR an action on each of its turns, not both. The creature can repeat the saving throw at the end of each of its turns.

Enervation Ray. The target creature must succeed on a constitution saving throw or take 4d8 necrotic damage

Telekentic Ray. If The target is a creature, it must succeed on a strength saving throw or the caster moves it 30 feet in any direction, It is restrained by the caster until the start of the casters next turn. If the target is an object weighing less than the casters spellcasting score x 10 it is moved up to 30 feet in any direction, the caster can also exert fine control over objects with this ray, such as maniuplating a simple tool, or opening a door.

Sleep Ray. The target creature must succeed on a constitution saving throw or fall asleep for the spells duration, the target remains unconcious until it takes damage, another creature takes an action to wake it, or it succeds on its saving throw which it makes at the end of each of its turns.

Petrifiction Ray. The target creature must succeed on 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 successful save, the effect ends. On a failed save, the target becomes petrified for the spells duration

Disentergration Ray. The target creature must succeed on a dexterity saving throw or take 5d8 force damage. if this damage reduces the target creatures hitpoints to 0, its body becomes fine, gray dust. If the target is a large, or smaller creature, or a creation of magical force, it is disentergrated without a saving throw. If the target is Huge or larger object, or creation of magical force, this ray instead disentergrates a 10-foot cube of it.