C
Duration
Up to 1 minute
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wis save, or it can't take reactions until the spell ends. The affected target must roll a d10 at the start of each of its turns (see table below). At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
1-2
Vision of the Far Realm. The target takes 6d12 psychic dmg, and is stunned until the end of the turn.
3-5
Rending Rift. The target must make a Dex save, taking 8d12 force dmg on a failed save, half dmg on a success.
6-8
Wormhole. The target is teleported up to 30ft to an unoccupied space you can see, taking 10d12 force dmg and is knocked prone.
9-10
Chill of the Dark Void. The target takes 10d12 cold dmg, and is blinded until the end of the turn.
Material Component:
crystal prism
Verbal Component:
Confractus Verum