concentration, 1 minute/mana
d10 | Effects |
---|---|
1–2 | Vision of the Far Realm. It takes 5d6 psychic damage and can’t move or use any actions this turn. |
3–5 | Rending Rift. It takes 13d6 force damage. |
6–8 | Wormhole. It takes 8d6 force damage, is teleported, along with everything it is wearing and carrying, up to 5 meters to an unoccupied space of your choice that you can see, and is knocked prone. |
9–10 | Chill of the Dark Void. It takes 8d6 cold damage, and it is blinded until the end of the turn. |
As two actions, you shatter the barriers between realities and timelines, thrusting a creature that you can touch or see within 10 meters into turmoil and madness. At the start of each of its turns for the duration, the creature must make a Will saving throw.
On a failure, the creature must roll a d10 to determine its behavior for that turn.
On a success, the creature must roll a d10 and take half as much damage as listed and the effect ends.
Augment
You can increase the damage by 3d6 for each additional mana expended.