Kryx RPGThemesMonsters
concentration, 1 minute/mana or psi

As an action, you shatter the barriers between realities and timelines, thrusting a creature you can touch or see within 18 meters into turmoil and madness. At the start of each of its turns, the creature must make a Will saving throw and roll a d10 to determine its behavior for that turn.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

d10Effects
1–2Vision of the Far Realm. On a failed save, the creature takes 4d12 psychic damage and can’t move or take actions this turn. On a successful save, the creature takes half as much damage, but can still move and take actions.
3–5Rending Rift. On a failed save, the creature takes 7d12 force damage. On a successful save, the creature takes half as much damage.
6–8Wormhole. On a failed save, the creature takes 4d12 force damage, is teleported, along with everything it is wearing and carrying, up to 9 meters to an unoccupied space of your choice that you can see, and is knocked prone. On a successful save, the creature takes half as much damage and it isn’t teleported.
9–10Chill of the Dark Void. On a failed save, the creature takes 5d12 cold damage, and it is blinded until the end of the turn. On a successful save, the creature takes half as much damage and it isn’t blinded.
Augment

You can increase the damage by 2d12 for each additional mana or psi expended.