|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.
You can increase the damage by 3d6 for each additional mana expended.