concentration, 1 minute/mana

1–2Vision of the Far Realm. It takes 5d6 psychic damage and can’t move or use any actions this turn.
3–5Rending Rift. It takes 13d6 force damage.
6–8Wormhole. 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.
9–10Chill 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.