Chaos Mirage

5th-level illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 10 minutes

Chaotic magic seeps into a creature’s mind, causing it to perceive phantoms. The target must make a Wisdom saving throw. On a failed save, roll 2d8 and choose one of the d8s. The number rolled on that die determines what phantoms the target perceives.

A target which fails its save can use its action to make an Intelligence (Investigation) check against your spell save DC, and on a success is freed of the phantoms.

1Each foe within 30 feet of the target becomes invisible to it for the duration, but it can still hear them.
2The nearest foe takes on the form of the target’s greatest fear, and the target is frightened of it for the duration.
3An avatar of death appears (see chapter 7 of the Dungeon Master’s Guide) and attacks the target for the duration.
4Haunting sounds and sensations plague the target and it is unsettled for the duration.
5The target can’t distinguish friend from foe and must choose a random target when it takes an action which targets something other than it or an unattended object for the duration.
6The target senses nothing, and is blinded and deafened for the duration. In addition, it can’t benefit from tremorsense.
7The target is wracked with phantom sensations. Once each turn when it takes damage, it takes an additional 1d6 psychic damage for the duration.
8Incessant whispers drive the target mad. For the duration at the start of each of its turns, rolls a d6. On a 1 or 2, the target is unable to take an action or a bonus action during that turn.

If you roll the same number on both d8s, the chaotic energy leaps to a different creature of your choice within 30 feet of it. The new target makes a Wisdom saving throw, and you roll 2d8 to determine what effects the spell has, which could cause the chaotic energy to leap again