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.
|1||Each foe within 30 feet of the target becomes invisible to it for the duration, but it can still hear them.|
|2||The nearest foe takes on the form of the target’s greatest fear, and the target is frightened of it for the duration.|
|3||An avatar of death appears (see chapter 7 of the Dungeon Master’s Guide) and attacks the target for the duration.|
|4||Haunting sounds and sensations plague the target and it is unsettled for the duration.|
|5||The 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.|
|6||The target senses nothing, and is blinded and deafened for the duration. In addition, it can’t benefit from tremorsense.|
|7||The target is wracked with phantom sensations. Once each turn when it takes damage, it takes an additional 1d6 psychic damage for the duration.|
|8||Incessant 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