This big ass ruby necklace is set in platinum and magically etched with eldritch runes.
The necklace must be charged with a 9th level spell and 1 hit point worth of blood from a creature that has been touched by the outer realms. It's effects last for one minute or until dismissed by the wearer. The DC to save against the effects of the neckless is that of the wearer. Creatures with true sight have disadvantage against the effects of the necklace. Immunity to the fear condition is overridden to resistance. Resistance to the fear condition is overridden to normal.
You create an inky black 20' radius sphere that is a gateway into the void of the outer realms, which also radiates an aura of fear in additional 30' from the sphere.
Each creature that begins it's turn within the aura of the void sphere must make a WIS saving throw. On a failure all affected creatures fall under the frightened condition by the unfathomable horrors of the void. Failing the save by 5 or more all affected creatures frightened but are compelled to walk into the void sphere. Each creature that ends it's turn within the aura of the void sphere must make a CHA saving throw. On a failure all affected creatures takes 2d6 (7) psychic damage. Damage is halved on a successful save.
Each creature that begins it's turn within the area of the void sphere must make a DEX saving throw. On a failure all affected creatures are restrained and pulled to the center of the sphere by a writhing mass of other worldly tentacles and mouths for the rest of it's turn. Failing the save by 5 or more all affected creatures have disadvantage on it's next saving throw. Each creature that ends it's turn within the area of the void sphere must make a CHA saving throw. On a failure all affected creatures takes 5d6 (18) psychic damage. Damage is halved on a successful save.
Any creature that is within the area of the void sphere at the end of one minute or it is dismissed must make a CON saving throw. On a failure all affected creatures take 5d10 bludgeoning damage and knocked prone. Failing the save by 5 or more all affected creatures are shunted away into the outer realms. Damage is halved and the creature is not knocked prone on a successful save.
Notes: Frightened, Restrained, Prone, Requires attunement for every creature other than Badima
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