You stare at a target within range, and attempt to break their mind temporarily. The target must make an Inelegance saving throw or come under the effects of Delerium. On a successful save the creature takes 4d6 psychic damage but does not fall under the Delerium effects. When a creature with Delerium starts its turn they roll 1d8 to determine what they can do that round.
1-2: The target takes 3d6 psychic damage, and is stunned for the round
3: The target takes 3d6 psychic damage, if they use their movement in the round the direction they move is chosen randomly. They can take actions as normal
4: The target is stunned for the round
5: The target is frightened of the caster for the round and must run as far away from them as possible
6: The target uses all of their movement to lay prone
7: The target cannot take any actions on their turn
8: The target takes the dodge action, and can move normally
A creature suffering Delerium can repeat their Inelegance saving throw at the end of each of their turns
At higher Levels: When you cast this spell using a slot of 6th level or higher, you can target one additional creature for each slot above 5th.
* - (The preserved brain of a small creature)
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