You thin the barriers between realities and timelines, subjecting a creature to chaos and confusion with the faint sound of a clock ticking in its mind. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the creature is affected for the spell duration and must roll a d10 at the start of each of its turns; the number rolled determines what happens to the creature, as shown on the Breakpoint Effects table.
At the end of each of its turns, the affected creature can repeat the Wisdom saving throw, ending the spell on itself on a success.
Breakpoint Effects
d10 Effect
1-2 Vision of the Timeline Past. The creature experiences horrifying visions of its past self being tortured by the closest Hostile creature. The creature takes 4d10 psychic damage, and it is frightened of the closest hostile creature it can see until the end of the turn.
3-5 Hallucination of Calamity. The creature believes it is fighting in the war between the Prime Deities and Betrayer Gods. The creature regards all creatures it can see as enemies until the end of its current turn.
6-8 Entangled Realities. The creature becomes the target of Spectral Modrons whose goal is to restrain the forces of chaos. The targeted creature takes 2d10 force damage and is restrained by spectral chains produced by the Modrons until the start of its next turn where the Modrons will fade away.
9-10 Timeline Termination. The creature sees its own demise occur in another reality. The creature is incapacitated until the start of its turn
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
* - ((a crystal prism))
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