You tear a jagged rift into the Elder Elemental Eye's prison, a dimension of entropic stillness. A 20-foot-radius Sphere of Darkness appears, centered on a point within range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with a cacophony of overlapping screams and the sounds of chains rattling against the fabric of reality, audible up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
The Void's Chill: Any creature that is in the area, or starts its turn in the area takes 2d6 Cold damage as the heat is sucked from their blood. Note that no saving throw is allowed against this damage.
The Witness of Entropy: The darkness is not empty; it is a mass of writhing tentacled horrors of impossible colors, shapes and sizes that defy mortal geometry.
A creature must succeed on a Wisdom saving throw if it meets any of the following criteria:
- It is in the sphere when the spell is cast.
- It ends its turn in the sphere.
- It can see into the sphere (such as through Devil's Sight or similar magical effect) at any point during its turn.
On a failure, the creature takes 2d6 Psychic damage and is both Charmed and Restrained as its mind fractures under the weight of Dread Tharizdun's non-Euclidian nature and it is bound by ethereal, rattling chains, and has no desire to leave the sphere, suffering a complete sense of utter despair and nihility.
Struggling for Sanity: A creature that failed its Wisdom saving throw can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on a save against this spell, it is immune to the Charmed and Restrained conditions as well as the Psychic damage from this specific casting of the spell for the next 24 hours, though it still takes Cold damage if it starts its turn in the area.
Using a Higher-Level Spell Slot. The Cold and Psychic damage each increases by 1d6 for each spell slot level above 3.
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