Targeted creature gets its vision warped. At the beginning of its turn, it must make a DC 17 saving throws. If it fails, roll a d100 and see what effect it gets. If it succeeds, the spell ends.
1-10. The creature will see everything 5ft to the left of where they actually are. At the beginning of its turn, it may make a DC 17 wisdom saving throw to try to notice this change, otherwise it will have a -2 to melee attacks rolls and -5 to ranged attack rolls.
11-20. The creature will see everything 5ft to the right of where they actually are. At the beginning of its turn, it may make a DC 17 wisdom saving throw to try to notice this change, otherwise it will have a -2 to melee attacks rolls and -5 to ranged attack rolls.
21-25. All creatures will be illuminated with searing light, and the targeted creature is blinded when in a 5 ft range of them.
26-30. Creatures will appear to be 5 feet closer than they actually are.
31-35. Creatures will appear to be 5 feet farther than they actually are.
36-40. Everything appears blurry, causing a -1 on all rolls.
41-50. Bright light seems like dim light, and dim light seems like darkness. Darkness stays the same.
51-60. Darkness seems like dim light, and dim light seems like bright light. Bright light stays the same.
61-70. The creature can not tell what creature is what, and will attack a random target in its line of sight on its turn.
71-75. Targeted creature loses nightvision, and everything looks like darkness to it.
76-80. Everything looks like bright light to the targeted creature.
81-85. Creature appear to duplicate to the targeted creature. If it were to make an attack, it must make a Dc 17 wisdom saving throw or miss.
86-90. Every creature turns invisible to the targeted creature.
91-99. Every creature appears to turn into something targeted creature is afraid of. At the beginning of its attack, it must make a Dc 17 wisdom saving throw or become frightened.
00. The creatures eyes explode, dealing 6d10 bludgeoning damage and blinding the creature.
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