The realms shift and distort as the far realm seeks damnation. A 10-foot square rift appears within range. Any creatures within 20 feet of it at the start of their turns must make a intelligence saving throw or take half damage on a successful save. ON a failed save, the creatures are frightened for 1 minute and take 10d6 psychic damage. Frightened creatures can repeat the saving throw at the end of their turns.
On subsequent turns, creatures that move within range or start there turn within 20 feet of the rift must repeat the original saving saving throw.
At the start of the caster''s next turn 1d4 randomly chosen aberrations of CR 2 or lower appear within 10 feet of the rift. At the start of the caster's next turn, the same event occurs, but the creatures are CR 4 or lower. Then CR 6, or lower, at the start of the next turn, with one 1d6 aberrations appearing every round until the duration is finished or concentration is dropped. When these creatures appear they are not affected by the rift, they cannot go back through the rift, and are hostile to everything and everyone.
* - (A Nothic's eye wrapped in chains)
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