You create a 10ft radius Zone filled with the influence of the void.
Everything in the zone takes 1d6 void damage every turn. Increased by 1d6 at lvl 4/7/13/17/20
You can decide on one stat wich the energy revolves around, increased to: 2lvl4/3lvl7/4lvl13/5lvl17/6lvl20
Everything that is in the zone needs to make a Saving throw on your spell save dc:
-Strength Fail; The target feels weakened and has a disadvantage on any phisical action as long their in the zone.
-Dexterity Fail; The target slows down and looses 1d3 initiative and 5ft. movement speed as long as their in the zone.
-Constitution Fail; The targets body starts to crumble. 1d6bludgeoning dmg. The target struggles to get up and repeats the saving throw with disadvantage until suceeded or after leaving the zone.
-Intelligence Fail; The target feels lightheaded and forgets what it was doing it stops any action it was currently doing and thinks endlessly on what it was doing until hit once or leaving the zone.
-Wisdom Fail; The target starts to disbelieve. If it was part of a Church it immediatly stops believing as long as its in the zone and may commit sins towards their church.
-Charisma Fail; The target looses its focus and thinks everyone around it is an enemy as long as it is in the zone.
You can when able to choose multiple stats, instead focus on one and force a disadvantage saving throw.
The damage of the void zone itself is reduced to 1d3 as well as the 1d3 increased dmg by lvl.
The void-zone can be cancelled at will.
The void-zone will heal voidlings, voidborne or void-touched units that enter it, instead of being damaged.