For the duration of the spell, your crystal ball emits a magical glow and hovers a couple feet above the head of a creature in range that you can see. As you cast the spell, you can attempt to muddle the mind of that creature. It must make a Wisdom saving throw against your spell save DC. If it fails, the orb muddles with its cognition and dazes its mind. The creature is charmed and has disadvantage on all attack rolls and can't take reactions. If it succeeds, it resists the influence of the orb and nothing happens. When the creature takes damage, it can make another Wisdom saving throw against your spell save DC to break the influence.
When the creature is under the influence of the orb you can use your action to push the magic of the orb deeper in the mind of the creature. The creature must make another Wisdom saving throw against your spell save DC. If the creature succeeds nothing changes. If it fails, it becomes incapacitated and can't move, in addition to all the previous effects. Also, when the creature is incapacitated in this way, your magic torments its mind. The orb deals 2d10 psychic damage on the start of each of its turns. If this damage reduces the creature to 0 hit points, its head explodes.
Furthermore, you can use your action to attempt to muddle the mind of a new creature within 30 feet. When you do so, all the effects of the previous target immediately end.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from the orb increases by 1d10 for each slot level above 4th.
* - (A crystal ball worth at least 50 gp)Previous Versions
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5/23/2021 7:18:43 PM
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