Casting Time: 1 action
Range: 12 foundations
Components: S, M, (6 Blue Glowing Gems)
Duration: 3 rounds
Classes: Sorcerer, Warlock, Wizard
You attempt to trap a creature within it’s own mind, hounded by nightmarish perils. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a failed save, the target takes 6d6 psychic damage and becomes catatonic, falling prone for 3 rounds or until they take damage. The target takes half as much damage on a successful save and resists being trapped within a catatonic state.
The character may twitch and fidget as they perceive danger within their own mind, and cannot see or hear anything beyond their own tormented mind for the spell’s duration. An ally within 1 foundation range can take their action to shake the character from their fugue state.