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8th Level

Conjuration

Spell:

Reality Break

Spell Components

8th Level Conjuration Spell

M

S

V

Cast Time

Duration

Range

1 action

Concentration, up to 1 minute

60 feet

Source: Explorer's Guide to Wildemount

Material(a crystal prism)


You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.


Reality Break Effects

d10Effect


1-2Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn3-5Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.6-8Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.9-10Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

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