Aberrant Eye
6-level Abjuration
Casting Time: 1 action
Range/Area: 120 feet
Components: Verbal, Somatic
Duration: 1 minute (requires concentration)
Attack/Save: DEX save (Eye Beam), INT save (Otherworldly Gaze), STR save (Grasping Tentacles)
Damage/Effect: force (Eye Beam), psychic (Otherworldly Gaze), bludgeoning (Grasping Tentacles)
You conjure a 10-foot radius floating, spectral eye surrounded by writhing tentacles in an unoccupied space that you can see within range. For the duration, while you are within 120 feet of the eye, you can seamlessly shift between your own vision and seeing through the eye's space (no action required). You can also move up to 30 feet as a bonus action, provided that you are within 120 feet of it.
Additionally, when you cast the spell, and as an action on each of your turns for the duration, provided that you are within 120 feet of the eye, you can cause one of the following effects:
- Eye Beam. A 5-foot wide, 60-foot long line of energy blasts out from the eye in a direction of your choice. Each creature in the line must make a Dexterity saving throw, taking 6d6 force damage on a failed save, taking half damage on a success.
- Otherworldly Gaze. Choose a creature within 60 feet of the eye. The target must make an Intelligence saving throw. On a failed save, the creature takes 2d10 psychic damage and is afflicted with a random form of Short-Term Madness, which lasts until the beginning of your next turn.
- Grasping Tentacles. The tentacles around the eye temporarily materialize into a shadowy essence, and lash out in a 10-foot radius around the eye. Creatures in the area must make a Strength saving throw, taking 4d8 bludgeoning damage and being restrained until the beginning of your next turn on a failed save, taking half damage on a success.
Available for: Warlock, Wizard