You provide a magical outlet for the pain of a soul caught between this world and the next, causing an effect that varies depending on the individual summoned. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 psychic damage and suffers an effect determined by the number rolled.
If rolling multiple dice, you can choose which result you will use after rolling (including after rerolling a 1).
The spell's damage increases by 1d8 when you reach 5th level (2d8).