You reach into the mind of up to 3 creatures within range, creating a Vision of the Far Realm. Aberrations are unaffected. All other creatures must make a Wisdom taking 8d6 psychic damage on a failed save or half as much on a successful one. In addition, on a failed save the creatures are stunned. At the end of each of their turns, affected creatures can make a Wisdom saving throw. It they succeed, this effect ends for that target.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional victim for each slot level above 4th.
Creatures within a 20-foot sphere centered on a point of your choosing feel a sudden, explosive pressure within their skulls. They must make a Constitution saving throw and take 8d6 psychic damage, or half on a successful save.
This spell ignores walls and terrain features, unless magically warded.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You send a wave of disturbing energy toward one creature within range. That creature must succeed a wisdom saving throw are they have a flash in their mind of a moment that has haunted them or a regret from their past that becomes more exaggerated in their mind. If they failed the saving throw, the creature takes 4d8 psychic damage and you learn what haunted them or what they regretted. When they fail the saving throw, the damage are reduced by half or you may also choose to do no damage and still learn their regret. If the creatures hit points were not reduced to 0 by this attack, then they have disadvantage on all ability checks, attack rolls, and saving throws till the end of their next turn.
This spell has no effect on creatures with an intelligence of 6 or below or creatures that are beasts, constructs, or undead.
At higher levels, when you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot above 3rd.