An orb of chaotic energy appears in your hand. The orb remains there for the duration and harms neither you nor your equipment. The orb sheds dim light in a 13-foot radius. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the orb, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can cast the orb at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d7 +1 damage of a type determined by rolling a d13 as shown below:
1-Acid
2-Bludgeoning
3-Cold
4-Fire
5-Force
6-Lightning
7-Necrotic
8-Piercing
9-Poison
10-Psychic
11-Radiant
12-Slashing
13-Thunder
This spell's damage increases by 1d8 when you reach 5th level (1d7 + 1d8 +1), 11th level (1d7 + 2d8 +1), and 17th level (1d7 + 3d8 +1). Additionally at 5th level the result of the d7 can be added or subtracted to the result of the d13 to alter the damage type rather than adding to the orb's damage(the damage type value choosen must be valid).
*Impact! Miniatures dice where used
* - (One digit of an amputated big toe)Previous Versions
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6/22/2021 6:27:39 PM
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6/22/2021 10:39:35 PM
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