You create a tiny rift to the elemental plains and pull out a random and chaotic mote of energy to alter the world around you. Roll a d10 to determine the effect of the spell from the list below.
1. A blast of blue energy emanates in a 30 foot sphere around you. All creatures excluding yourself must make a dexterity saving throw or suffer 1d6 lightning damage.
2. 4 beams of black energy shoot out from your body and launch towards an enemy or enemies in range. Pick how many beams go to which target. Each of the beams deal 1d4 necrotic damage.
3. A spiral of blinding golden energy rapidly blasts out from your body spreading all across the land around you all creatures within 500 feet heal 1d6.
4. The spell fizzles and nothing happens.
5. The spell duplicates itself. Roll 2d10 and take the effects of both of those results.
6. You swap positions with the closest creature. If there are multiple creatures within the same range you choose which creature you would like to switch with.
7. A piece of gold lands at your feet. The coin can be thrown, after 6 seconds whenever a creature gets within 5 feet of the coin they trigger the effect of this spell and must roll a d20 to determine what happens. The coin fades from existence after 24 hours or after it is triggered. If a creature is already within 5 feet of the coin the effect triggers after they leave.
8. 3 fireworks launch into the air and explode in bursts of elemental energy. The user may choose the elemental type of damage and color of the fireworks. If the fireworks are launched indoors all creatures within 100 feet must make a dexterity save or suffer 1d6 of the previously selected element.
9. The spell causes all living creatures in 60 feet to emit a bright radiant energy. The light counts as a bright light for 60 feet around all effected creatures. All undead creatures within the light that have a challenge rating of 3 or lower will attempt to flee from the light.
10. The user is affected by an ancient and unknown magic. The DM will pick a random status condition to apply to the caster.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the user rolls an additional 1d20 for each level above 1st.
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