A glittering tornado of chaos magic rampages across the battlefield. The vortex is a 10 foot wide, 20 foot high cylinder that begins anywhere within range.
Until the spell ends, you can use your action to move it 30 feet in any direction along the ground. At the start of each of your turns, the vortex also moves 10 feet in a random direction (roll 1d8 to determine). A creature must make a Dexterity saving throw the first time on a turn it enters the vortex or the vortex enters its space, including when it first appears. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also triggers a wild surge, as if they are both the caster and target of the spell. This wild surge can only occur once a round, and once five surges have been triggered no more will occur for the spell's duration.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage and total surges increase by 1d6 and one for every slot above 5th.
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