A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target, the attacks deals 1d10 of damage. Chemical magic is an unstable blast of energy, changing type depending on your wishes.
To change to damage type your spellcaster must use a different material that corresponds with the damage type you want [For example: a piece of charcoal for fire, a bit of ice for cold, a metal rod for lighting, ect.]. All of these items can be found in a component pouch. Necrotic, Radiant, Thunder, Psychic, and Bludgeoning, Slashing, and Piercing, damage types cannot be induced, leaving, Fire, Cold, Lighting, and Poison, used. If no component is selected than the attack deals Force damage.
The spell deals more damage when you reach higher levels: 2d10 at 5th level, 3d10 at 11th level, 4d10 at 17th level, and 5d10 at 20th level.
* - ((Varies))
Comments