You create a orb of wild magic and send it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 force damage. Hit or miss, the orb then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw and take 2d4 additional damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the second attack's damage type, as shown below.
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Radiant
7 Necrotic
8 Thunder
If you roll a 4 the targets in range automatically fail the Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d6 and the chaotic damage increases by 1d4 for each slot level above 1st.
Previous Versions
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10/3/2021 1:56:58 PM
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2
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Coming Soon
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