In a water tight vessel you are touching, seal the energy of two magical elements from two willing sources you can see (spell focus, grimoire, elemental, spell, etc). The vessel will begin to glow, the glow slowly fading between two colors. If it is translucent you can see the chaotic swirling of the magics held within in a constant struggle to overpower each other. On your turn you may release the energy as a bonus action. Triggering the release or breaking the vessel creates a 20 foot sphere of chaotic magic centered on the vessel that spreads around corners and affects anything caught within it. All creatures in the sphere must make a Dexterity saving throw. A target takes or 6d6 of each type of damage or half as much on a successful save. Additional effects based on energy combination up to dm discretion. You may up cast this spell to level seven and add a third type of energy.
* - (Two magical energies (Ice & Fire, Holy & Unholy, etc), a water tight vessel)
Level
4th
Casting Time
1 Action
Range/Area
Touch
(20 ft. )
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Comments