Level
4th
Casting Time
1 Action
Range/Area
Self (120 ft. )
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
All

A beam of shifting, chaotic energy shootf out from your hand in a line 5 feet wide and up to 120 feet long. Each creature in the area must make a Dexterity saving throw, taking 2d8 + 6d6 (+ your spellcasting modifier) damage on a failed save, or half as much damage on a successful save. Choose one of the d8s; the number rolled on that die determines the spell's damage type, as shown below:

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder


If you roll the same number on both d8s, another beam shoots out in a direction you chose from where the last beam ended. Roll damage for the next beam, which could consequently cause another beam to shoot out again. A creature can be damaged only once by each casting of this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spell slot above 4th level. You only need to roll the same number on two d8s for another beam to be fired when cast like this.

Spell Tags: Damage Combat

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Boocentry

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