A beam of shifting, chaotic energy shoots out of your hand in a line 5 ft. wide and up to 120 ft. long.
Each creature in the spell's area must make a Dexterity saving throw, taking 2d8 + 6d6 damage on a failure, or half as much on a success. Choose one of the d8's you rolled - the number rolled on that die represents 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 d8's, another beam shoots out in a direction you choose from where the last beam ended. Roll damage for the new beam, which could cause another beam to shoot out again.
A creature can only be damaged 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 per level of slot above 4th. You only need to roll the same number on two d8's to create another beam.
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