You attempt to counter the damage of an enemy's next attack by redirecting their aim. Choose a single enemy within sight and they are surrounded with a field of chaotic energy. When the marked creature makes their next attack they are given an automatic success, but just before the attack lands the damage of their attack is sent to another target. The marked creature makes a Charisma saving throw vs your spell DC. On a failure the chaotic energy transfers the attack's damage to a target of your choosing and within your sight. If the marked creature succeeds the saving throw roll a d10 for the results:
- 10: The damage is redirected to a random point into the future. The next time you do damage you can add to it the damage sent though time.
- 8-9: The damage is redirected to the marked creature
- 6-7: The damage is redirected to a random enemy within site
- 4-5: The damage is redirected to a random unoccupied space within site
- 2-3: The damage is redirected to a random creature within site
- 1: The damage is shared evenly between you and the marked creature
If the marked creature dies before their next attack you may choose to regain your spell slot, but you must roll on the wild magic surge table at the start of your turn in order to disperse the leftover chaotic energies.
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