A bright streak flashes from your outstretched finger to a point you choose within range then blossoms with a low roar into as ecplosion of energy. Each creature in a 20 foot radius from the point chosen must make a Dexterity Savings throw. on a Failed save the target takes 2d8 + 4d6 damage and half as much as a successful save. The energy spreads around corners.
Roll 2d8 choose one of the numbers rolled, that will dictate damage type. If the same number is rolled on both the chaotic energy warbles, add another 2d8 to chosen damage type and increase the spells range by 5 feet
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
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