A magical sigil appears in front of you, unleashing a salvo of elemental blasts. Choose one of the following options.
Controlled Bombardment. You choose cold, fire, or lightning. You create six elemental projectiles and launch them at targets within range. You can aim them at one target or several. Make a ranged spell attack for each target. Being within 5 feet of a hostile creature doesn't impose disadvantage on these attack rolls. A target takes 1d8 of the type you chose per projectile on a hit, or half as much damage on a miss.
Chaotic Storm. You unleash a storm of elemental projectiles, striking enemies and allies alike. Each creature within range, other than you, rolls a d6 to determine how many projectiles it gets hit by. A creature takes 1d12 damage per projectile. The number rolled on the d6 determines the attack’s damage type, as shown below.
d6 Damage Type
| 1 or 6 | Lightning |
| 2 or 5 | Cold |
| 3 or 4 | Fire |
Rolling for Chaotic Storm
It may appear that the chaotic storm option requires you to roll a lot of dice. An option could be to roll the 1d12 once and then multiply that by the amount of projectiles a given target is hit by, but this creates a skewed and unwanted damage distribution. However, there is a simple method that limits the amount of rolls while retaining an appropriate damage distribution. Let all targets roll a d6, then roll six d12 in order. For each target, add as many dice together (in order) as they rolled on their d6. For example, if a target rolled a 2 on its d6, add the first two d12s you rolled to determine the damage it takes. If another target rolled a 5, add the first five d12s
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