A chaotic burst of magical energy erupts from your hands. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 1d6 acid damage, 1d6 cold damage, 1d6 fire damage, 1d6 force damage, 1d6 lightning damage, 1d6 necrotic damage, 1d6 poison damage, 1d6 psychic damage, 1d6 radiant damage, and 1d6 thunder damage on a failed save (for a total of 10d6), or half as much damage on a successful one.
After casting this spell, you must roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell that normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each damage type and you may roll twice on the Wild Magic Surge table and use either number.
* - (a small crystal or glass prism)
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