A flashing beam of vibrant energy crashes down in a 5-foot radius, 40-foot-high cylinder centered on a point within range.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in chaotic energies that cause searing pain, and it must make a Constitution saving throw. It takes 2d8+1d10 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the attack'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 |
When you start your turn without dealing damage with the beam since the start of your last turn, you may use a free action to have the beam reappear at any other point in range.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
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