You create a burst of chaos surging from you in a 30 foot radius. Hostile creatures in that radius must succeed on a Charisma saving throw or take 3d10 of a random damage type determined by the table below and if they can cast spells, the next spell they cast triggers a Wild Magic surge, if they cannot cast spells the first attack they make before the start of your next turn triggers a Wild Magic Surge. Additionally, if they have a feature already that causes wild magic surges, that feature is set off immediately upon casting this spell. If the creature succeeds on the saving throw they take half damage and trigger no wild magic surges.
A friendly creature within the radius may choose to take 1d10 damage and have their next spell, if they can cast spells, or attack trigger a wild magic surge.
| d10 | Damage Type |
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Additionally, if you cast this spell using a spell slot of 5th or higher, friendly creatures do not take damage when they choose to be affected
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