As an action you create a 1 foot in diameter crackling orb of chaotic energy, which can be thrown into a group of creatures. Each creature within 10 feet of the orb must make a Dexterity saving throw. On a failed save, the targets take 5d8 lightning damage, and must also make a Constitution saving throw to determine if they are inflicted with chaotic energy. On a successful save, the target takes half of the lightning damage, and does not need to make a Constitution saving throw.
A creature inflicted with chaotic energy must roll a d8 on all of their turns for 1d12 rounds, or until they are cast with a Remove Curse or Greater Restoration spell. The creature is also effected by one of the following, corresponding to the d8 roll:
1: They are corrupted by chaos and frozen in time for 1d4 rounds.
2: They take an additional 4d4 lightning damage, as the orb flickers in and out of existence.
3: They take an additional 3d4 force damage, as chaos explodes from the orb.
4: They take an additional 1d6 fire damage, as the lightning greatly heats their body.
5: They are knocked prone by an unstable mass of chaotic energy.
6: They are teleported to a harmless demiplane for one round, before returning to the closest unoccupied space from whence they came.
7: They are inflicted with the poisoned condition, as chaos corrupts their blood briefly.
8: The effect ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage from the orb increases by 1d8 for each slot level above 3rd.
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