A 20-foot-radius sphere of swirling planar chaos springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Wisdom saving throw or take 2d6 psychic damage as they are assaulted by horrific, outerplanar visions.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of chaotic energy to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 2d8 + 2d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
1 - Acid
2 - Cold
3 - Fire
4 - Force
5 - Lightning
6 - Poison
7 - Psychic
8 - Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target (with advantage if it is within the storm sphere), and make a new damage roll, which could cause the chaotic energy to leap again.
A creature can be targeted only once by each casting of this spell.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen as the chaos storm shrieks and screams like a haunted choir.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 5th.
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