You summon the forces of elemental chaos and unleash them to wreak havoc in an area before you. You decide the direction to cast the spell and then roll a d4 and a d6 to determine the shape and nature that the elemental forces take. The d4 determines the shape of the spell, while the d6 determines the type of damage and nature of any additional affect. Refer to the lists below for details.
Shape of the spell (1d4)
- A 15-foot cone starting from the space immediately in front of you.
- A 5-foot wide, 30-foot line beginning in the space immediately in front of you.
- A 10-foot tall, 10-foot radius cylinder of energy appears centred on a spot 30 feet away from you. If an object or creature is standing between you and that point, the sphere appears between you and it, in the space immediately adjacent to the obstruction.
- A 10-foot high wall of elemental energy arcs outward from you in a wild, uncontrolled flood. The space immediately in front of you is affected by the spell. Roll a d4 to determine the next affected space: 1 = North, 2 = East, 3 = South, 4 = West. Keep rolling until a number of spaces equal to 5 + the spell slot used the cast the spell have been affected. If the spell would affect the space you occupy, or would affect a space already occupied by an elemental chaos effect, or if it would be blocked by a solid object such as a wall, roll again.
Nature of the Spell (1d6 / 1d8 / 1d10)
- Acid. A spray of vitriolic acid erupts from the ground and soaks the affected area. Each creature in the affected area must succeed on a Dexterity saving throw or suffer 3d6 acid damage. The floor of the affected area is littered with fetid pools of acid until the end of your next turn. The first time a creature moves within the area, it must succeed on a Dexterity saving throw or suffer an additional 1d6 acid damage.
- Cold. A wash of frigid air fills the affected area. Each creature in the affected area must succeed on a Constitution saving throw or suffer 3d6 cold damage. The floor of the affected area becomes slick with ice and is difficult terrain until the end of your next turn.
- Fire. A line of scolding flames races along the floor of the affected area. Each creature in the affected area must succeed on a Dexterity saving throw or suffer 3d8 fire damage. Any flammable objects in the area that are not being worn or carried are ignited. A creature that starts its turn or crosses one of these flames burns for an additional 1d6 fire damage.
- Lightning. A beam of lightning arcs through the affected area. Each creature in the affected area must succeed on a Dexterity saving throw or suffer 3d8 lightning damage.
- Poison. A noxious cloud of gas clouds the affected area. Each creature in the affected area must succeed on a Constitution saving throw or suffer 3d8 poison damage, and is poisoned until the end of your next turn.
- Thunder. A wave of thunderous sound echoes within the affected area. Each creature in the affected area must succeed on a Constitution saving throw or suffer 3d8 thunder damage, and is deafened until the end of your next turn.
- Necrotic. A ripple of entropic energy ages anything within the affected area. Each creature in the affected area must succeed on a Constitution saving throw or suffer 6d6 necrotic damage and be aged by 1d10 years.
- Radiant. A ribbon of pure light weaves through the affected area. Each creature in the affected area must succeed on a Dexterity saving throw or suffer 4d8 radiant damage and be blinded until the end of your next turn.
- Force. A blast of pure force rushes through the affected area. Each creature in the affected area must succeed on a Strength saving throw or suffer 6d10 force damage.
- Psychic. A cacophony of otherworldly dissonance invades the mind of affected creatures. Each creature in the affected area must succeed on a Wisdom saving throw or suffer 6d8 psychic damage and become frightened until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you add 1 additional die to the initial damage roll.
In addition, when you cast the spell using a 3rd or 4th level spell slot, you may choose to replace the d6 with a d8 when determining the nature of the spell.
When you cast the spell using a 5th level spell slot or higher, you may choose to replace the d6 with either a d8 or a d10 when determining the nature of the spell. When you cast this spell using a 9th level spell slot, you may decide the nature of the spell.
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