You hurl an undulating, warbling orb of choatic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d8 damage (2 separate rolls.) Choose one of first two 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 |
If you roll the same number on both d8s, you must roll a d20 to determine if you must roll on the Wild Magic Surge Table, and choose between the number of the first 2d8 and the 3rd 1d8 to determine the damage type of the spell. If all 3d8s are the same number, skip the d20 roll and immediately roll on the Magic Surge Table. In addition to this, the DM must make a hidden d8 roll to determine the spells damage type, and the orb impacts with 3d8 worth of indecipherable chaos damage (known to the DM but not the players.)
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Each additional d8/d8 pair requires a d20 roll for Wild Magic Surge.
* - (A crystal worth at least 30 gp)