You Create A burst of controlled Wild Magic and aim it in a direction.
Natural Rolls
If the attack roll is a Nat1 then disregard this spells effect and roll on the Wild Magic Table for a replacemnt effect and begin your next turn by makeing a wisdom saving throw (DC 15).
On a faild save roll on the Wild Magic table again as this turns action and be forced to repeat this save again on the following turn
On a sucsessfull save you can continue your turn as normal.
If the attack roll is a Nat20 then you may decide to choose the result from either the d4 or the d8 tables manualy. Then roll the dice for the chosen table and upcast the spell by the the value of the dice. (eg, If you choose the Bolt projectile type, you wold roll 1(d41) and upcast it by the result.)
Casting
Begin by rolling [roll]1d4[/roll] to determine the type of projectile.
d4 | Projectile Type |
---|---|
1 | A 60ft Cone with the centre directed at the target. |
2 | A 60ft Straight Line Directed at the target. |
3 | A 20ft Sphere Centred on the target. |
4 | A Bolt of energy directed at the target. |
Then continue by rolling [roll]1d8[/roll] to designate the type of damage.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
Then finaly roll [roll]1d6+2[/roll] and add this to the two previous roll to determine the damage of the spell.
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