“The raw energy of the subject is more effective than any of the other cases, but its jumbled nature seems to make it difficult to control.”
- Unknown Mage
Drawing on strange, chaotic power, you send it screaming towards a target within range. Make a ranged spell attack against one target. If it hits, roll 2d12. The first d12 determines the damage done by the spell, and the other determines what damage type it deals. Then, roll another d12. The target is then vulnerable to that damage type until the next time it takes that kind of damage.
1: Magical Physical damage
2: Fire damage
3: Cold damage
4: Poison damage
5: Lightning damage
6: Radiant damage
7: Necrotic damage
8: Acid damage
9: Thunder damage
10: Psychic damage
11: Force damage
12: Choose One
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d12 for each slot level above 1st.
* - (Your own blood (taken automatically))
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