Level
4th
Casting Time
1 Action
Range/Area
90 ft.
(20 ft. )
Components
V, S, M *
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Acid (...)
You hurl an orb of pure, shifting magic at a point you can see within range, where it explodes outward into a 20 ft. radius swirl of kaleidoscopic power that lasts for the duration.
When a creature moves into the swirl for the first time on its turn, or starts it turn there, it must succeed on a Dexterity saving throw or be struck by a bolt of chaotic energy. To determine the energy's effects, roll a d8 and consult the following table:
| d8 | Damage and Effects |
| 1 | Acid. The target takes 6d4 acid damage. At the end of its next turn, it takes an additional 2d4 acid damage. |
| 2 | Cold. The target takes 4d8 cold damage, and is Restrained until the end of its next turn. |
| 3 | Fire. The target takes 5d6 fire damage. |
| 4 | Lightning. The target takes 3d12 lightning damage, and cannot take reactions until the end of its next turn. |
| 5 | Poison. The target takes 3d12 poison damage, and is Poisoned until the end of its next turn. |
| 6 | Psychic. The target takes 3d8 psychic damage, and is Stunned until the end of its next turn. |
| 7 | Thunder. The target takes 4d8 thunder damage and falls Prone. |
| 8 | Multiple. The target is struck by multiple bolts. Roll twice more on this table, rerolling any 8's. |
At the start of each of your turns, the vortex moves 10 ft. in a random direction. Large or smaller creatures within the vortex whom failed their saving throw are carried along with the chaotic energy.
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