Level
5th
Casting Time
1 Action
Range/Area
Self (20 ft. )
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Acid

Release bult-up Wild Magic within you, releasing it into an area of damaging energies around you. When you cast the spell, every creature within a 20ft radius. All creatures within this radius must make a successful dexterity save against your spell save DC. On a fail, the creature takes. 10d8 + your spell modifier damage. On a successful save, the creature still takes half damage.

Per each D8 rolled, look at the number rolled on the d8, and the damage type of that roll is determined by the table below (For Example, if your first d8 roll is on a 2, then you deal 2 Cold Damage for that roll. If the second roll you make is then a 5, then that 5 damage is Lightning Damage, so on and so forth)

  1. Acid, Flames are a bright green color
  2. Cold, Flames are a cyan color
  3. Fire, Flames are a dark red color
  4. Force, Flames are a ethereal grey color
  5. Lightning, Flames are a dark blue color
  6. Poison, Flames are a dark green color
  7. Psychic, Flames are a ethereal purple color
  8. Thunder, Flames are a dark grey color

The caster of this spell takes damage equal to half of the damage done by the spell. (So if the first roll is a 5, then you round down to 2). Damage taken this way does not have a specific element attached to it, and this damage cannot be reduced in any way, and Metamagic cannot prevent this damage via Careful spell or other ways. 

You can spend sorcery points equal to the Spell's level to change the entirety of the spells damage to 1 type of damage, forgoing the use of the table but still rolling the d8s to determine damage. 

Whenever you cast this spell, you automatically Wild Magic Surge, and nothing can be done to prevent this from happening.

At Higher Levels: If you cast this spell at higher levels, the number of D8s increase by 2 for each level above 5th. 

Available For: Sorcerer (Legacy) - Wild Magic (Legacy)

ClawDMs

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