A plane of several different energy waves spits out in a 5 foot by 25 foot line in an alignment of one's choosing, dealing 5D20 of a random damage to anyone caught in it. Roll a D20 to determine damage type- 1- Slashing, 1d6 recoil 2- Bludgeoning 3- Piercing, and damage increases by 1d4 for every target 4- Fire, with 5 foot splash radius around each target 5- Thunder, and targets are stunned for a round 6- Cold, and targets are slowed for five rounds 7-Poison, and targets are poisoned until they get healed 8- Psychic, and targets suffer the effect of an Eyebite of your choice 9- Necrotic, and 1d20 is dealt is chipped off the max HP until a greater restoration or similar spell is cast 10-Lightning, and targets are stunned for three rounds 11- Radiant, and all buffs are removed from targets 12- Acid, and opponents suffer 2d8 more every turn for five turns 13- Force damage, and targets are shoved back 14-19 allow you to reroll for damage type(ignoring 14s or above), and add the following effects: 14- You heal 1d20 HP 15- Increases splash radius by 10 feet 16- Target is sent to sleep 17- Target is charmed 18- Target is feebleminded 19- Roll for TWO damage types, 14s through 18s count, though you will have to make another roll for them 20- Roll another d20. If it lands on 1-19, it just chooses that. If you roll another D20, it applies FIVE DAMAGE TYPES AND THREE EFFECTS OF YOUR CHOOSING
* - (The ground bones of a monster with 10 AC or more, of the Dragon, Fiend, Celestial, Elemental, Aberration, or Monstrosity type)
Level
9th
Casting Time
1 Action
Range/Area
25 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Charmed
Comments