Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Force
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, roll a d100 and use the effect listed on the table below. Base damage is 1d6. 1d6 damage
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
- 1-2 Random Blast: A random energy type (fire, cold, lightning, acid, or force) erupts from the blast, dealing 2d10 damage of that type.
- 3-4 Reflective Surge: The blast bounces off the target and strikes a secondary target within 30 feet for half damage. 1d6 damage
- 5-6 Scatter Shot: The blast splits into 1d4 smaller beams that each deal half damage to separate targets within 20 feet of each other.
- 7-8 Healing Burst: The blast heals 2d10 hit points to the target instead of dealing damage.
- 9-10 Gravity Shift: The target is subjected to a sudden gravity shift, causing them to be pulled towards or pushed away from the caster 10ft dealing 1d6 damage. Flip a coin. Heads + towards you, Tails = away.
- 11-12Chaos Echo: The blast creates a chaotic echo that randomly affects all creatures within 30 feet, dealing 1d6 damage of a random type to each.
- 13-14 Size Change: The target’s size changes randomly (from Tiny to Huge), potentially causing environmental issues or changing the target’s abilities. Roll 1d6 to determine size.
- 15-16 Banishment Beam: The blast temporarily banishes the target to a demiplane for 1d4 rounds.
- 17-18 Frostbite: The blast deals cold damage and causes the target’s movement speed to be halved for 1 minute. 1d6 damage
- 19-20 Acidic Eruption: The target and all creatures within 10 feet of it are covered in acid, taking 1d8 acid damage each round for 1 minute.
- 21-22 Shockwave: The blast creates a shockwave that deals 1d10 force damage to all creatures in a 10-foot radius around the target.
- 23-24 Displacement: The target becomes displaced, making it appear in a random location within 10 feet of its previous position. 1d6 damage
- 25-26 Mirror Image: The caster creates 1d4 illusory duplicates of themselves that last for 1 minute.
- 27-28 Random Teleportation: The blast causes the target and caster to teleport to a random location within 50 feet.
- 29-30 Fearful Blast: The target must make a Wisdom saving throw or be frightened for 1 minute. 1d6 damage
- 31-32 Gravity Well: The blast creates a localized gravity well, pulling all creatures within 20 feet towards the center and potentially causing falls. 1d6 damage
- 33-34 Berserk: The target is filled with rage, attacking the nearest creature (friend or foe) for 1 minute.
- 35-36 Temporal Distortion: The target’s next action is skipped as time distorts around them.
- 37-38 Lightning Surge: The blast channels lightning, dealing 2d6 lightning damage to the target and jumping to an additional target within 20 feet.
- 39-40 Magnetic Pulse: The blast generates a magnetic pulse that pulls or pushes metal objects and creatures wearing heavy armor within 15 feet of the target. 1d6 damage Flip a coin.
- 41-42 Ethereal Shift: The target becomes ethereal for 1 minute, unable to interact with the physical world but also immune to physical attacks.
- 43-44 Siphon: The blast drains vitality from the target, dealing 2d10 necrotic damage and healing the caster for half of that amount.
- 45-46 Summoning Surge: The spell summons a random creature from the lower planes to the battlefield, which is hostile to everyone.
- 47-48 Repulsion Field: The blast creates a repulsion field around the target, pushing them away from the caster and knocking them prone if they fail a Strength saving throw of 12. 1d6 damage.
- 49-50 Polymorph Ray: The blast polymorphs the target into a random creature for 1 minute.
- 51-52 Illusionary Duplicate: The target is surrounded by illusory duplicates, giving them disadvantage on attack rolls against the caster for 1 minute. 1d6 damage
- 53-54 Magic Burst: A burst of wild magic erupts from the blast, causing a fireball to be cast upon the caster.
- 55-56 Temporal Freeze: The target is frozen in time for 1 round, unable to act or react during that time.
- 57-58 Spell Disruption: The target must make a Concentration saving throw of 15con to maintain any ongoing spells or effects; on a failure, they lose concentration.
- 59-60 Vortex Beam: The blast creates a small vortex that pulls creatures within 10 feet towards its center and deals 2d6 force damage.
- 61-62 Chain Reaction: The blast causes a chain reaction that deals half damage to up to 3 additional targets within 15 feet of the original target. 1d6 damage
- 63-64 Mind Warp: The target is affected by the Confusion spell for 1 minute. 1d6 damage
- 65-66 Webbing: The blast covers the target and the area around them in sticky webs, restraining them and any creatures within 10 feet.
- 67-68 Warped Reality: The area around the target becomes distorted, making the terrain difficult and potentially hazardous.
- 69-70 Blinding Flash: The blast emits a blinding flash of light; all creatures within 60 feet of the target must make a Constitution saving throw or be blinded for 1 minute.
- 71-72 Fling: The blast sends the target flying 20 feet away from the caster and potentially falling prone. Saving throw Dex12. 1d6 damage
- 73-74 Warped Vision: The target's vision becomes distorted, giving them disadvantage on attack rolls and ability checks for 1 minute.
- 75-76 Quicken Blast: The caster can cast a second, weaker blast as a bonus action this turn. 1d6 damage
- 77-78 Magical Feedback: The blast causes a magical feedback loop, dealing 1d6 damage to the caster.
- 79-80 Summon Elemental: A random elemental is summoned and appears within 20 feet of the target.
- 81-82 Dimensional Shift: The target and the caster are briefly shifted to a random dimension and return to their original locations after 1 round.
- 83-84 Frightening Visions: The target experiences terrifying visions, causing them to be frightened and take 1d6 psychic damage.
- 85-86 Unstable Energy: The blast creates unstable magical energy that explodes after 1d4 rounds, dealing 2d10 damage to all creatures within 20 feet.
- 87-88 Volatile Eruption: The blast causes a volatile eruption that deals 2d10 damage of a random type to the target and any creatures within 10 feet.
- 89-90 Reflective Barrier: The target is surrounded by a reflective barrier that reflects half of the damage back to the caster. 1d6 damage
- 91-92 Reversed Effects: The effects of the spell are reversed; for instance, if it was supposed to deal damage, it heals instead. 1d6 damage
- 93-94 Dimensional Rift: A small rift opens, causing minor distortions in reality and dealing 1d8 damage to creatures within 15 feet.
- 95-96 Arcane Flux: The spell causes an arcane flux that randomly alters the caster's appearance or abilities for 1 minute.
- 97-98 Reality Warp: The area affected by the blast momentarily warps reality. For the next minute, objects and creatures in a 20-foot radius are subject to random physical changes—such as growing additional limbs, shrinking, or turning into bizarre shapes. These changes have no combat effect but can significantly alter the battlefield environment and interactions.
- 99-100 Sentient Shadows: The blast causes the shadows of all creatures within a 30-foot radius to become sentient and animated. These shadows act independently, and are hostile to all non-shadows. Use Shadow stat block.
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