Level
2nd
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
Special
You create a bolt of chaotic energy. The energy flashes between 12 different colors randomly. Choose a creature that you can see within range then roll a d12. The spell does what is described on the table below.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more bolt of energy for each slot level above 2nd. Roll a d12 for each bolt. You may choose the same or a different target for every bolt.
| d12 | Effect |
|---|---|
| 1 | The bolt explodes like an orange firework. The target takes 4d4+(your spellcasting ability modifier) bludgeoning damage. |
| 2 | The bolt creates a turquoise shockwave with a radius of 10 feet centered on the target. Creatures caught in the shockwave must make a Constitution saving throw. Creatures take 2d6 thunder damage and are Deafened until the start of your next turn on a failed save, or half as much damage on a successful one. |
| 3 | The bolt forms a crimson orb in an unoccupied space of your choice within 5 feet of your target and lasts for 1 minute. Any creature that ends its turn within 5 feet of the orb must make a Wisdom saving throw. The creature takes 1d6 Slashing damage and is Frightened by the orb for 1 minute on a failed save, or half as much damage on a successful one. As a bonus action, you can move the orb up to 30 feet. If you ram the orb into a creature, that creature must make the saving throw against the orb's damage and fear, then the orb stops moving this turn. When you move the orb, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The orb dissipates if you roll this effect again, or if there is no unoccupied space 5 feet from the target during the initial casting. |
| 4 | The bolt morphs into golden chains that wrap themselves around the target. The chains begin to dissolve and deal 1d4 Acid damage at the end of each of their turns for 1 minute. The creature also has disadvantage on their attack rolls for the duration. The creature can use an action to end the effect early. |
| 5 | The bolt hits the target, and they begin to glow purple. They take 1d8 poison damage and must make a Constitution saving throw or be Poisoned for 1 minute. This saving throw can be made again at the end of each of their turns to cure the poison. |
| 6 | The bolt splits into 4 indigo missiles. You cast Magic Missile as a 2nd level spell. Each missile also pushes targets 5 feet away from you in a straight line. If the targets collide with an object they must make a Strength saving throw or take an extra 1d4 bludgeoning damage. |
| 7 | The bolt explodes into a blinding green light with a radius of 10 feet centered on the target. Each creature caught in the flash must make a Dexterity saving throw or be Blinded until the start of your next turn. |
| 8 | The bolt turns into a beam a blue light. Make a spell attack against the target. On a hit, the target takes 2d8 cold damage, and its speed is halved. |
| 9 | The bolt shoots up and shines a yellow light on the target. The target takes 1d8 radiant damage. Undead take an extra 1d8 radiant damage. A 10 foot radius of bright light is created centered on the target and remains illuminated for 1 minute, or until you roll this effect again. Any creature entering the light thereafter must make a Constitution saving throw or take 1d8 radiant damage. |
| 10 | The bolt glows with a red flame, then a bright streak flashes from it to your target. You cast Fireball as a 3rd level spell centered on the target. |
| 11 | The bolt forms a pink streak as it flies at the target. The target must make an Intelligence saving throw or take 1d12 psychic damage and believe you and your allies to be invisible for 1 minute or until the target takes damage. |
| 12 | The bolt forms a white heart and floats around the target. The target is healed by 1d4+(your spellcasting ability modifier). The target must make a Wisdom saving throw or have the Incapacitated condition until the start of your next turn. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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9/27/2024 11:30:44 PM
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14
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0
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1
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Coming Soon
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