Level
1st
Casting Time
1 Action
Range/Area
120 ft.
()
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Damage (...)
You create three magical darts of force, each intended to strike a creature of your choice that you can see within range. However, due to unstable arcane energies, the behavior of each missile is unpredictable. Roll 1d20 for each missile to determine its outcome based on the table below:
Unreliable Effects Table (Roll 1d20)
- The missile works as intended, dealing 1d4 + 1 force damage to its target.
- The missile spirals off into the air, never to be seen again.
- The missile flickers out and ceases to exist.
- The missile fires in an unexpected direction (DM's choice of where it goes).
- The missile targets a random creature, which could include allies, enemies, or the caster.
- The missile loops back, striking the caster instead.
- The missile splits into two weaker bolts, each dealing half damage and targeting random creatures.
- The missile bursts prematurely, creating harmless flashes of light and heat.
- The missile vanishes mid-flight, reappearing a second later at a random point within 60 feet of the target.
- The missile fizzles out, sending a small shockwave but causing no damage.
- The missile pauses mid-flight, glowing intensely for a moment before disappearing in harmless sparks.
- The missile becomes a chaotic bolt, jumping between up to 3 nearby creatures, dealing half damage to each.
- The missile slows dramatically, hitting its target after 1 round instead of immediately.
- The missile disrupts magic along its path; creatures within 5 feet of its trajectory must succeed on a Constitution saving throw or lose concentration on a spell they are maintaining.
- The missile reverses direction along its trajectory before disappearing harmlessly.
- The missile splits into three weaker bolts, each dealing 1 damage to random creatures within 15 feet.
- The missile triggers an illusory explosion on impact, stunning nearby creatures for 1 round but causing no damage.
- The missile causes a thunderous boom; all creatures within 10 feet of its trajectory must succeed on a Constitution saving throw or be deafened for 1 minute.
- The missile triggers a minor Wild Magic effect, as determined by the DM or a Wild Magic table.
- The missile surges with power, dealing double damage to its intended target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional dart for each slot level above 1st. Each dart's outcome is determined by a separate roll on the Unreliable Effects Table.
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