A swirling multicolored streak flashes from your open hand to a point you choose within range and then blossoms with an inverse roar into an explosion of chaotic energy. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d10 + 4d6 damage on a failed save, or half as much damage on a successful one. After you roll the damage, choose one of the d10s. The number rolled determines damage and effect caused. The chaotic energy spreads around corners.
| d10 | Damage type | Effect |
|---|---|---|
| 1 | Acid | Creatures affected by the blast take an additional 1d6 acid damage. Organic material (not including creatures) in the area takes 1d6 acid damage. |
| 2 | Cold | Creatures affected by the blast have their movement speed reduced to zero. Extinguishes flames (that are no greater than 20 feet cubed) in the area. |
| 3 | Fire | Creatures affected by the blast receive an additional 1d6 fire damage. Ignites flammable objects in the area that aren't being worn or carried. |
| 4 | Force | Creatures affected by the blast are pushed 5 feet in a random direction (determined by the GM). Objects in the area that aren't being worn or carried are blasted 20 feet in a random direction (determined by the GM). |
| 5 | Lightning | Creatures affected by the blast are unable to take reactions until the start of their next turn. Metal objects in the area that aren't being worn or carried become red hot causing 2d6 fire damage on touch. |
| 6 | Poison | Creatures affected by the blast take an additional 1d6 poison damage and must make a successful Constitution saving throw or become poisoned until the end of their next turn. |
| 7 | Psychic | Sentient creatures must make a successful Wisdom saving throw or become frightened until the end of their next turn. |
| 8 | Thunder | Creatures affected by the blast must make a successful Constitution save or become deafened until the end of their next turn. The blast is heard up to 600 feet away. |
| 9 | Radiant | Fiends and Undead must make a successful Wisdom saving throw or take an additional 2d6 radiant damage. |
| 10 | Necrotic | Creatures affected by the blast must make a successful Constitution save or take an additional 1d6 Necrotic damage. The caster gains temporary HP equal to one of the d6's. |
If you roll the same number on both d10s you regain one Sorcery Point as some of the chaotic energy feeds back into you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (a small vial of quicksilver)Previous Versions
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10/27/2018 1:46:49 AM
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10/18/2019 4:15:14 AM
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10/18/2019 4:26:06 AM
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Posted Feb 29, 2020the best part is that if this does fire damage then it does potentially the same as a fireball
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Posted Mar 1, 2020I used a dice outcome calculator to try to determine a median damage range that is similar to fireball but not quite as good since this spell can provide additional effects.