You overload the source of you Wild Magic, teleporting up to 60 feet to an unoccupied space you can see. Then every creature in a 30 ft. radius sphere must make a dexterity saving throw. On a failed save, targets take 1d6 damage, or half as much on a successful save. Roll a d10 to determine the damage type.
- Cold
- Fire
- Lightning
- Thunder
- Poison
- Acid
- Necrotic
- Radiant
- Force
- Psychic
After damage is dealt, on top of rolling your regular Wild Magic Surge, you roll again a number of times the equal to what level you cast this spell at. Rolling on the Wild Magic table for each time you rolled a one. This feature ignores the "Once per turn" clause on the Wild Magic Surge class feature.
When this spell is cast at 5th level or higher, you exhaust your wild magic. You gain one level of exhaustion, you become exempt from rolling for your Wild Magic Surge feature until you finish a long rest, and you can no longer cast this spell until you finish a long rest.
At Higher Levels. When you cast this spell at a higher level, the radius of sphere is increased by 10 feet and the damage dealt is increased by 1d6 for each spell level above the 1st. You also roll for your Wild Magic Surge a number of times dependent on what level you cast this spell at.
Comments