Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
Ranged
Damage/Effect
You cast random energy at one creature or object within range. Make a ranged spell attack against the target. On a hit roll
- The spell misfires dealing 1d4-2 force damage to you
- A fiery blast shoots from your hands dealing 1d8 fire damage
- a freezing blast shoots from you hands dealing 1d8 cold damage
- a poisonous blast shoots from your hands dealing 1d8 poison damage
- a acidic blast shoots from your hands dealing 1d8 acid damage
- a electric blast shoots from your hands dealing 1d8 electric damage
- an eldritch blast shoots from your hands dealing 1d8 force damage
- a dark blast shoots from your hands dealing 1d8 necrotic damage
- a brilliant blast shoots from your hands dealing 1d8 radiant damage
- A thunderous blast shoots from your hands dealing 1d8 thunder damage
- a mind-wrenching blast shoots from your hands dealing 1d8 psychic damage
- A patch of spectral needles shoots up from the ground dealing 1d8 piercing damage
- A spectral miniature anvil drops from the sky dealing 1d8 bludgeoning damage
- a spectral butcher knife flies out of the void dealing 1d8 slashing damage
- a halo of light appears around your target, acting as bright light within 20 feet for one turn
- your target is randomly teleported five feet away
- A carnivorous top hat appears on your target’s head dealing 1d6 piercing damage each turn until it is removed
- a 5x5 sphere of silence appears around your target until your next turn
- a invisible mark is placed on your target for one hour, attracting wild animals
- roll two more times in this table (this can stack)
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8),
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