An unpredictable number of beams of crackling energy streak toward a creature or creatures within range. The number of beams created by the spell is based on the following table. These rolls cannot be modified except as shown below.
- Level 1: 1d4-3 beams.
- Level 2-4: 1d4-3 beams, but never less than 1.
- Level 5: 1d4-2 beams, but never less than 1.
- Level 6-7: 1d6-4 beams. If the number is less than 1, you can expend a Bonus Action or a Reaction to take another Action.
- Level 8-9: 1d8-6 beams. If the number is less than 1, you can expend a Bonus Action or a Reaction to take another Action.
- Level 10-11: 2d6-6 beams. If the number is less than 1, you can expend a Bonus Action or a Reaction to take another Action.
- Level 12-15: 2d8-6 beams. If the number is less than 1, you can expend a Bonus Action or a Reaction to take another Action.
- Level 16-19: Roll 1d4-3 for each character level. The total result is the number of beams.
- Level 20: Roll 1d4-2 for each character level. The total result is the number of beams, but the number of beams can never be lower than 10.
After the number of beams is determined, allocate them among any number of targets. Make a ranged spell attack against the target or targets for each beam. On a hit, a target takes 1d10 force damage.
Starting at Character level 5, a target must make a Charisma save and a Constitution or Strength save (target chooses.) On a Charisma failure, it takes damage equal to your Charisma modifier whether it was hit by a beam, multiple beams, or no beams. On a Constitution or Strength save, it is pushed away from you a number of feet equal to your Constitution modifier plus your Strength modifier (minimum 3.)
Add a number of Surge counters to your character sheet equal to the number of beams.
Previous Versions
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9/17/2025 12:17:34 AM
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