You hurl an orb of pure chaotic energy at a creature within range. Roll on the d10 Combined Elemental and Mystic Table to determine the orb’s damage type, then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the rolled type and must make a saving throw against your spell save DC. On a failed save, the target suffers the rider effect associated with the result on the d10 table.
If two or more of the d8s show the same number, the orb leaps to a different target of your choice within 30 feet of the original target. Make a new attack roll against the new target, and roll new damage for that creature.
The orb can’t leap again unless you cast this spell using a 2nd-level or higher spell slot. These additional targets take damage only and are not affected by rider effects.
A creature can be targeted only once by each casting of this spell.
At Higher Levels.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. The maximum number of leaps the orb can make is equal to the level of the spell slot expended.
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