You tear a hole in the weave of magic, holding a crackling focal point of unstable reality in your hand. When you cast this spell, and as an action on each of your turns until the spell ends, you can unleash a beam of erratic energy in a line 60 feet long and 5 feet wide.
Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 damage on a failed save, or half as much damage on a successful one.
Chaos Surge. Whenever you fire the beam (including the initial casting), roll a d10 to determine the color, damage type, and additional effect of the beam for that specific blast.
|
d10 |
Visual & Damage Type |
Additional Effect (on failed save) |
|---|---|---|
|
1 |
Red (Fire) |
The target takes an additional 1d8 fire damage at the start of its next turn. |
|
2 |
Orange (Acid) |
The target's AC is reduced by 2 until the start of your next turn as its armor softens. |
|
3 |
Yellow (Lightning) |
The target cannot take reactions until the start of your next turn. |
|
4 |
Green (Poison) |
The target is poisoned until the start of your next turn. |
|
5 |
Blue (Cold) |
The target's movement speed is reduced by 10 feet until the start of your next turn. |
|
6 |
Indigo (Psychic) |
The target subtracts 1d4 from the next saving throw it makes before the start of your next turn. |
|
7 |
Violet (Force) |
The target is knocked prone. |
|
8 |
White (Thunder) |
The target is pushed 10 feet away from you. |
|
9 |
Black (Necrotic) |
The target cannot regain hit points until the start of your next turn. |
|
10 |
Gold (Radiant) |
The target is blinded until the start of your next turn. |
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