Level
6th
Casting Time
1 Action
Range/Area
Self (60 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
All

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.

* - (a prism shattered into ten pieces)

Spell Tags: Damage Debuff

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric Druid Sorcerer Wizard

NickTheYokudan

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