You hurl an orb of energy at a target within range. Roll 1d6 to randomly choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create based on the table below, and then make a ranged spell attack against the target using the gambling mechanic on the Chromatic Gambler's Ring. If you roll even, you double the roll. If you roll odd, you halve the roll. On a hit, the target takes 3d8 damage of the rolled type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. You can use your Bonus Action to make an attack roll against the new target, and make a new damage roll also gambling. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. Roll 1d6 to determine which level this spell is used at. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
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D6 Energy Rolls |
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1 |
Acid |
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2 |
Cold |
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3 |
Fire |
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4 |
Lightning |
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5 |
Poison |
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6 |
Thunder |
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