You unleash a semi-sentient mass of wild magic on a point within the range you can see. The vortex is a perfect 10 ft radius multicolour light sphere, the spell rolls for the initiative and effect (1d4) each turn. At the beginning of its turn, the DM choose randomly (or the most fun) which direction It goes, the wild vortex has a levitate movement speed of (1d4)x10 ft and can´t move through walls, the effects are:
1 Gravitic distortion: All creatures and objects that start their turn or enter the area of effect of the vortex and aren’t somehow anchored to the ground fall towards the centre of the vortex. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the pull. If an object or creature reaches the centre of the area, it remains there, oscillating slightly, creatures trapped this way move along with the vortex.
2 Kaleidoscopic lights: Each creature that starts its turn or enters the area and who sees the kaleidoscopic lights must make a Wisdom saving throw. On a failed save, the creature becomes charmed until the end of its next turn. While charmed by this spell, the creature is incapacitated and has a speed of 0.
3 Life´s essence: Each creature that starts its turn or enters the area recover 2d8 hit points.
4 Wild magic: Each creature that starts its turn or enters the area roll on the Wild Magic Surge table immediately.
When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many wild vortexes. If you cast it using a spell slot of 8th or 9th level, you summon three times as many.
Comments