Channel your Wild-Soul into a beam of barely controlled arcane power. It lashes out from you dealing damage and causing chaos. You must be in a wild magic rage to cast this spell or take 1d4 damage on cast. You may also spend 1 sorcery point to cast this without taking damage for 10 mins.
Manifesting the spell: First declare your target. Then roll 2d20 in succession to determine how it will manifest. Finally make a ranged spell attack against the target.
This spell's damage is 1d8 and increases, when you reach 5th Level to (2d8), 11th level to (3d8), and 17th level to (4d8). * Guidance may affect one manifest rolls, or attack roll your choice. **Inspiration may be used to give yourself advantage on one of the manifest rolls. ***When the spell targets you, it can only do d8 damage.
First manifestation table:
- Cold
- Poison
- Thunder
- Fire
- Lighting
- Acid
- Force
- Necrotic
- Radiant
- Psychic
- Primary, Choose either: Cold, Fire, Lighting, or Thunder
- Caustic, Choose either: Poison, Acid, or Psychic
- Divine, Choose either: Force, Necrotic, or Radiant
- Greater Primary, Increase damage dice to 1d10.
- Greater Caustic, Increase damage dice to 1d10.
- Greater Divine, Increase damage dice to 1d10.
- Empowered Primary, Increase damage dice to 1d12.
- Empowered Caustic, Increase damage dice to 1d12.
- Empowered Divine, Increase damage dice to 1d12.
- Choose any element, Increase damage dice to 1d12.
Second Manifestation table:
- The first step: Before you hit, target yourself, you are knocked prone. *
- Spotlight: Before you hit, you burst into multicolored ever-shifting light, as if daylight were cast on you. You and any creature within 10 feet of you are blinded till the start of your next turn. The daylight last for 1 hour but is dismissible after 1 min.
- Hydra: Before you hit, the spell targets you, a random creature in range, and your intended target. *
- Now you see me: On hit, both you and your target have invisibility (no concentration) cast on them, until the end of your next turn.
- No touching: Before you hit, you must choose a new creature in range to target, and you are pushed 10 feet away from the new target.
- Disco: You may cast Faerie Fire, for free as a free action at double size, until the end of your next turn, if you are also in area of effect.
- Septuplets: Every creature in range has Disguise Self cast on them, they all look like you for the next min.
- Run: As a free action, for 1 min, you may cast one of the following spells, at first level for free: Feather Fall, Jump, and Longstrider.
- Greater Rage: Roll on the wild surge table, it stacks.(You also entering a rage, if you have the ability to rage.)
- Faulty Shielding: You may attempt to cast Shield, for free, 3 times within the next minute, doing so uses your reaction. When attempted, flip a coin, on heads it succeeds.
- Repositioning: You are teleported up 15 feet, to a location you can see.
- Drain: On hit, until the end of your next turn the target will be treated at if under the effects of the Slow spell, and you as if under the effects of the Haste spell. (The haste effect does not stun.)
- Rainbow: Before you hit, double your number of damage dice, they become d4s. Each bolt auto-hits. Staring with the rolled element, each following bolt will rotate to the next element in the table. (example: If you rolled a 1 on the first table then the first bolt would deal cold damage and the next bolt, poison, and so on) You may choose new targets for each bolt. Add one bolt for the greater effect, and two for the empowered effect.
- Prism: Before you hit, If you rolled the Primary, Caustic or Divine effect on the first table pick additional targets until you have one for each element, you may choose which element hits which creature. If you hit, you deal half damage. If you did not roll an effect, you may select an additional target to attack, or gain advantage.
- Vampiric: On hit, gain temporary hit points equal to half of the damage dealt. Gain 1d4 sorcerer points until your next rest. You may gain sorcerer points, in this way, once per long rest.
- Bolt step: On hit, deal and extra 2d12 thunder damage, your DC (CON), in a 10 ft. radius centered on the target; then swap location with the target. Half damage on save.
- Weak point: Before you hit, double your critical range against the targeted creature for 1 min or till the creature dies.
- Ruin: Before you hit, Add two damage dice to your next successful attack.
- Loading: You choose may choose any effect on this table except Ready.
- Ready: Before you hit, Heal 1d8, the next time you cast this spell, within 1 minute you may choose the result of both tables, except Ready.
Previous Versions
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5/29/2020 8:28:13 PM
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4/26/2021 6:28:26 AM
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4/27/2021 3:28:56 AM
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