Until the spell ends, You are able to attack with dunamantic energy that embraces chaos and probability. On each of your actions, choose a point within a range of up to 60 feet. Each creature in a five foot radius of that point must make a saving throw or take 2d10 damage, and only taking half on a success. You roll a d20 to calculate what sort of saving throw that must be made, and then a d12 to calulate what type of damage is to be dealt:
(d20) - Saving Throw Type
1 - You choose from one of the six saving throws available.
2-4 - The saving throw is a Strength Saving Throw
5-7 - The saving throw is a Dexterity Saving Throw
8-10 - The saving throw is a Constitution Saving Throw
11-13 - The saving throw is a Intelligence Saving Throw
14-16 - The saving throw is a Wisdom Saving Throw
17-19 - The saving throw is a Charisma Saving Throw
20 - You choose from one of the six saving throws available.
(d12) - Damage Type
1 - Fire
2 - Cold
3 - Lightning
4 - Thunder
5 - Acid
6 - Poison
7 - Necrotic
8 - Radiant
9 - Psychic
10 - Bludgeoning
11 - Piercing
12 - Slashing
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you may do the action an additional time for each slot level above 6th.
Previous Versions
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5/23/2021 2:59:13 PM
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Coming Soon
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