You create a rift between the planes with a 5-foot radius, centered on a point you can see within range. Each creature within the Rift must make a Dexterity saving throw. A creature takes 2d8 and 1d6 damage on a failed save, or half as much damage on a successful one. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below.
| d10 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
A creature takes the same damage when it enters the Rift for the first time on a turn or ends its turn there.
On each of your following turns until the spell ends, you can use your bonus action to call a surge of energy from the rift to strike an area of 5 feet radius within 40 feet of the rift. Each Creature in that area must make a dexterity saving throw or taking the damage as listet above.
If you roll the same number on both d8s another rift appears in the area you struck. For each rift you subtract 4 from your roll to determine if a wild magic surge will happen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 4th.
* - (The Essence of an otherworldly being worth at least 100 GP.)
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