d8 | Damage Type |
---|---|
1 | Fire |
2 | Acid |
3 | Lightning |
4 | Poison |
5 | Cold |
6 | Concussion |
7 | Psychic |
8 | Force |
As two actions, chaotic energy rips reality asunder in a point you can see within 20 meters. Each creature in a cylinder centered on that point must make a Will saving throw.
On a failure, it takes 3d8 damage and is confused until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Choose one of the d8s. The number it rolled determines the attackās damage type, as shown on the table.
Augment
You can increase the damage by 1d8 for each additional mana expended.
You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect. This wild surge can only occur once each round, and the spell ends once five surges have triggered.
You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and a creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.