As two actions, chaotic energy rips reality asunder in a point you can see within 100 meters. Each creature in a cylinder centered on that point must make a Will saving throw.
On a failed save, a creature takes 2d8 + 2d6 damage and is confused until the end of its next turn.
On a successful save, a creature takes half as much damage and isn’t confused. Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown below.
You can increase the damage by 2d6 for each additional mana or psi expended.
You can expend 1 additional mana or psi 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 or psi 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.