d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

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 attackā€™s damage type, as shown on the table.

Augment
You can augment this spell with the following options, expending mana for each option.
  • 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.