Each creature in range must make a Dexterity save. Roll a d8 per target to determine what effect it suffers.
|1||Takes 10d6 fire damage; half on a success|
|2||Takes 10d6 acid damage; half on a success|
|3||Takes 10d6 lightning damage; half on a success|
|4||Takes 10d6 poison damage; half on a success|
|5||Takes 10d6 cold damage; half on a success|
|6||Restrained. Makes a Constitution save at the end of its turns. At 3 saves, it's freed. At 3 fails, it permanently turns to stone and is petrified.|
|7||Blinded. Makes a Wisdom save at the start of your next turn. On a save, it's not blinded anymore. On a fail, it's transported to another plane of existence (DM's choice) and isn't blinded anymore.|
|8||Suffers two effects. Roll 1d8 twice, rerolling any 8s.|
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