Magic infuses your weapon. It deals an additional 1d6 Force damage and gains the Light and Thrown properties. If thrown, it reappears in your hand at the end of your turn.
Each turn, as a Bonus action, choose to summon a spectral flumph within 10 m / 33 ft of you. The flumph explodes at the end of your turn, dealing 1d6 Force damage to anyone within 4.5 m / 15 ft on a failed Dexteritysaving throw.
Each turn, as a Bonus action, choose to shoot a Bolt of Light from your chest at a target within 10 m / 33 ft of you. Wild Magic: Bolt of Light deals 1d6 Radiant damage and Blinds the target on a failed Constitutionsaving throw for 1 turn.
Shadowy tendrils lash outwards from you. Each creature within 9 m / 30 ft of you must succeed a Constitutionsaving throw or take 1d12Necrotic damage. Additionally, you gain 1d12Temporary Hit Points.