To cast this spell, you must have drunk one dose of clear mana on this turn or on your previous turn. One dose of clear mana empowers one source spell. This spell never triggers Wild Magic. After you drink clear mana, the next time your Wild Magic would trigger, it is less wild: when rolling on the Wild Magic table, roll only one die of your choice, either tens or ones, and choose the result of the other die.
You fire precisely aimed, concentrated shards of clear mana at up to ten creatures you can see within range. Make a ranged spell attack against each target. On a hit, a target takes 2d10 + your Charisma modifier force damage and can't cast spells until the end of your next turn.