A spell made by a clerical warlock gone mad, in her time of need she had forgotten her spells and ended up creating a spell from the 9 hells. This spell can only be taken as a feat and is a bonus action to use. from level 5 it can be used once per long rest, at level 14 twice per long rest at level 18 three times per long rest. Any class can learn it, even the lowest of peasants. All that's required is but a hint of madness. To use this spell you must loudly proclaim 'Figtzi Witzi Whatzit!" and then roll a d20 to see what effect is conjured. Warning this is the works of chaos at play. Effects may be harmful to self or those around you.
1. Self Time Anomaly (be shredded into multiple realties of yourself, creating an anomaly in which your companions must dive into your timelines to reconstruct you and restore the proper timeline)
2. Self Destruct (explode with a massive force and mushroom cloud in a 50ft radius, you go down while all in the explosion must make a con save 10+ your highest modifier or take 12d6 damage)
3. Become a mimic (3days)
4. Plague (a vile plague raises forth from deep within you and spews forth as a puddle of bile. You are patient zero and the plague then spreads out into a 150-mile radius all living things must make a con save of 17 or become ridden with the plague. Symptoms are swollen blood-filled eyes, vomiting, pustules, rash, and fever. All infected have disadvantages on all saves, attacks, and take 4d4 damage on the hour every hour. Infected spread the illness and many will reject to help them. can only be cured with a heightened greater restoration or the wish spell. if not cured in 3 days results in death.
5. Summon Hoard of Undead ( Within 70ft of the caster, 30 undead zombies or ghasts will appear. They will be unhostile unless provoked)
6. Biblical Flood ( A massive flood engulfs 3 miles around the caster including the caster. All within the flood must make a dex save of 17 to remain afloat or be pulled under dark cold water and take 6d10 in cold damage. Initially, every 5 minutes they are underwater they must make a con save of 15 or take 4d4 straight damage from drowning, and make a athletics check every 5 minutes of 16 to try and swim up to the surface. those who drown in the flood are lost forever to the plane of water. the flood recedes in 3 days or if the wish spell is cast.
7. Become a Spirit ( roll a d20 on anything other than a 19-20 you become an ethereal ghost for 2 days, on a 19-20 you become a Banshee for 2 days, use corresponding monster stat blocks)
8. Acid Rain ( A thick green cloud forms over the caster and enemies in a 70ft radius. From the cloud, a downpour of acid rain pelts them turning the terrain into difficult terrain and any water on the field into acid. they must make a con save of 16 or they take an initial 5d4 acid damage and each turn they are in the rain will take 3d4 acid damage. if their ac is affected by armor, then it is halved, if not by armor this will not apply. They will take half the acid damage, and no melting of the armor will occur if they succeed the save however, they will still take the 3d4 each turn even on success.)
9. Pitfall (The ground opens beneath everyone and all fall into a subterranean cavern in which upon landing in the large pit will take 5d6 fall damage, the pit is hard to get out of)
10. Friend or Foe (roll a d6, if the number is positive a friend will appear to assist you if the number is negative an enemy will appear to fight you.)
11. Plane Shift (You and all around you are shifted to a different plane of existence. roll a d10 to see where you wind up. 1-3 nine hells or any evil plane, 4-6 Any elemental plane, 7-8 Negative Plane, 9 Celestial Plane, 10 the casters or a party members patron entities domain. )
12. Banishment (roll a d20 2-14 you and your party are banished from the material plane for 1d4 of days. On a 1 the caster is permanently banished from the material plane unless the wish spell is used to reverse it or received divine or devilish help. 15-29 your enemies are banished from the material plane for 1d4 days. On a natural 20 all lesser enemies are banished from the material plane indefently.
13. Swarms (roll 1d6 to see how many swarms of insects, spiders, parasites, bats, rats, zombies, or crows or summoned to the battlefield. Large swarms are hard to control, as such they will act randomly unless each time they are commanded the caster passes a persuasion check of 15. If a check is passed they will follow your command for that turn and can be used to cause difficult terrain or to attack. Each swarm deals 1d6 in damage. The swarms will disperse into the ecosystem as natural swarms after 1 minute.)
14.Wool for Days (summon 10,000g worth of the finest wool. Sheep in the surrounding country are now shaved.)
15. Its Raining Owlbears (20 owlbears fall from the sky all over the battlefield. They act on the caster turn as a group (use owl bear state block) and last until killed or the fight is over. Once the fight is over they will disperse and become one with their new ecosystem.)
16. Great Tornado (A massive tornado of biblical proportions lands atop the caster's enemies in a 1-mile radius, all around or within the tornado have a disadvantage on ranged spells and attacks and are in difficult terrain and it is impossible to fly. In addition, all within the tornado on touch down must make dex saves of 16 or be thrown 80ft into the air and tossed around for three turns unable to do anything until they land on the third turn, taking fall damage. All enemies must make a con save of 16 each turn or take 1d6 piercing damage from the wind and 2d6 bludgeoning from flying objects. The tornado lasts for 5 rounds.)
17. Dragons Final Breath (You are possessed by the soul of a long-departed dragon. For one Minute you can use a dragon's breath. roll 1d4 to determine the damage type. 1. fire,2. cold,3. acid, and 4. necrotic. Each breath will deal 26d6 in a 150ft radius from the caster but once used the caster must roll a d6 to see if you can use it again at the end of each round, must roll a 5 or a 6. Anyone in the area of the breath attack makes a DEX save of 17 If they fail, they take full damage. Half damage on a success. after the minute is up the dragon soul will depart but attempt to take the caster soul with it, make a con save of 15, or the dragon takes a piece of your soul lowering one of your stats by 2, player's choice.)
18. Black Hole (The caster creates a black hole anywhere they can see in a 30ft radius. The black hole then appears and any enemy under 50 health is sucked in immediately while every other must make a con save of 10+ caster's highest modifier or take 24d6 Gravity Damage. Each turn that the enemy is within 30ft of the black hole they will take 8d6 gravity damage. The black hole lasts 6 turns before collapsing in on itself causing a large gamma wave. everyone must make a con save of 15 or take 6d6 radiation/poison damage.)
19. Come Forth Ye of the Abyss or Hells. (Roll a d6, on a positive you summon a greater devil from the nine hells, on a negative you summon a greater demon. They are none hostile however not under your control, however, they will feel inclined to help you out. After the battle they may become hostile.)
20. Kittenafacation ( Enemy is permanently turned into a cat for all eternity and can only ever reincarnate as a cat)