Level
4th
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
V, S
Duration
Special 3 Rounds
School
Evocation
Attack/Save
Ranged
Damage/Effect
Control

You create a mass of chaotic energy at an unoccupied space within range capable of spreading chaos wherever it goes. When casting this spell, you designate the path the energy takes for up to 30ft of movement before dissipating. The cascade can freely travel through occupied space.

Whenever the mass enters a creature's space, roll a 1d12 to determine what chaos is unleashed.

d12 Effect
1 Creatures within the space must make a Strength saving throw. On a failed save their strength is reduced by 2d4 for three rounds and the caster's strength is increased by the same amount. A creature with 0 Strength automatically fails strength saving throws and ability checks.
2 Creatures within the space must make a Strength saving throw. On a failed save they take 6d6 Force damage and are knocked prone.
3 Creatures within the space must make a Dexterity saving throw. On a failed save they take 3d6 bludgeoning damage and are restrained for three rounds. This saving throw can be repeated at the end of the creature's turn.
4

Creatures within the space must make a Dexterity saving throw. On a failed save they take 3d6 cold damage and their movement is reduced by half for three rounds. This saving throw can be repeated at the end of the creature's turn.

   
5 Creatures within the space must make a Constitution saving throw. On a failed save they take 2d6 poison damage and are poisoned for three rounds. This saving throw can be repeated at the end of the creature's turn.
6 Creatures within the space must make a Constitution saving throw. On a failed save they gain 1d4 points of exhaustion for three rounds. This saving throw can be repeated at the end of the creature's turn.
7 Creatures within the space must make an Intelligence saving throw. On a failed save they take 4d8 psychic damage and are stunned until the end of their next turn.
8

Creatures within the space must make an Intelligence saving throw. On a failed save they take 3d6 radiant damage and are blinded for three rounds. This saving throw can be repeated at the end of the creature's turn.

   
9 Creatures within the space must make a Wisdom saving throw. On a failed save they take 3d10 lighting damage and are frightened of you for three rounds. This saving throw can be repeated at the end of the creature's turn.
10 Creatures within the space must make a Wisdom saving throw. On a failed save they suffer the effects of the Bestow Curse spell for three rounds. This saving throw can be repeated at the end of the creature's turn.
11 Creatures within the space must make a Charisma saving throw. On a failed save they take 3d10 thunder damage and are teleported to a space you can see within 30ft of them.
12

Creatures within the space must make a Charisma saving throw. On a failed save they turn into a potted plant until the end of their next turn. While a plant, they are incapacitated and have vulnerability to all damage. If they drop to 0 hit points, the pot breaks, and the creature's form reverts

 

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the movement of the chaos energy increases by 15ft for each level above 4th.

Spell Tags: Control

Available For: Sorcerer (Legacy)

ChaosFighterX

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