Chaotic energy seeps in from the outer planes extending from you in a 30-foot cube and moves with you messing with reality within the cube. Every creature within the cube must make a Constitution saving throw. On a failed save, the creature is affected by the chaotic energy and has reality warped around them. On a successful save the creature is immune to the effects until the start of its next turn. When you cast this spell and at the start of each of your turns afterwards, you roll 1d12 to determine what shape the chaotic energy takes this round. Additionally, if a creature starts its turn within the affected area, they must make another Constitution saving throw to attempt to resist the chaotic energy.
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1 |
Rolling a 1 is a critical hit |
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2 |
Rolling a 20 is a critical miss |
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3 |
AC is reduced by 3 |
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4 |
AC is increased by 4 |
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5 |
Come under the effects of Reduce |
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6 |
Come under the effects of Enlarge |
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7 |
Any attack hits when you roll a 7 on a d20 |
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8 |
Everyone takes 8 Force damage |
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9 |
Everyone heals 9 damage |
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10 |
Increase movement speed by 10 |
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11 |
Decrease movement speed by 20 |
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12 |
Gain resistance to all damage types |
At Higher Levels: When this spell is casted using a spell slot of 5 level or higher, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
* - (Spider-Silk worth 100 GP, Glitter, and an Eyeball)
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