Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect

You create an aura of pure magical chaos centered on you, extending outward in a 30 foot aura. This chaos hardly picks and chooses favorites, invoking incredible and untamable power. At the start of each of your turns, you roll 1d20, and activate a specific effect from the table below. depending on your roll. You can try to bend the influence of the chaos in your favor. Immediately after you roll, you can expend your Bonus Action to reroll before the effect activates. You must use the new roll after you do so. 

  • 1 - You take 5d6 necrotic damage. A randomly determined creature in your aura of chaos heals an amount equal to the damage you took. This damage cannot break your concentration on this spell.
  • 2 - A pulse of gravitational energy shoots out from you. Each creature in the aura other than you must make a Constitution saving throw. On a failed save, they take 3d8 force damage and are affected by the Levitate as if you cast it on them.
  • 3 - You summon 1d4+1 beasts, dragons, humanoids, celestials, fiends, or fey randomly determined by the DM. The creatures cannot have a combined CR above 10. The creatures are not obliged to follow your orders and will act on their own, but are not innately aggressive against you either. You can attempt to persuade the creatures to help you. The creatures disappear in 1d4 rounds.
  • 4 - You regain a spell slot of your highest level, up to level 6.
  • 5 - You produce a blast of arcane energy at a creature of your choice within the aura. Make a ranged spell attack against the creature. 
  • 6 - Each creature in your aura must make a Wisdom saving throw. On a failed save, the creature loses the ability to speak any of the languages they know (unless they know all languages), and instead learns a language randomly determined by your DM. This effect lasts for 1 minute. 
  • 7 - You open a gateway to the void in a 10 foot sphere in an area of your choosing within range. That area is filled with complete darkness. Each creature that starts their turn in that area must make a Constitution saving throw, taking 6d4 cold damage on a failed save, and half as much on a successful save. A creature that fails this save is Frightened of you until the end of their next turn.
  • 8 - You grow flaming horns atop your head. If you already have horns, you grow an additional, larger pair. Until the spell ends, you may use your action to make a melee spell attack against a creature you can see within 5 feet of you. On a hit, the creature takes 2d8 + your spellcasting modifier in bludgeoning damage, plus 4d6 fire damage. Additionally, the creature must make a Strength saving throw or become knocked prone. If you roll this effect more than once, a willing creature of your choice within range grows horns as well.
  • 9 - You cast a randomly determined spell of 5th level or lower from your spell list that does not require concentration, and can be cast with an action or bonus action. You expend a spell slot in this casting, but ignore the spell's casting time. You cannot determine the spell or the spell's level. 
  • 10 - All other creatures within your aura must make a Charisma saving throw. On a failed save, the creature is teleported to an unoccupied space within 5 feet of you. If there are no unoccupied spaces, the creature instead takes 2d6 force damage and 3d6 psychic damage. The order of this teleportation is not instant, and the creatures with higher places in the initiative order will be teleported earlier for the sake of determining which creatures get the unoccupied spaces around you first.
  • 11 - Three random creatures in your aura must make a Constitution saving throw. On a failed save, the creature becomes blinded.
  • 12 - One randomly determined creature must make a Wisdom saving throw. On a failed save, their speed is transferred to another randomly determined creature. For the duration of the spell, the creature who failed the save is under the effect of the Slow spell, and the other randomly determined creature is under the effect of the Haste spell. You do not need to hold concentration on either of these spells, but you cannot end them either. Whenever the slowed creature passes their save against the spell, the Haste spell ends as well. The creature under the effect of the Haste spell does not suffer the wave of lethargy detailed in the spell, and can continue taking actions normally.
  • 13 - A wave of Hellfire rains down on every creature in the aura. Each creature not underneath full cover from above, other than you, must make a Dexterity saving throw, taking 4d12 fire damage on a failed save, or half as much on a successful one. A creature who fails this save is lit aflame, taking 2d12 fire damage at the start of each of their turns. A creature can use all their movement on their turn to extinguish this flame.
  • 14 - Every creature in your aura heals 3d12 hitpoints.
  • 15 - A randomly determined creature in your aura must make a Wisdom saving throw, becoming charmed by you on a failed save. While charmed in this way, the creature develops an incredible amount of respect for you, sometimes even becoming love. Starting on the creature's next turn, the creature must always be within 10 feet of you. If the creature is not within 10 feet of you, they will immediately move within 10 feet of you, avoiding hazards as necessary. Whenever any creature makes an attack against you or targets you with a harmful effect that affects a single target, the charmed creature will use their reaction to attempt to become the target of the attack or affect in your stead. If you or your allies attack this creature, the charm instantly ends. The charmed creature can repeat the save at the end of each of their turns, ending the effect on a success.
  • 16 - You explode, taking 6d6 force damage. Each creature within 10 feet of you must make a Dexterity saving throw, taking this damage on a failed save, or half as much on a successful one. You then roll once on the Wild Magic Table detailed in the Wild Magic Sorcerer Subclass. You heal 6d6 hitpoints on the start of your next turn.
  • 17 - A chaotic illusion takes hold over your aura. Each creature in the aura must make an Intelligence saving throw. On a failed save, they perceive every creature as an identical version of a randomly chosen creature in the aura. Instead of hearing what the creatures are saying to them, they hear something that the chosen creature would say to them, often entirely nonsensical. Unless the creature afflicted has an Intelligence score of 18 or higher, the creature is unable to determine which creature is which based upon where they were before the illusion took hold. This effect ends at the start of your next turn.
  • 18 - You gain a burrowing speed equal to your walking speed, as the earth moves around you. You additionally may cast Mold Earth as a bonus action. This effect lasts until the spell ends.
  • 19 - You become invisible and unable to speak. A completely identical double of you appears somewhere within 5 feet of you. This fake double has a completely random alignment, which influences how it behaves. If the double is more lawful or good aligned, it may choose to help you. It the double is more evil or chaotic, it may just do whatever it wants. If the double is true neutral, it may just stand around and watch the chaos unfold. The double has an AC of 15 and 30 hitpoints. It makes saving throws and ability checks using the same stats as you. It takes it's turn right after you, and can only take the Hide, Disengage, or Dash actions.
  • 20 - You are imbued with immense chaotic magical power, which you can unleash at a single creature you can see within range. That creature must make a Dexterity saving throw, taking 14d6 force damage on a failed save, or half as much on a successful one. A creature that fails this save must roll 1d6, suffering a random condition depending on the roll.
    1: Frightened, 2: Restrained, 3: Prone, 4: Blinded, 5: Incapacitated, 6: Paralyzed. A creature under one of these conditions may make a saving throw at the end of each of their turns, ending the effect on a success.
* - (A set of dice, and a mask made of steel)

Available For: Sorcerer (Legacy) Warlock (Legacy)

Lukasha7

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