Level
3rd
Casting Time
1 Action
Range/Area
120 ft. (20 ft. )
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Combat (...)

You draw upon the chaos magic around or within you to create a condensed orb of pure chaos, which you hurl towards a point of your choosing within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw as the orb explodes into chaos. A target takes 2d20 damage on a failed save, or half as much damage on a successful one. Choose one of the d20s. The number rolled on that die determines the damage type and nature of the chaos blast, as shown below.

  • 1 or 2: Force damage. Hurricane winds pushes any loose objects and any Medium or smaller creatures who failed their save to the edge of the area. 
  • 3 or 4: Thunder damage. A loud cacophony of discordant noise fills the area and any creatures who failed their save are deafened until the end of their next turn.
  • 5 or 6: Slashing damage. Plants in the area briefly thrashes about, halving the movement speed of any creatures who failed their save until the end of their next turn.
  • 7 or 8: Cold damage. An icy blizzard briefly appears in the area, freezing any liquid that aren't part of or carried by a creature.
  • 9 or 10: Poison damage. A poisonous gas fills the area and any creatures who failed their save are poisoned until the start of their next turn.
    11 or 12: Acid damage. The area is covered in a spray of acid that also damages organic objects that aren't being worn or carried.
  • 13 or 14: Bludgeoning damage. Rocks, furniture or any other loose objects in the area that aren't being worn or carried are suddenly flung about at high speed.
  • 15 or 16: Lightning damage. Lightning strikes the area and also damages any electric or arcane machinery in the area.
  • 17 or 18: Fire damage. A ball of fire erupts in the area, igniting any flammable objects that aren't being worn or carried.
  • 19 or 20: Radiant damage. Chaotic energy permeates the area and any invisible creatures who failed their save cease being invisible until the start of their next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

* - (Chaos magic near or within you.)

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2024 11:49:01 AM
15
5
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Coming Soon

Spell Tags: Damage Combat

Available For: Bard (Legacy) Cleric (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

ryttyr

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