You launch a bolt of pure unbridled chaos towards a creature within range. Make a ranged spell attack on the target, on a hit the caster rolls a d12 to determine the effect of the bolt and the target must make a corresponding saving throw on the basis of the effect.
On a 1 the target gains the benefit of the spell Haste until the end of your next turn, when the spell ends the target is not effected by lethargy.
On a 2 the target must make a wisdom saving throw, If it fails the saving throw, it is charmed by you until the end of your next turn or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
On a 3 the target must make a constitution saving throw, if it fails the target takes 3d6 poison damage and is poisoned, a poisoned creature has disadvantage on Attack Rolls and Ability Checks.
On a 4 the target gains the benefit of the aid spell, the target's hit point maximum and current hit points increase by 5 for the duration.
On a 5 the target must make a constitution saving throw, if it fails the target takes 3d6 psychic damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
On a 6 the target must make a constitution saving throw, if it fails the target is stunned until the end of your next turn.
On a 7 the target gains the benefit of the invisibility spell until the end of your next turn.
On a 8 the target must make a wisdom saving throw, if it fails the target takes 3d6 psychic damage and is blinded and deafened until the end of your next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
On a 9 the target must make a wisdom saving throw, if it fails the target takes 3d6 psychic damage and is frightened of you until the end of your next turn. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
On a 10 the bolt turns into a mind whip, the target must make an intelligence saving throw, On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
On an 11 the target gains the benefit of a death ward for up to 8 hours. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
On a 12 the target must make a constitution saving throw, on a failed save the target is paralyzed until the end of your turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you're able to target an additional creature for every two spell slots above 4th. Each additional bolt will have its own individual roll.
* - (Silly string, and a pinch of dust)Previous Versions
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3/27/2021 3:50:34 PM
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Coming Soon
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