Just in time, you call out a fortunate warning to a creature. The target rolls a d4 and adds the number rolled to one attack roll, ability check, or saving throw that they have just made and uses the new result for determining success or failure. You can cast this spell after knowing if the roll would have failed.
You point toward a creature that you can see and twist strands of chaotic energy around its fate. The target rolls a charisma saving throw, on a failure, the next three attack roll or ability check the creature attempts within 10 minutes is made with disadvantage. The creature isn’t aware that it is a affected by a spell on a failure.
While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge (or wild magic surge) that affected the creature within the last hour. Reality reshapes itself as if the surge never happened, but only for that creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the time since the wild surge can be 1hour longer for each slot level above 2nd.
You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is unaffected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size category smaller than itself.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 minutes for each slot level above 2nd.
You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. All creatures you designate within the cube must make successful Intelligence saving throws or be blinded, deafened, and fall prone.
They cannot stand up or recover from this blindness or deafness while within the area of effect, but the conditions and the restriction on standing end immediately for a creature who leaves the spell’s area of effect.
By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell’s effect on that creature.
You direct a bolt of rainbow colors toward a creature of your choice within range. If it hits, the target takes 3d8 damage of a random type (determined by rolling on the Damage Type table, see Twisted Arcana). If your attack roll was odd (the roll itself, not the adjusted result), the bolt must leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack, miss a target, or run out of potential targets. All targets must be within range from you. You and your allies are legal targets for this spell, if you are particularly lucky or unlucky.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by the spell, not once per bolt.
You call out a distracting curse to a creature, altering its chance to succeed at whatever it’s currently doing. You roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target creature just made, the target uses the lowered result to determine the outcome of its roll. You can decide to cast this spell after knowing if the roll was a success or not.a
Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge (or wild magic surge). The protected creatures gain a saving throw to negate the effect of a chaos (or wild) magic surge that does not normally allow a saving throw, or they get advantage on a normally allowed saving throw. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.
You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move. Each round as a bonus action, you can invoke a chaos magic surge, choosing yourself or another creature as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster. Being immune to the unconscious conditions doesn’t eliminate death saving throws.
By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.
Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of chaos magic surges (or wild magic surge). The protected creature gains a saving throw to negate the effect of a chaos (or wild) magic surge that does not normally allow a saving throw, or it gets advantage on a normally allowed saving throw. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell’s effect ends for that creature.
7. You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
8. Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage.
9. Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground.
10. You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover.
2. Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table).
3. A strange, puckered orifice grows on your back. You can use the orifice to forcefully expel air, granting you a fly speed of 30.
You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier.
4. A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself.
5. You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons.
6. Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying
capacity becomes your Strength score multiplied by 20.
You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 2d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing, roll 1d10 twice and choose the result you prefer, but gain one level of exhaustion. At the end of the spell, your body returns to its normal form.
At Higher Levels. When you cast this spell using
a spell slot of 6th level or higher, you gain an additional mutation for each slot level above 5th. You gain one level of exhaustion for each mutation you try to control.
Uncontrollable Transformation, d10 Mutation
1. A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools.
You unravel the bonds of reality that hold a suit of armor together. A target that’s wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the creature’s AC by 2.
This spell can also target creatures that are made of metal such as constructs.
You surround yourself with the forces of chaos. Wild lights and strange sounds surround you, making stealth impossible. While wild shield is active, you can spend a reaction to absorb a spell that targets you or whose area of effect you are within. An absorbed spell has no effect, but absorbing a spell causes a chaos magic surge as if you had cast a spell, with you as the caster for all magic surge effects.
Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to absorb a spell whose level exceeds the spell levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level - the levels wild shield can still absorb. If the check succeeds, the spell is absorbed, if the check fails, the spell takes its full effect and wild shield ends. The chaos magic surge happens regardless of whether the spell is absorbed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can absorb 1 additional spell level for each slot level above 4th.