Chaotic Spell
Gambles a damage spell's element on a die roll, trading predictability for one of several different battlefield side effects.
This is the secret of chaotic magic - your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damaged by the spell takes the listed additional effect. 1 (Acid): Sickened 1 2 (Cold): -10 ft. penalty to all Speeds until the end of your next turn. 3 (Electricity): Flat-footed until the end of your next turn. 4 (Fire): Persistent fire damage equal to the spell's level 5 (Force): No added effect 6 (Sonic): Deafened for 2 rounds
Level 8 · Type Class