Kryx RPGThemesMonsters

Chaos

Chaos is utterly unpredictable in its random and disruptive nature. The Chaos theme focuses on damage of variable type, protection, and control with random effects.

Spells from the Chaos theme allow you to hurl chaotic energy at your foes, redirect attacks, randomly teleport creatures, confuse creatures, create chaotic storms, and cast cones and walls of random disruptive colors.

Power Sources

Primal

Table of Contents

Wild Surge

Spellcasting can unleash surges of untamed magic. Several feats and spells in this theme roll on the Wild Surge table to create a random magical effect.

d100Effect

01

For the next minute, you gain vulnerability to all damage.

02

Each minute for the next hour you must succeed on a Fortitude saving throw or fall asleep. While asleep the creature is unconscious for 1 minute until you take damage or until someone uses an action to shake or slap you awake.

03

You cast polymorph on yourself.

04

You cast polymorph on a random creature.

05

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 health, your pot breaks, and your form reverts.

06

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

07

For the next minute, you and all creatures within 9 meters of you gain vulnerability to piercing damage.

08

You are dizzy for a moment, and incapacitated until the start of your next turn

09

You are tormented by a discordant melody which only you can hear, and take 2d6 points of psychic damage.

010

A mephit chosen and controlled by the GM appears in an unoccupied space within 1.5 meters of you, then disappears 1 minute later.

11

Minimize the damage of the next damaging spell you cast within the next minute.

12

For the next minute, you lose 5 health at the start of each of your turns. This ends if you reach 0 health.

13

You lose 3 mana.

14

You cast chaos storm centered on yourself.

15

You cast stinking cloud centered on yourself.

16

You cast faerie fire centered on yourself.

17

You cast grease centered on yourself.

18

You cast darkness centered on yourself.

19

You cast fog cloud centered on yourself.

20

You are frightened by the nearest creature until the end of your next turn.

21

You are blinded until the end of your next turn.

22

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

23

For the next hour, you are able to understand any spoken language.

24

A random creature within 18 meters of you falls asleep. The creature is unconscious for 1d4 turns unless the sleeper takes damage or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren’t affected by this effect.

25

A random creature within 18 meters of you becomes poisoned for 1d4 hours.

26

You become unable to turn left. A remove curse spell can end this effect.

27

For the next hour, you are unable to speak the truth.

28

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

29

For the rest of the day, you leave the tracks of a monstrous creature

30

For the next hour, you are disguised by an illusion of yourself but of the opposite gender.

31

For the next hour, you smell like a skunk.

32

Illusory butterflies and flower petals flutter in the air within 3 meters of you for the next minute.

33

A gentle gust of wind blows outward from you, out to 9 meters.

34

You are surrounded by faint, ethereal music for the next minute.

35

For the next minute of time, you are compelled to speak in rhyme.

36

Ten non-poisonous snakes shoot out from your fingertips.

37

Your hair falls out but grows back within 24 hours.

38

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

39

A daisy sprouts from your head. It can be pruned without harm.

40

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

41

For the next hour, you must whisper when you speak.

42

For the next hour, you must shout when you speak.

43

1d6 flumphs controlled by the GM appear in unoccupied spaces within 18 meters of you and are frightened of you. They vanish after 1 minute.

44

For the next minute, small unattended objects within 6 meters of you tremble and bounce.

45

Every container within 3 meters of you is suddenly full of water, whether it is designed to hold liquid or not

46

For the next minute, you believe that you are a wolf.

47

A rumbling thunderclap suddenly cuts through the air.

48

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

49

Roll a d20. Your height changes by a number of centimeters equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

50

Your size decreases by one size category for the next minute.

d100Effect

51

Your size increases by one size category for the next minute.

52

You are immune to being intoxicated by alcohol for the next 5d6 days.

53

You suddenly know the direction and distance to the nearest tavern.

54

You cast plant growth centered on yourself.

55

For the next hour, your hair is replaced by harmless flickering flames, which shed light as a torch.

56

You absorb light in a 9-meters radius for the next minute. The light level decreases by one step (from bright light to dim light, dim light to no light).

57

You glow with bright light in a 9-meters radius for the next minute. Any creature that ends its turn within 1.5 meters of you is blinded until the end of its next turn.

58

You automatically cast counterspell against the next spell cast within 18 meters of you.

59

Each creature within 9 meters of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

60

You cast levitate augmented to fly on a random creature within 18 meters of you.

61

You cast scatter in a random direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west.

62

An illusory corpse of yourself collapses to the ground in your space, while you become invisible until the start of your next turn.

63

A modron chosen and controlled by the GM appears in an unoccupied space within 1.5 meters of you, then disappears 1 minute later.

64

A unicorn controlled by the GM appears in a space within 1.5 meters of you, then disappears 1 minute later.

65

An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight.

66

For the next minute, you gain the ability to comprehend and verbally communicate with beasts.

67

For the next minute, you can see any invisible creature if you have line of sight to it.

68

For a moment, you know the surface thoughts of every creature within 9 meters.

69

You teleport up to 18 meters to an unoccupied space of your choice that you can see.

70

For the next hour, spider legs sprout from your back, giving you a climbing speed of 6 meters.

71

You cast levitate on yourself.

72

A wall of fire encircles you.

73

For the next minute, you can teleport up to 6 meters as a bonus action on each of your turns.

74

For the next minute, the world seems slightly slower. You can dash as a bonus action on each of your turns.

75

A spectral shield hovers near you for the next minute, granting you a +2 bonus to Defense and immunity to magic missiles.

76

You cast blur.

77

You cast mirror image.

78

You cast scorching bolts as if it were cast using 3 mana.

79

You cast magic missiles as if it were cast using 3 mana.

80

For the next minute, you regain 5 hhealth at the start of each of your turns.

81

You regain 2d10 health.

82

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

83

Up to three creatures you choose within 9 meters of you regain 4d10 damage.

84

Up to three creatures you choose within 9 meters of you take 4d10 lightning damage.

85

Each creature within 9 meters of you takes 1d10 necrotic damage. You regain health equal to the sum of the necrotic damage dealt.

86

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

87

You regain 3 mana.

88

For the next minute, you gain resistance to all damage.

89

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

90

If you die within the next minute, you immediately come back to life as if by the resurrection spell.

91

A glimpse of the future gives you advantage on the next saving throw you make in the next minute.

92

You have a brief vision of the future. Roll a d20 and record the number rolled. Once in the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretelling roll. You can use this before or after making the roll, but before any effects are applied.

93

For the next minute, when you roll damage for a spell you cast, add one additional damage die.

94

Maximize the damage of the next damaging spell you cast within the next minute.

95

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

96

You regain all lost health.

97

You regain all expended mana.

98

You can take one additional action immediately.

99

Roll on this table twice, ignoring 99 and 00 on subsequent rolls.

00

Roll on this table at the start of each of your turns for the next minute, ignoring 99 and 00 on subsequent rolls.

Chaos feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

d8Language
1Dwarven
2Elvish
3Giant
4Gnomish
5Goblin
6Halfling
7Orc
8Exotic Language
d8Exotic Language
1Abyssal
2Celestial
3Draconic
4Aklo
5Infernal
6Sylvan
7Undercommon
8Primordial Language
d4Primordial Language
1Aquan
2Auran
3Ignan
4Terran

When you finish a long rest, roll a d8. The number it rolls determines a language that you can speak, read, and write until you finish a long rest.

If you roll an 8, roll another d8 to determine which exotic language you can speak, read, and write.

If you roll an 8, roll a d4 to determine which primordial language you can speak, read, and write.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a reaction, which you take when you take acid, cold, concussion, fire, force, lightning, poison, or psychic damage, you can capture some of the incoming energy, lessening its effect on you. Roll a d8. You have resistance to the resulting damage type until the end of your next turn.

Prerequisites: the ability to cast at least one spell

You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.

Any time you roll on the Wild Surge table, if you roll an odd number, you regain the use of this feature.

Prerequisites: The ability to cast at least one spell

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell using 1 or more mana, roll a d6. Immediately after you use a maneuver, roll a d12. If the result is less than or equal to the mana expended, roll on the Wild Surge table to create a random magical effect.

Prerequisites: Wild Surge feat and the ability to cast at least one spell

You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Surge table, you can roll twice and use either number.

Chaos maneuvers

As a reaction, which you take when you make an attack roll, an ability check, or a saving throw, you can twist fate. Roll the stamina die and apply half the number rolled (rounded up) as a bonus or penalty (your choice) to your roll. You can do so after you roll but before any effects of the roll occur.

Enhance
You can enhance this maneuver with the following options, expending stamina dice for each option.
  • You can expend 3 additional stamina dice to roll an additional stamina dice and apply half the number rolled (rounded up) as a bonus or penalty (your choice) to your roll.

  • You can expend 2 additional stamina die to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 3 additional stamina dice to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As a reaction, which you take when a creature that you can touch or see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1.5 meters of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

Chaos spells

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl a 10-centimeters-diameter sphere of energy at a creature that you can touch or see within 18 meters. Make a ranged spell attack against the target.

On a hit, the target takes 1d8 damage. The number it rolled determines the attack’s damage type, as shown below.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

concentration, 1 minute

As an action, reflections of yourself swarm about you, whispering suggestions on a course of action in your ear. Once before the spell ends, you can roll a d4 and add the number rolled to one ability check of your choice. You can roll the die before or after making the ability check. The spell then ends.

concentration, 1 hour/mana
d8Damage Type
1Fire Elemental
2Acid Elemental
3Lightning Elemental
4Earth Elemental
5Ice Elemental
6Air Elemental
7Water Elemental
8Sand Elemental

As an action, you call forth a random elemental which appears in an unoccupied space that you can see within 18 meters. Roll a d8 and compare the result to the table below to determine the elemental type as a companion, using 1 resource.

The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, you can twist fate. Roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

As a reaction, which you take when you roll on the Wild Surge table, you can reroll. If you do so, you must use the new roll.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, you hurl an undulating, warbling mass of chaotic energy at one creature that you can touch or see within 35 meters. Make a ranged spell attack against the target.

On a hit, the target takes 3d8 + 1d6 damage. Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown below. If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 9 meters of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.

Augment

You can increase the damage by 6d6 for each additional mana expended.

concentration, 5 minutes/mana
d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As a bonus action, a weapon you touch becomes infused with chaotic energy. For the duration, the weapon deals an extra 1d6 damage when it hits. Roll a d8 to determine the attack’s damage type, as shown below.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

1 minute/mana

As an action, a dazzling array of flashing, colored light springs from your hand. Roll 5d10; the total is how much health of creatures this spell can effect. Creatures in a cone originating from you are affected in ascending order of their health (ignoring incapacitated creatures and creatures that can’t see).

Starting with the creature that has the lowest current health, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s health from the total before moving on to the creature with the next lowest health. A creature’s health must be equal to or less than the remaining total for that creature to be affected. At the end of each affected creature’s turns, the creature can make a Fortitude saving throw. If it succeeds, this effect ends for that target.

Augment

Roll an additional 7d10 for each additional mana expended.

As a reaction, which you take when you roll a dice to determine if a spell causes a Wild Surge, you can compel wild energies forth. Roll on the Wild Surge table to create a random magical effect.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you take when you see a creature within 18 meters of you casting a spell, you cause wild magic to pour out from the creature. The creature must make a Will saving throw.

On a failed save, the creature rolls on the Wild Surge table to create a random magical effect.

As an action, you assault and twist a creature’s minds, spawning delusions and provoking uncontrolled action. Choose a creature that you can touch or see within 18 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

As a reaction, which you take when a creature that you can touch or see within 3 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1.5 meters of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1.5 meters of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

As an action, multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a cone must make a Reflex saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. On a failed save, a creature takes 3d6 fire damage and is burning 1. On a successful save, a creature takes half as much damage and doesn’t start burning. The fire ignites any flammable objects in the area that aren’t being worn or carried.

2. Orange. On a failed save, a creature takes 3d8 acid damage immediately and additional acid damage equal to half the amount of acid damage dealt at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

3. Yellow. On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the end of its next turn. On a successful save, it takes half as much damage. The lightning ignites flammable objects in the area that aren’t being worn or carried.

4. Green. On a failed save, a creature takes 4d6 poison damage and is poisoned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t poisoned.

5. Blue. On a failed save, a creature takes 3d8 cold damage and is slowed 1 until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t slowed.

6. Indigo. On a failed save, a creature is slowed 1 for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the slow ends.

7. Violet. On a failed save, a creature is blinded for 1 minute. A creature can make a Fortitude saving throw at the end of each of its turns. On a successful save, the blindness ends.

8. Special. A creature is struck by two rays. Roll twice more, rerolling any 8.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the effect for each additional mana expended.

    1. Red. Increase the damage by 2d6 and the burning level by 1 for each additional mana expended.

    2. Orange. Increase the damage by 2d8 for each additional mana expended.

    3. Yellow. Increase the damage by 2d8 for each additional mana expended.

    4. Green. Increase the damage by 3d6 for each additional mana expended.

    5. Blue. Increase the damage by 2d8 or the slowed level by 1 for each additional mana expended (your choice when you cast the spell).

    6. Indigo. Increase the slowed level by 1 for each additional mana expended.

    7. Violet. The target takes 3d6 necrotic damage for each additional mana expended.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect.

1 minute/mana

As an action, an invisible sphere of wild magic twice as big as normal surrounds you. Until the spell ends, the sphere moves with you, centered on you.

Any spell cast from inside the sphere must roll on the Wild Surge table to create a random magical effect.

Casting this spell on the same spot every day for a year makes this effect permanent.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to cast the spell centered on a point within 35 meters, where it remains for the duration.

  • Chaos Sphere. You can expend 1 additional mana so the area within the sphere is filled with chaotic energy. The sphere is normal size and the duration changes to 1 minute/mana, concentration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Will saving throw.

    On a failed save, a creature is confused until the end of its next turn.

As an action, you cause wild magic to pour out from a creature. Choose a creature that you can touch or see within 18 meters. At the start of each of its turns, the creature must make a Will saving throw.

On a failed save, the creature rolls on the Wild Surge table to create a random magical effect.

On a successful save, the effect ends.

concentration, 1 hour/mana

As an action, you close off the centers of a creature’s mind that deal with communication and social interaction. A creature that you can touch or see within 35 meters must succeed on a Will saving throw or lose knowledge of all languages (including telepathic and body language) and is treated as illiterate for the duration of the spell. Verbal components, if used, are not limited by this spell.

It may still “speak”, and to it they sound completely normal, but to anyone else they appear as complete gibberish.

A creature can repeat the saving throw each minute, ending the effect on itself on a success.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 5 minutes/mana

As an action, a magical field appears around you, glowing with a chaotic blast of multicolored hues. For the duration, any creature has disadvantage on attack rolls against you.

Augment

You can expend 1 additional mana to cast the spell as a reaction, which you take when you are hit by an attack. The attacker must make an additional attack roll and use the worst result and the duration changes to 1 minute/mana

As an action, you hold your hands outstretched, sending creatures in to disarray. Each creature in a cone or line must make a Will saving throw.

On a failed save, a creature is teleported 1d10 × 1.5 meters in a random horizontal direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west.

If the creature would arrive in a place already occupied by an object or a creature, it is shunted to the nearest unoccupied space that it can occupy and takes 4d6 force damage. A creature can’t be teleported to a space harmful to it, such as a body of lava or midair if it can’t fly.

d8Damage Type
1Fire
2Acid
3Lightning
4Poison
5Cold
6Concussion
7Psychic
8Force

As an action, chaotic energy rips reality asunder in a point you can see within 90 meters. Each creature in a cylinder centered on that point must make a Will saving throw.

On a failed save, a creature takes 2d8 + 1d10 damage and is confused until the end of its next turn.

On a successful save, a creature takes half as much damage and isn’t confused. Choose one of the d8s. The number it rolled determines the attack’s damage type, as shown below.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d10 for each additional mana expended.

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect. This wild surge can only occur once each round, and the spell ends once five surges have triggered.

  • You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

concentration, 1 minute/mana

As an action, a shimmering, multicolored vortex of light forms at a point that you can see on the ground within 35 meters. The vortex is a cylinder centered on that point. Until the spell ends, you can use your action to move the vortex up to 9 meters in any direction along the ground.

The vortex is full of different colors and each has a different power and purpose. A creature must make a Reflex saving throw the first time on a turn that it enters the vortex or that the vortex enters its space, including when the vortex first appears. For each creature, roll a d8 to determine which color affects it.

1. Red. The creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. The creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo.On a failed save, the creature is slowed 2. A creature slowed by this spell must make another Fortitude saving throw at the end of each of its turns.

On a successful save, the slowed level is reduced by 1.

On a failed save, the creature takes 2d8 psychic damage and is slowed level increases by 1. The spell ends if the slowed level is reduced to 0.

7. Violet.On a failed save, the creature is blinded. It must then make a Will saving throw at the end of each of its turns.

On a successful save, the blindness ends.

On a failed save, the creature takes 2d4 radiant damage.

8. Special. A creature is struck by two colors. Roll twice more, rerolling any 8.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage for the red, orange, yellow, green, and blue rays by 1d8, the indigo ray by 1d8, and the violet ray by 1d4 for each additional mana expended. If you expend 8 or more mana the following colors change:

    Indigo. If the slowed level reaches 4, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration. Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

    Violet. If it fails that save, the creature is transported to another plane of existence of the GM’s choosing and is no longer blinded and the spell ends. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

  • You can expend 1 additional mana so a creature that fails its saving throw rolls on the Wild Surge table to create a random magical effect. This wild surge can only occur once each round, and the spell ends once five surges have triggered.

5 minutes/mana

As an action, a shimmering, multicolored plane of light forms a vertical opaque wall centered on a point you can see within 35 meters. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the mana are wasted.

The wall sheds bright light out to a range of 30 meters and dim light for an additional 30 meters. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 6 meters of it or starts its turn there, the creature must succeed on a Fortitude saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Reflex saving throw or be affected by that layer’s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall, but dispel magic can remove the violet layer.

1. Red. The creature takes 6d10 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

2. Orange. The creature takes 6d10 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind.

3. Yellow. The creature takes 6d10 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

4. Green. The creature takes 6d10 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.

5. Blue. The creature takes 6d10 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

6. Indigo.On a failed save, the creature is slowed 2. A creature slowed by this spell must make another Fortitude saving throw at the end of each of its turns.

On a successful save, the slowed level is reduced by 1.

On a failed save, the slowed level increases by 1. The spell ends if the slowed level is reduced to 0. If the slowed level reaches 4, the creature is turned to stone, no longer makes saving throws each turn, and is subjected to the petrified condition for the duration. Since this spell induces the process of becoming petrified, any effect that removes petrified apply to it.

While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.

7. Violet.On a failed save, the creature is blinded. It must then make a Will saving throw at the end of each of its turns. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the GM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Augment sizes

1 stamina die/mana2 stamina dice/mana3 stamina dice/mana4 stamina dice/mana5 stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick