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. You are unable to control any of the effect once they occur. Several feats and spells in this theme roll on the Wild Surge table to create a random magical effect. A remove curse spell can end any effect.

d100Effect

01

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

02

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

03

You are affected by the polymorph spell.

04

The creature closest to you and within 10 meters of you is affected by the polymorph spell.

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 5 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 meter of you, then disappears 1 minute later.

11

You have disadvantage to attack with the next spell you cast within the next minute or its DC is decreased by 4.

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 or psi.

14

A chaos storm erupts, centered on yourself.

15

A stinking cloud forms, centered on yourself.

16

A faerie fire forms, centered on yourself.

17

A pool of grease appears, centered on yourself.

18

A cloud of darkness spreads, centered on yourself.

19

A fog cloud forms, 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 10 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 10 meters of you becomes poisoned for 1d4 hours.

26

You become unable to turn left for the next 2d12 days

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. Roll a d3. On a 1 you appear as a different gender, on a 2 you appear much older or younger, on a 3 you appear as a different species. All options are determined at random.

31

For the next hour, you smell like a skunk.

32

Illusory butterflies and flower petals flutter in the air within 2 meters of you for the next minute.

33

A gentle gust of wind blows outward from you, out to 5 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.

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 10 meters of you and are frightened of you. They vanish after 1 minute.

44

For the next minute, small unattended objects within 5 meters of you tremble and bounce.

45

Every container within 2 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 2d10. 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 2d12 days.

53

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

54

Plants around you are filled with vitality as the plant growth spell, 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 5-meter 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 5-meter radius for the next minute. Any creature that ends its turn within 1 meter of you is blinded until the end of its next turn.

58

The next spell cast within 10 meters of you is automatically effected by dampen spell augmented to counterspell as if you had cast it.

59

Each creature within 5 meters of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

60

The creature closest to you and within 10 meters of you is affected by the levitate spell.

61

Creatures are sent into a disarray as the scatter spell.

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 meter of you, then disappears 1 minute later.

64

A unicorn controlled by the GM appears in a space within 1 meter 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 5 meters.

69

You teleport up to 10 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 5 meters.

71

You start floating as the levitate spell.

72

A wall of fire encircles you.

73

For the next minute, once on your turn, you can teleport up to 5 meters to an unoccupied space of your choice that you can see.

74

For the next minute, the world seems slightly slower. Once on your turn, you can use the Dash action without using an action.

75

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

76

Your body becomes blurred as the blur spell.

77

Illusory duplicates of yourself appear as the mirror image spell.

78

Bolts of fire shoot out from you toward the nearest enemy of your choice as the scorching bolts spell as if it were cast using 3 mana.

79

Magical darts shoot out from you as the*magic missiles* spell as if it were cast using 3 mana.

80

For the next minute, you regain 5 health 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 of your choice within 5 meters of you regain 4d10 health.

84

Up to three creatures of your choice within 5 meters of you take 4d10 lightning damage.

85

Each creature within 5 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 or psi.

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 2d10 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 two actions have a casting time of an action.

96

You regain all lost health.

97

You regain all expended mana or psi.

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
3Gnomish
4Hin
5Uncommon language
6Uncommon language
7Uncommon language
8Rare Language
d10Uncommon Language
1Aquan
2Auran
3Draconic
4Goblin
5Ignan
6Jotun
7Kreen
8Orcish
9Sylvan
10Terran
d6Rare Language
1Abyssal
2Aklo
3Celestial
4Infernal
5Infernal
6Undercommon

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 a 5, 6, or 7, roll another d8 to determine which rare language you can speak, read, and write.

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

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

As a reaction, which you use 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. If the result is less than or equal to the mana or psi 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 use when a creature that you can see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter 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 meter 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 small sphere of energy at a creature that you can touch or see within 5 meters as it must make a Reflex saving throw.

On a failed save, it takes 1d8 damage. The number rolled determines the damage type.

On a successful save, it takes half as much damage.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8). When you roll multiple d8s, choose one of the d8s. The number it rolled determines the damage type.

As a reaction, which you use when you roll on the Wild Surge table, you can reroll.

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

As an action, you hurl an undulating, warbling mass of chaotic energy at a creature that you can touch or see within 20 meters which must make a Reflex saving throw.

On a failed save, it takes 3d8 damage. Choose one of the d8s. The number it rolled determines the damage type, as shown below.

On a successful save, it takes half as much damage.

If you roll an 8, the chaotic energy leaps from the target to a different creature of your choice within 5 meters of it who must also make a saving throw. The new damage roll could cause the chaotic energy to leap again. A creature can be affected only once by each casting of this spell.

Augment

You can increase the damage by 4d8 for each additional mana or psi expended, but only the original 3d8 are used to determine the damage type and whether the bolt bounces.

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

As an 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.

If the attack misses by 4 or less, the weapon deals half as much damage.

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 augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

  • You can expend 1 additional mana or psi to infuse an additional weapon you touch with chaotic energy.

As a reaction, which you use when you roll a die 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 or psi to cast the spell as a reaction, which you use when you see a creature within 10 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 mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 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 or psi for each option.
  • You can expend 1 additional mana or psi 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 or psi expended. The creatures must be within 5 meters of each other when you target them.

1 minute/mana or psi

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 or psi to cast the spell as a reaction, which you use when you are hit by an attack. The attacker must make an additional attack roll and use the worst result.

As a reaction, which you use when a creature that you can touch or see within 2 meters of you makes an attack roll against you, you can try to redirect the attack, provided that another creature is within 1 meter 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 meter 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 3d6 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 start 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 3d8 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 3d6 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 2 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 takes 1d4 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. 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 or psi for each option.
  • You can increase the effect for each additional mana or psi expended.

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

    2. Orange. Increase the damage by 2d6 for each additional mana or psi expended.

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

    4. Green. Increase the damage by 2d8 for each additional mana or psi expended.

    5. Blue. Increase the damage by 2d6 for each additional mana or psi expended. If you expend 4 or more mana, the slowed level increases to 2.

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

    7. Violet. Increase the damage by 1d4 for each additional mana or psi expended.

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

As a reaction, which you use when you make an attack roll, an ability check, or a saving throw, reflections of yourself swarm about you, whispering suggestions. Roll a d4 and add the result as a bonus to the roll. You can do so after the roll but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can expend 2 additional mana or psi to roll 2d4.

  • You can expend 4 additional mana or psi to roll 3d4.

1 minute/mana or psi

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 or psi for each option.
  • You can expend 1 additional mana or psi to cast the spell centered on a point within 20 meters, where it remains for the duration.

  • Chaos Sphere. You can expend 1 additional mana or psi 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 10 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 or psi
d8Damage Type
1Fire Elemental
2Acid Elemental
3Lightning Elemental
4Earth Elemental
5Ice Elemental
6Air Elemental
7Water Elemental
8Sand Elemental

As two actions, you call forth a random elemental which appears in an unoccupied space that you can see within 10 meters. Roll a d8 and compare the result to the table below to determine the elemental type as a companion, using 2 resources.

The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi 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 an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 100 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 actions 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 or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

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

As two actions, 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 meter 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 two actions, chaotic energy rips reality asunder in a point you can see within 100 meters. Each creature in a cylinder centered on that point must make a Will saving throw.

On a failed save, a creature takes 2d8 + 3d6 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 or psi for each option.
  • You can increase the damage by 2d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi 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 or psi so the duration changes to 1 minute/mana, concentration and a 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 or psi

As two actions, a shimmering, multicolored vortex of light forms at a point that you can see on the ground within 20 meters. The vortex is a cylinder centered on that point. Until the spell ends, you can use two actions to move the vortex up to 5 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. It takes 4d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. It takes 4d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. It takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.

4. Green. It takes 4d6 poison damage on a failed save, or half as much damage on a successful one.

5. Blue. It takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, it is slowed 1. A creature slowed by this spell must make 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, it takes 3d6 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, it is blinded. It must then make a Fortitude saving throw at the end of each of its turns.

On a successful save, the blindness ends.

On a failed save, it takes 3d4 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 or psi for each option.
  • You can increase the damage for the red, orange, yellow, green, blue, and indigo colors by 1d6, and the violet ray by 1d4 for each additional mana or psi expended. If you expend 4 or more mana or psi 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.

  • You can expend 1 additional mana or psi 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 or psi

As two actions, a shimmering, multicolored plane of light forms a vertical opaque wall centered on a point you can see within 20 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 actions and the mana or psi are wasted.

The wall sheds bright light out to a range of 20 meters and dim light for an additional 20 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 4 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 8d10 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 8d10 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 8d10 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 8d10 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 8d10 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 Fortitude saving throw at the end of each of its turns.

On a successful save, the blindness ends.

On a failed save, the creature takes 3d10 radiant damage.

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
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick