Thudnfer's Marvelous Chaos Spell Pack

by Thudnfer

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Thudnfer's Marvelous Chaos Spell Pack

Anarchy Sphere

3rd level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a Tiny sphere full of confusion in a space within range. You can move the sphere up to 15 feet as a bonus action. The sphere exudes an aura in a 15 foot radius. Creatures that start their turn in the aura or enter the aura for the first time on their turn must make a Wisdom saving throw. On a failed save, the creature sees the closest creature as an enemy and immediately becomes hostile towards it for the duration. On a successful save, the creature is unaffected. A creature can repeat the saving throw at the end of its turns, ending the effect on a success. If the creature is outside of the sphere's aura, it has advantage on this save.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere's aura increases by 5 feet for every level above 3rd.

Chaos Star

2nd level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A Medium sphere of unstable energy appears in an occupied space within range. When the spell is cast, and as a bonus action on each of your turns afterwards until the spell ends, you can cause the sphere to send a burst of energy in a 10 foot radius. Creatures in the area must make a Dexterity saving throw, taking 2d8 damage on a failed save and half that on a successful save. Whenever the sphere is activated, roll a d8 to determine the damage type of the energy burst.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Radiant
8 Thunder

When you activate the sphere, you can choose to detonate the sphere. The sphere's damage increases by 1d8 and you get to choose the damage type dealt. The spell then ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the sphere's damage increases by 1d8 for every level above 2nd.

Hasty Escape

4th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Pick an unoccupied space that you can see, then roll a d10. You teleport the indicated number of feet in the direction of the space you picked. If you would end up in the space of a creature, object or structure, you instead teleport to the nearest unoccupied space.

d10 Range
1 15 feet
2-3 30 feet
4-6 45 feet
7-9 60 feet
10 120 feet

Until the spell ends, you can use your reaction to activate the spell's effect again.

Misdirection

1st level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours

By touching a willing creature, you can provide false information to those that would try to discover their true intentions. If the target becomes the target of a spell or ability that would detect their alignment or if they are a fiend, fey, celestial or similar being, you can designate a false response to that spell or ability.

For example, you could use this spell to make a creature appear evil to other creatures, or to appear to be a celestial to all that would try to discern what it really is.

Reality Turmoil

5th level enchantment


  • Casting Time: 1 reaction, which you take when you are targeted by an attack
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You unleash a stream of alternate realities into the mind of the creature that targeted you, imposing disadvantage on the attack. If the attack hits, the attacking creature takes 3d12 psychic damage. If the attack misses, the target takes 5d12 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d12 for every level above 5th