NEW SPELL: Acid Eye

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Sorcerer/Warlock/Witch/Wizard (Enchantment) Level 1

As long as the caster concentrates on the incantation, their gaze dissolves anything they can see within 30 feet. While the spell is active, the caster has disadvantage on sight-based ability and skill checks, and cannot use any other vision- or gaze-based spells or effects.

 

Caster Level

Acid Damage per Round

1 – 4

1d4

5 – 9

1d6

10 – 14

1d8

15 – 19

1d10

20+

1d12

Optional Miscast Table for LotFP (Roll 1d12):

1 – Caster’s eyes melt out of their sockets. They suffer one die of acid damage and are permanently blinded.

2 – Caster’s eyes swell, pop out of sockets, become floating, acid-spitting monsters. Each eyeball has 1 hit die and can move 10 feet per round. Their acid attack has a range of 10 feet and deals one die of acid damage.

3 – Caster trips balls for number of rounds equal to their level.

4 – Caster transforms into acidic ooze for number of rounds equal to their level, dissolving all their clothing and gear in the process. While in this form, the caster moves at half speed, can flow up walls and ceilings, can seep through cracks and holes, and is immune to non-magical weapon damage. In ooze form, the caster cannot cast spells, but can attack with a pseudopod that deals one die of acid damage.

5 – Sudden acid rain shower deals one die of acid damage per round to everything within 30-foot radius of the caster for a number of rounds equal to the caster’s level

6 – Caster emits a cloud of acrid vapor that kills any adjacent creature with hit die less than or equal to their caster level that fail a saving throw versus poison.

7+ Consult generic mishap table

CHAOS DOMAIN (5E)

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Divine Trickster: At first level,  a cleric of the chaos domain gains mage hand and prestidigitation as bonus cantrips.

Cry Havoc: At second level, a cleric can expend a use of channel divinity to scramble reality in a highly localized area. Until the beginning of the cleric’s next turn, whenever any other creature within 5 feet, plus 5 feet per cleric level, attempts to use a standard action, they must roll on the sorcerer’s Wild Magic random effect table and do that instead of what ever they intended to do.

Run Amok: At sixth level, a cleric is no longer hampered by naturally-occurring difficulty terrain. Additionally, they gain a bonus to their AC equal to their proficiency bonus against opportunity attacks provoked by their movement.

Irrational Exuberance: At eighth level, a cleric gains advantage on Persuasion and Deception checks to influence chaotic-aligned beings. Lawful-aligned beings have disadvantage on skill and ability checks to compel or intimidate the cleric.

Agent of Chaos: At seventeenth level, a cleric can expend a use of channel divinity to cast a domain spell as a bonus action.

Chaos Domain Spells:
1st level: color spray, hideous laughter
3rd level: enlarge/reduce, mirror image
5th level:
 blink, haste
7th level:
 confusion, polymorph
9th level: 
animate objects, mislead

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NEW SPELL: Chemical Euphoria

Sorcerer/Wizard (Transmutation) Level 1

Through subtle transmutation magic, this spell turns any one instance of a substance (for example: a glass of wine, a roasted chicken wing, even a dollop of salve) into a potent narcotic. The physical properties of the target substance (how it looks, smells, feels, and tastes) are not affected.

When someone consumes the altered material, the dose kicks in in 1d4-1 rounds. The primary effect is an overwhelming sense of giddy well-being for a number of rounds equal to the caster’s level. In practical terms, an affected person is immune to any effect that would incur fear or other negative emotions.

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The narcotic also numbs pain to such a degree that the affected person can ignore even grievous injuries. While the drug is in effect, a person will remain conscious and able to act after reaching 0 hit-points – any additional damage is taken out of the person’s Constitution score; only when that reaches 0 will the person die. Naturally, when the effects of the narcotic wear off, the person will definitely feel every wound.

Optional Miscast Table for LotFP (Roll 1d12):

1 – Hallucinogen: For a number of hours equal to the caster’s level, the target of the spell perceives things that aren’t really there – during every encounter or NPC interaction, add another participant that only the spell’s target can see and interact with.

2 – Emetic: After 1d4-1 rounds, the creature that ingests the altered substance will puke up the entire contents of its stomach. For a number rounds equal to the caster’s level, the ingester most succeed a Constitution check at the beginning of their turn to act. If they fail the check, they’re wracked with dry heaves and unable to act.

3 – Soporific: After 1d4-1 rounds of drowsiness, during which the ingester has disadvantage on saving throws, initiative, and Perception checks, the ingester falls asleep.

4 – Paralytic: After 1d4-1 rounds, the ingester’s body seizes up, immobilizing them. At the beginning of their turn, they can make a saving throw vs. poison. If successful, they can act that round, but their Strength and Dexterity scores will be treated as 3’s. After three successful saving throws, the paralysis ends.

5 – Anti-coagulant: For a number of rounds equal to the caster’s level, the ingester suffers an additional point of damage from all physical attacks

6 – Hypnotic: After 1d4-1 rounds of drowsiness, during which the ingester has disadvantage on saving throws, initiative, and Perception checks, the ingester enters a highly suggestible fugue state for a number of hours equal to the caster’s level. After the drug wears off, the ingester will have no memory of what it did under its effect.

7 – Allergen (Mild): After 1d4-1 rounds, the ingester suffers a physically harmless, but annoying, allergic reaction (itchy rash, constant sneezing or hiccuping, etc.) for a number of hours equal to the caster’s level

8 – Allergen (Severe): The substance triggers an extreme reaction from the ingester’s body, taking 1d4 points of damage at the start their turn and suffering disadvantage on all rolls for a number of rounds equal to the caster’s level.

9 – Pyretic: After 1 round, the ingester appears flushed and begins sweating profusely. On the next round, and each subsequent round up to the the caster’s level, the ingester begins radiating ever-increasing amounts of heat. The creatures takes 1d6 fire damage on the second round, 2d6 on the third, and so on; if the creature drops to 0 hit points under the drugs effect, it spontaneously combusts dealing the same dice of fire it just suffered to everything in a 5-foot radius around it.

10 – Aphrodisiac: The ingester becomes passionately infatuated with the spell’s caster for a number of rounds equal to caster’s level. While under the drug’s effect, the ingester will do just about anything to curry favor with its “love.” When the effect wears off, the ingester will immediately revert to its previous attitude about the caster and have no memory of ever feeling any other way about them.

11 – Mutagen: After 1d4-1 rounds, consult your favorite random table of mutations a number of times equal to the caster’s level. When the spell’s duration ends, the ingester must succeed a saving throw versus magic for each mutation. On a success, the mutation disappears; on a failure, it becomes permanent.

12 – Deadly poison: After 1d4-1 rounds, the ingester drops dead.