Lore of Change
Lore of Change
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Chaos Bolt Chaos Storm
1st-level evocation 9th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S, M (A bit of demon ichor)
Duration: Instant Duration: Concentration, up to 1 minute
Classes: Sorcerer Classes: Sorcerer, Warlock, Wizard
You hurl an undulating, warbling mass of chaotic energy at You open a gateway to a realm of pure chaos and untold
one creature in range. Make a ranged spell attack against the destruction. A 30-foot-radius sphere of chaotic shifting colors
target. On a hit, the target takes 2d8 + 1d12 damage. Choose appears centered on a point within range that lasts for the
one of the d8s. The number rolled on that die determines the spell's duration. This sphere is filled with indescribable
attack's damage type, as shown below. noises that can be heard up to 100 feet away. No light,
magical or otherwise, can illuminate the area, and creatures
d8 Damage Type fully within the area are blinded and deafened. A creature
1 Acid moving through this area must spend 2 feet of movement for
every 1 foot it moves.
2 Cold
Any creature that enters the spell's area for the first time
3 Fire on a turn or starts its turn there must make a Charisma
saving throw. It takes 10d12 force damage on a failed save or
4 Force
half as much damage on a successful one. Any nonmagical
5 Lightning object that is not bearing worn or carried in the area takes
10d12 force damage at the start of your turn. A creature or
6 Poison
object reduced to 0 hit points by this damage is disintegrated
7 Psychic and sucked into the chaotic rift. A creature killed this way can
be brought back to life only by means of a true resurrection
8 Thunder
or a wish spell.
On each of your turns, until the spell ends, you can use
If you roll the same number on both d8s, the chaotic
your action to open another gateway, targeting point within
energy leaps from the target to a different creature of your
100 feet of the original gate. A creature in the area of more
choice within 60 feet of it. Make a new attack roll against the
than one gateway is only affected once. You can also close a
new target, and make a new damage roll, which could cause
gateway as a bonus action or as a reaction to a creature
the chaotic energy to leap again.
entering its area.
A creature can be targeted only once by each casting of this
If you drop concentration on the spell early, make a DC 20
spell.
ability check using your spellcasting ability. On a failure, you
At Higher Levels. When you cast this spell using a spell
open another gate centered on yourself, and the spell
slot of 2nd level or higher, each target takes 1d12 extra
continues for its full duration outside of your control. During
damage of the type rolled for each slot level above 1st.
this time, you can no longer open additional gateways or
close existing ones, and the radius of each existing gateway
expands by 10 feet at the start of each of your turns.
Gift of Chaos
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M, (A bit of clay)
Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard
You unleash the power of chaos to warp a creature’s body.
The target must make a Charisma saving throw or suffer a
mutation (condition described at end of document).
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the target suffers an additional
mutation for each slot level above 2nd.
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Scorching Stream
2nd-level evocation
Casting Time: 1 action
Range: 50
Components: V, S
Duration: Instant
Classes: Sorcerer, Wizard
A line of roaring flame 50 feet long and 5 feet wide
emanates from you in a direction you choose. Each creature
in the line must make a Dexterity saving throw. A creature
takes 3d8 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d8 and
you may increases line's length by 10 feet for each slot level
above 2nd.
You reach deep into the mind of a spell caster you can see in The creature can't take reactions, and on
range and attempt to steal their magic. The target must make each of its turns it must choose whether
1 Wild Spasms
it gets a move, an action, or a bonus
an Intelligence saving throw which it can choose to fail. On a
action; it gets only one of the three.
failed save, you can attempt to steal a spell of 3rd level or
lower the target knows. The creature's form becomes brittle.
Name the spell you wish to steal from the creature. If the 2 Degeneration While a creature is brittle, any attack that
creature does not know that spell, the DM chooses a spell of hits the creature is a critical hit.
the same level the creature knows at random. If the creature
The creature can no longer wield
knows no other spells of the same level, the DM chooses a weapons or cast spells with somatic
spell of one level lower at random. Repeat this process until a 3 Twisted Arms
components and it has disadvantage on
spell is stolen or there are no possible spells to steal, in which all weapon attack rolls.
case the spell fails.
If a spell is successfully stolen, the target loses a spell slot 4 Inverted Eyes The creature is blinded.
of the spell's level and the ability to cast that spell for 1 hour. Gelatinous The creature falls prone and can't stand
If the target prepares spells at the beginning of the day or can 5
Legs up.
cast the spell a certain number of times per day innately, the
target loses one use of the spell. The creature regains 10 hit points at the
After stealing a spell, you gain the ability to cast it once as
6 Regeneration start of its turn if it has at least 1 hit
point.
though it were from the same class spell list you used to cast
this spell. When you cast it this way, it does not expend a spell
slot, and you cast it at the same spell level at which it was Lore of Change Art Credit
stolen. You must still supply the stolen spell's required Windcaller Aven - Uriah Voth, Wizards of the Coast
components (including verbal, somatic, and material). You Spatial Contortion - Daarken, Wizards of the Coast
lose the stolen spell after completing a long rest. Pilfered Plans - Daarken, Wizards of the Coast
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, you can attempt to steal a spell if its
level is less than or equal to the level of the spell slot you used
to cast this spell.
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
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Document release
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.