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Chaotic Spell [one-action] Feat 8

Uncommon Bard Manipulate Metamagic Oracle Sorcerer Witch Wizard 
Source Wake the Dead #3 pg. 25

This is the secret of chaotic magic — your foe can hardly predict and counter your moves if you yourself have no idea what will happen. If the next action you use is to Cast a Spell that deals acid, cold, electricity, fire, or sonic damage, roll a d6. The spell's damage type changes to the type below associated with the result of the roll, and each creature who is damage by the spell takes the listed additional effect.
1 (Acid): Sickened 1
2 (Cold): -10 ft. penalty to all Speeds until the end of your next turn.
3 (Electricity): Flat-footed until the end of your next turn.
4 (Fire): Persistent fire damage equal to the spell's level
5 (Force): No added effect
6 (Sonic): Deafened for 2 rounds

Traits

Manipulate:

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.

Metamagic:

Actions with the metamagic trait, usually from metamagic feats, tweak the properties of your spells. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.

Uncommon:

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.