![PFS Limited PFS Limited](Images\Icons\PFS_Limited.png)
Chaotic Spell [one-action] Feat 8Legacy Content
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
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.
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 spellshape trait tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.