Ultimate Adventurer's Handbook
Chaos Wave
5-level Evocation
Casting Time: 1 action
Range/Area: Self (100-foot line)
Components: V, S
Duration: Instantaneous
You hurl a wave of undulating, chaotic energy in a line 100 feet long and 15 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much on a successful one.
A creature also becomes subject to an additional effect on a failed save. The spell’s damage type and additional effect are determined by which number appears most on the damage dice after the roll; if two or more numbers are tied, you choose one damage type and one additional effect from among the tied numbers’ possibilities.
For example, If you roll four 1s and four 8s for the spell’s damage roll, you can choose for the spell to deal either acid or thunder damage, and for every creature who failed its saving throw to be either stunned or deafened until the start of your next turn.
Number | Damage Type | Additional Effect |
1 | Acid | A creature that fails its saving throw is stunned until the start of your next turn. |
2 | Cold | A creature that fails its saving throw is restrained until the start of your next turn. |
3 | Fire | A creature that fails its saving throw is frightened by you until the start of your next turn. |
4 | Force | A creature that fails its saving throw takes an additional 1d8 force damage and is knocked prone. |
5 | Lightning | A creature that fails its saving throw is blinded until the start of your next turn. |
6 | Poison | A creature that fails its saving throw is poisoned until the start of your next turn. |
7 | Psychic | A creature that fails its saving throw is charmed by you until the start of your next turn. |
8 | Thunder | A creature that fails the saving throw is deafened until the start of your next turn. |
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.