# Chaotic Spell `pf2:1` ## Feat 8 ### [uncommon](uncommon "Uncommon Rarity Trait")[[PF2 Mechanics/Bestiary/zz_traits/bard]][[manipulate]][[oracle]][[sorcerer]][[spellshape]][[witch]][[wizard]] **Category** class; 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 damaged by the spell takes the listed additional effect. **1 (Acid):** [[Conditions/Sickened|Sickened 1]] **2 (Cold):** -10 ft. penalty to all Speeds until the end of your next turn **3 (Electricity):** [[Conditions/Off-Guard|Off-Guard]] until the end of your next turn **4 (Fire):** Persistent fire damage equal to the spell's rank **5 (Force):** No added effect **6 (Sonic):**[[Conditions/Deafened|Deafened]] for 2 rounds *Source: Pathfinder Wake the Dead #3* *OGL*