# 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*