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Wild Trajectory in Dungeons & Dragons 5e

Deep Magic Volume 1

Wild Trajectory

7-level Transmutation

Casting Time: 1 action
Range/Area: 100ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Control
You create a 30-foot cube of magical instability that causes spell effects passing through it to diverge wildly from their original paths. When a spell with a visible or tangible manifestation (such as fireball, lightning bolt, or a ray or projectile such as magic missile or ray of frost) passes through the area, roll a d8. On a 1, the spell continues on its original path or toward its original target; on a 2, it diverts 45 degrees to the right; on a 3, it diverts 90 degrees to the right; on a 4, it diverts 135 degrees to the right; on a 5, it turns 180 degrees, back the way it came (striking the caster if it is a targeted spell on a 6, the spell diverts 45 degrees to the left; on a 7, it diverts 90 degrees to the left; on an 8, it diverts 135 degrees to the left. A spell that affects anything in its path, such as lightning bolt, continues to do so along its new trajectory, up to the limit of its range. A fireball spell will travel in the new direction up to the limit of its range before detonating. A targeted spell will strike the first viable target it encounters along its new trajectory.
Available for: Sorcerer, Wizard with Chaos Specialization

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