{"name":"Wild Trajectory","spell_level":"7-level","casting_time":"1 action","range":"100ft.","components":"Verbal, Somatic","materials":"","duration":"Concentration, 1 minute","school":"Transmutation","attack":"","effect":"Control","higher_levels":"","classes":"Sorcerer, Wizard with Chaos Specialization","spell_description":"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.","source":"Deep Magic Volume 1","tags":"","templateId":"3000","blockId":"1555566","world":"f23bfee1-fef1-458a-9e5d-7b8dc747c3db","folder":"37951","isShared":"on"}