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Timely Distraction

2nd-level evocation (chaos)

Casting Time: 1 action
Range: 25 feet
Components: V, S, M (a handful of sand or dirt thrown in the air)
Duration: 3 rounds

You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.

d4 Mutation
1 Blinded
2 Stunned
3 Deafened
4 Prone
Uncontrollable Transformation
d10 Mutation
1 A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools.
2 Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table in the frenzied bolt spell description).
3 A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier.
4 A second face appears on the back of your head. You darkvision out to a range of 120 feet and advantage on sight?based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself.
5 You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons.
6 Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20.
7 You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
8 Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage.
9 Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground.
10 You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover.
Section 15: Copyright Notice

Deep Magic for 5th Edition (c) 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.