Spells of MTG in D&D: Chaos

Inspired by one of my 1000 follower celebration winners, @jammywk who suggested Mana Clash, I’ve decided to compile a number of truly chaotic spells for when wild magic just isn’t wild enough:

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Chaos Warp
3rd-level transmutation
Casting Time: 1 reaction, which you can take when a creature within range makes an attack
Range: 50 feet
Components: S
Duration: 1 round

You transform an attacking target within range into a random different creature, preventing the attack and completely confusing the target. The creature’s attack automatically misses. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form is a random creature whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the randomly selected creature. It retains its alignment and personality.The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech if its new form is not capable of these things.The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

My design for Chaos Warp was as a weirder take on polymorph, transforming randomly and not just limited to beasts, so as to have a similar effect to the spell’s use in MTG.


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Grip of Chaos
4th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to one minute

You call on raw energies of chaos, disrupting all spells cast in the area around you. For the duration, whenever a spell with a target within a 30-foot radius sphere centred on you, or a spell is cast targeting a creature within that area, that spell instead targets a random creature within the 30-foot radius sphere.

This spell I wanted to work as an area aura, within which all chaos can ensue. Against a group of spellcasting enemies, it can be potentially extremely powerful, but with the potential problems it can cause for allies, this is a spell to be treated with caution!


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Mana Clash
1st-level evocation
Casting Time: 1 action
Range: 50 feet
Components: S
Duration: Until end condition is reached.

You engage in a duel with a foe, trying to overwhelm and counter one another with wild mana before it fizzles out. Choose one target creature. At the start of each of your and the target’s turns, both you and the target suffer 1d4 force damage. Repeat this process until you and the target take the same amount of damage you take from these rolls, or until one of you is incapacitated.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, raise the amount of damage to 1d6 if the spell is cast with a 2nd level spell slot,

1d8 if the spell is cast with a 3rd level spell slot,  1d10 if the spell is cast with a 4th level spell slot, and 1d12 if the spell is cast with a 5th level spell slot or higher. 

I had originally planned for this spell to carry on until the end result immediately as it was cast, but I felt that would slow down combat too much. In coming into effect indefinitely at the start of each affected character’s turn, it still has a similar gameplay effect  of lasting until one character is incapacitated or until the spell ends itself.


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Possibility Storm
5th-level enchantment
Casting Time: 1 action
Range: 50 feet
Components: S
Duration: 

Concentration, up to one minute


You unleash a psychic storm, making spellcasters within range unable to choose the spell they want to use, overwhelmed with possibility. For the duration of the spell, whenever a creature within range casts a spell of 1st level or higher, that creature instead casts a random spell of their list of known spells of 1st level or higher. This spell is cast at the same level as the spell slot used to cast the original spell. If this would result in a creature casting a spell of a higher level than the spell slot used, the spell instead fails. Whenever a creature within range casts a cantrip, that creature instead casts a random cantrip that it knows. If the randomly selected spell has a target, but the original did not, the target is randomly selected.

With possibility storm, one of the main differences I made between it and the actual card was that the D&D spell doesn’t allow the casting of spells of higher level, as that way it’d be a very easy way to cheat into turning a Fireball into Power Word Kill, or even Wish

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Wild Ricochet
3rd-level abjuration
Casting Time: 1 reaction, which you can take when a creature within range casts a spell with a target.
Range: 50 feet
Components: S
Duration: Instantaneous

You redirect and split an enemy’s spell, sending it in random directions. A spell cast by a creature within range with one target instead hits two randomly determined targets within that spell’s range.

While the original spell Wild Ricochet gives the player the ability to choose the targets for the original spell and its copy, I felt doing it randomly would better reflect the spell’s flavour, and would create a more fun chaotic spell.

For a completely different angle on spellcasting translated from MTG to D&D, have a look at my Counterspells post. And may these spells help your game never match your expectations!

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