Feat: Chaotic Spell
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): Sickened 1
2 (Cold): –10 ft. penalty to all Speeds until the end of your next turn
3 (Electricity): 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): Deafened for 2 rounds