Chaos Magic

Here is a Synopsis of Chaos Magic

Mechanics:  Caster uses spell building rules to come up with a DC to cast a spell.  The caster then rolls a d20 + Caster Level + Wisdom modifier.  If that roll equals or exceeds the Spell DC, the spell is correctly cast. If the spell is successful, the caster takes 1 hit point damage for every full 10 points in the Spell DC.  If the casting attempt failed, the caster takes 1 hit point for every full 5 points in the Spell DC.  If a 1 is rolled, the caster starts down a Path of Chaos.  If the caster is already on the path when a 1 is rolled, roll the d20 again. If the result is equal to or less than the casters current Stage along the Path, they advance further down the path.  All bonuses and penalties are cumulative along the Path to Chaos.

Spell Effects:  

  • Raw Damage, DC 10, Dexterity save for half damage
  • Persistant Damage, DC 5, Dexterity save for half damage and Constitution save every round for half damage
  • Degrading Damage, DC 10, Dexterity save for half damage and a Constitution save every round for half damage
  • Negligible Domination, DC 5, Wisdom save negates
  • Minor Domination, DC 10, Wisdom save negates
  • Major Domination, DC 15, Wisdom save negates
  • Extraordinary Domination, DC 20, Wisdom negates
  • Negligible Materialization, DC 5
  • Minor Materialization, DC 10
  • Moderate Materialization, DC 15
  • Major Materialization, DC 20
  • Chaos Construct, DC 20-30
  • Minor Movement, DC 10, Dexterity save negates
  • Moderate Movement, DC 15, Dexterity save negates
  • Major Movement, DC 20, Dexterity save negates
  • Extreme Movement, DC 25, Dexterity save negates
  • Universal Movement, DC 30, Dexterity save negates
  • Negligible Transformation, DC 5, Wisdom save negates
  • Minor Transformation, DC 10, Wisdom save negates
  • Moderate Transformation, DC 15, Wisdom save negates
  • Total Transformation, DC 20, Wisdom save negates
  • Chaotic Reconstruction, DC 30, Wisdom save negates

Stacking Multiple Effects:  At higher levels, Chaos Mages can roll up to 5 different effects into their spells.  An effect is labeled as just one of the base effects listed above, so that if you wanted a spell that lets you climb up walls and move 5 feet more per round, you would be using the Minor Movement and the Moderate Movement effects. Add 1/2 of the casting DC of the lowest DC to the highest DC effect for each additional effect in one spell.

Choose an Area Element:

  • Single Target  +0
  • Two Targets  +3
  • Bust, 5 ft. up to caster's level x 5 ft.  +5
  • Cone, 10 ft. up to caster's level x 5 ft.  +5
  • Spread, 5ft. up to caster's level x 5 ft. area chosen by caster  +10
  • Enemies Only  +5
  • Allies Only  +5
  • Choose which Creatures not effected  +1 per creature
  • Objects Only  +0
  • Personal Immunity  +2

Choose a Range Element:

  • Self/Touch  +0
  • Up to 30 ft. +1
  • Up to 60 ft.  +3
  • Up to 120 ft.  +5
  • Up to 300 ft.  +8
  • Up to 1 mile + 1 mile/caster level  +12

Choose a Duration Element:

  • Instantaneous  +0
  • One Round  +2
  • One Round per Caster Level  +5
  • One Minute per Caster Level  +10
  • One Hour per Caster Level  +15
  • Concentration  -2

Choose a Saving Throw Element:

  • Change Saving Throw Ability  +2
  • Spell save DC is -2  -3
  • Spell save DC is -1  -1
  • Spell save DC is Normal  +0
  • Spell save DC is 1  2
  • Spell save DC is 2  5
  • Spell save DC is 3  8
  • Target does not get to save  +15

Choose a Casting Time Element:

  • Reaction  +2
  • 1 Action  +0
  • Full Round  -2
  • Each round after full round  -1 for each round to a maximum of -10
  • Forgo either Verbal OR Somatic component  +5

Choose a Trigger Element:

  • Common, (on your next hit)  -5
  • Uncommon, (next time you're hit)  -10
  • Rare, (next time someone casts Lightning Bolt at you)  -15
  • Very Rare, (Merman attacking you with a trident)  -20
  • Extended Dormancy, (One week per caster level)  +5

 

 

 

 

 

 

Chaos Magic

Shadows Over Impiltur Pathfinder77