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Encyclopaedia Arcane Chaos Magic

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This document will be updated regularly withnew information, spells, paths of chaos andother crunchy bits for the chaos mage.

Stacking MultipleEffects

It is possible to stack multiple effect elements of thesame category (damage, materialisation, movementand transformation) within the same chaos magicspell. However, multiple elements of the same typecannot be the only effect elements contained withinthe spell. For example, if you are able to cast a spellcontaining three effect elements, all three cannot bedamage effect elements.

In addition, you cannot put two elements of theexact same type in the same spell. So, you can havea spell with two transformation effect elements(provided there is at least one other effect element inthe spell that is NOT transformation), but they mustbe elements of a different degree – one minor andone major, for example.

The ConcentrationSkill and ChaosMagic

Channelling raw chaos is hard – really hard. So, yes,on pg. 30 where it tells you to replace the spell levelwith the casting DC of the chaos magic spell whenmaking concentration checks, that’s what it means.

So, when casting very powerful chaos magic, you’llneed to be careful to avoid anything which coulddisrupt your casting. It also means that castingdefensively is beyond the reach of most chaos mageswhich is, again, by design. It is hard to cast chaosmagic and anything that could disrupt the processcan have dire consequences. Though see the Mindof Stone feat, below.

Errors in theExample Spells

The following errors were found in the examplespells as a result of changes to effect DCs broughtabout by playtesting feedback.

Ambush TapEffect Element: Movement, minor (15)Area Element: Single subject (0)Range Element: Touch (0)Duration: Instantaneous (0)Total DC: 15

Push WaveEffect Element: Movement, minor (15)Area Element: Burst (5), Enemies Only (5)Range Element: Touch (0)Duration: Instantaneous (0)Total DC: 25

Chaos MagicErrata and

ClarificationsSam Witt

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Chaos Magic SavingThrow Types

When a chaos magic spell allows a save, the DMdetermines the type of saverequired, using the following guidelines.

† If the spell affects a target directly, such as adamage, transformation, or movement effect, use aWill save.

† If the spell affects the environment around atarget, or creates an object that affects the target(such as the case with most Materializationeffects), use a Reflex save.

† In general, no chaos magic spell requires aFortitude save - either you must use your willpowerto resist the effects of chaos, or you must get outof the effect’s way.

Chaos FamiliarsAs stated in the book, a familiar has mental abilityscores (Charisma, Intelligence and Wisdom) equal tothose of its creator and physical ability scores(Constitution, Dexterity and Strength) equal to one-half of its creator. However, the Enhanced Familiarfeat (see below) can help to offset the physicalweakness of the familiar.

Familiars do not gain additional skill points as theircreator advances, barring use of the SymbioticFamiliar feat (see below).

Enhanced Familiar (Chaos)Your chaos familiar’s physical abilities are moreclosely linked to your own, providing it with a muchgreater physical presence than other familiars.

Prerequisites: Ability to cast chaos magic spells, achaos magic familiar.Benefit: When you gain this feat, your familiar’sphysical ability scores (Strength, Dexterity andConstitution) are immediately raised until one ofthese abilities is equal to your own ability, one isequal to your ability minus one and the last is equalto your ability minus two. You may choose whichabilities are raised to which levels.

Symbiotic Familiar (Chaos)You dedicate a portion of your own experience toyour familiar, allowing it to increase in skill as yougain levels.

Prerequisite: A chaos magic familiar, EnhancedFamiliar.Benefit: You may donate 5% of your experience toyour familiar, who then gains two skill points to bespent however you choose whenever you gain alevel. Your familiar may never have more ranks in agiven skill than you have levels, as it relies on yourknowledge and personal connection to chaos tosustain its own expertise.

Chaos Magic and theUndead

An undead creature can become a chaos mage, butany subdual damage suffered as a result of castingchaos magic is taken as real damage, instead. Thevibrant power of chaos magic is channelled moreeasily through the living, chaotic jumble of cells ina living being. A dead thing, locked in its currentform and incapable of moving through the cycle oflife, creates more resistance to the flows of chaosand, therefore, suffers more damage fromchannelling it.

Chaos Magic ItemsAttack and Damage BonusesAttack and damage bonuses are infused separately,but only attack bonuses are used to overcomeDamage Reduction.

Drained ItemsWhen all the chaos magic has been drained from astorage item, the item immediately loses 2 points ofhardness. It is, however, already tempered and maybe infused again. The DC is based on the originalcost of the item and the original capacity cannot beexceeded by secondary infusions.

If a storage item’s hardness is reduced to 0 or less bythe draining of its last chaos magic point, it does notexplosively decay, but simply crumbles to dust.

Neutralising Chaos Magic ItemsA chaos magic item may be neutralised by the chaosmage who created it, but the cost can be dire. Thechaos mage must sever his attunement to the item,

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which causes 1d4 points of temporary Charismadamage as the connection to primal chaos is flawedby the mage’s actions. This damage heals normally,but may not be healed by magic. A chaos mage whotosses aside an item into which his essence is infusedwith chaos must be prepared to face theconsequences.

The Big Stack ofEffects andClarifications

This section is a collection of effects for use in yourgames. While this list is much, much larger than thatfound in the original book, keep in mind that it isstill not all-inclusive. Chaos magic is meant to bewild and exciting, so use these as inspiration andgeneral guidelines, not the graven-in-stone limits ofwhat you can do as a chaos mage.

Also included in this section are the clarificationsand changes to the effects found in the originalbook.

Damage EffectsWhen combining multiple damage effects into thesame spell, the chaos mage may never cause morethan 2d8 hit points per chaos mage level. Thus, a20th-level chaos mage could never cause more than40d8 hit points of damage from a single spell,regardless of the number or types of damage effectshe applied to the spell, and a 10th-level chaos mageis limited to 20d8 hit points of damage, total, for agiven spell.

Persistent and Degrading DamageEffects and DurationPersistent damage effects do not require a durationelement and will continue causing damage eachround until they have caused their maximumdamage.

Degrading damage effects must have a by roundduration in order to deliver their full damage. If aduration is not chosen for a degrading damageeffect, it deals its initial blast of damage (one-halfthe Hit Dice of damage caused by the effect), but nomore.

MaterialisationEffectsNegligible† A sound loud enough to wake all sleeping(though not magically suffering from the effects of asleep or similar spell) creatures in the area of effect.

† A simple chaotic construct with a strength of 3is created by this effect. The construct is animateand can perform a single task (determined at the timeit is created). The construct is otherwise immaterialand disperses immediately if attacked.

† This effect creates a globe of light (of anycolour) that floats in the air near the chaos mage. Ifthis spell has an area of effect, the globe may movewithin that area of effect at 100 feet per round. Ifdirected to move outside this area of effect, the lightis immediately extinguished.

† This effect creates a cloud of chaotic darknessthat clings to any light source in the area, preventingit from operating while the spell is in effect. Notethat this spell cannot affect natural sources of light,such as the sun or moon.

Minor† This effect creates a shield of chaotic force thatprovides three-quarters cover from any missile attackdirected at the target and completely blocks anysingle-target spells with a missile effect (such asmagic missile, merf’s acid arrow, or similar spells)unless the caster of that spell defeats the chaos magein an opposed caster-level check. If this effect isgiven an area of effect, it blocks attacks from onedirection only, though the chaos mage may changethe direction protected against at the beginning ofeach round as a free round action.

† This effect can be used to create an item of upto 1 pound in weight per caster level. This weaponis treated as a silver weapon for purposes ofovercoming damage reduction.

† This effect can be used to create a suit ofchaotic armour that surrounds the target creature oreach creature in the area of effect. This suit providesa +1 armour bonus to the Armour Class of allaffected creatures for every 2 chaos mage levelspossessed by the caster, to a maximum armour bonusof +5.

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† This effect creates a swirling cloud of chaosparticles that obscure sight into or out of the area ofeffect. All creatures in the area of effect have totalconcealment from those outside the area of effect,and vice versa.

† Auditory effects at this level can mimic speech,but will always sound unnatural and distinctlydifferent from normal speech. The sounds can bequiet or reasonably loud (audible up to 20 feet fromthe target location). The speech or other sound thespell materialises can be no longer than 2 secondsper caster level and will repeat throughout theduration of the spell.

† Any images created at this level of effect canbe used to spell out words or present other finedetails, but are certainly not able to accuratelymimic even a simple painting of a creature, muchless the creature itself. The image pattern can holdmultiple colours, however, and is more than able toconvey complex concepts and images as envisionedby the spellcaster. The images created by this spellcan move around within the area of effect, but can beno longer than 2 seconds per caster level. Imagescreated will repeat throughout the duration of thespell.

Moderate† This effect creates glue-like strands of chaosenergy throughout an area. Any target who failstheir save against the effect is stuck fast to thesestrands and is unable to move or take any otheraction until they have freed themselves. Freeingyourself from this mass of chaos requires a successfulStrength or Escape Artist check (DC 15 + 1 per chaosmage level of the caster). Once freed, the target maytake a single 5-foot step – though if this step movesthe creature into another area affected by this spellhe must make his Saving throw or the process beginsagain. If this spell is cast upon a single target, thetarget (once freed) is not affected by the same spellagain, even if it moves back into the area where thespell was originally in effect.

† Waves of chaos surround the target object orfill the target area. Attempting to grab or hold ontothe object or move through the area require asuccessful Reflex save to succeed. If a target failsthis save, it falls prone in the area and must make aReflex save to stand again. If the save fails whileattempting to grab an object, the object simplyeludes the grasp of the target and remains where itwas.

† This effect allows you to accurately duplicateany one object and all of its properties (magical orotherwise). However, while your duplicate ismaterialised, the original object may not be used inany way, or the duplicate is disrupted.

† This effect creates a dome of chaotic powerover the selected target or area of effect. The chaosenergy keeps the temperature inside the domecomfortable (roughly 70 degrees) and provides lightroughly equivalent to candlelight. This dome issturdy enough to prevent the entrance of rain orother precipitation and the effects of winds withspeeds under 30 mph, but does not prevent theentrance of air or other gases. In addition, creaturesmay enter or leave the area of effect at will.

† This effect can be used to create an item of upto 1 pound in weight per caster level. This weaponis treated as a +2 weapon for purposes of overcomingdamage reduction only.

† The target or all target creatures in the area ofeffect, are surrounded by an envelope of breathableair that lasts for the duration of the spell. This airhas positive pressure that prevents poisonous gasesor other fine materials from entering the surroundedcreature’s respiratory system and is powerful enoughto allow breathing underwater.

† There is a tactile element to your sensorymaterialisations at this level, though not enough tobe truly convincing. This sensation is enough tocreate a sense of solidity to the image, but the targetcan completely ignore the effect with a successfulWill save. If such a save is successful, in fact, thetarget can resist any further sensation effects youcreate for the next 24 hours.

† Any auditory effects you create at this levelcan be as loud as a person shouting and soundconvincingly like the speech of a creature of yourrace. The sound can last as long as the duration ofthe spell you cast and, if shorter than this duration,will repeat throughout the duration of the spell.

† Visual effects created at this level appear real,though a successful Will save allows the target to seethe flaws in the image and understand that it is notreal. The image can be made to move through thearea of effect, or can be as large as the area of effect.

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Major† By forging chaos energy into a solid mass, thechaos mage is able to construct a wall that preventspassage. The wall fills one 10’ cube per 4 chaosmage levels, though the cube may be shaped in anymanner desired by the chaos mage. The materialfrom which the cube is created has a hardness of 5and has 10 hit points per 10-foot square per inch ofthickness. Thus, the cube as a whole has 1,200 hitpoints.

† This effect can be used to create a suit ofchaotic armour that surrounds the target creature oreach creature in the area of effect. This suit providesa +1 armour bonus to the Armour Class of allaffected creatures for every 2 chaos mage levelspossessed by the caster, to a maximum armour bonusof +10.

† This level of materialisation has some realchaos power backing it up, and is effectively real ifit is believed. At this level of materialisation, youcan create any sound or image you can conceive,which appears as real as an actual creature or object.Those who know this image is false (such asyourself) or those who succeed at their Will saves,however, see through the sensory materialisation canonly be slightly affected by the spell. You canbelievably create a creature with Hit Dice equal toyour level, which will move freely throughout thespell’s area of effect. This creature, if the targetmakes its Will save, can only cause a single hit pointof damage per attack. Similarly, you are able tomimic a damage effect with this materialisation, butif it is disbelieved the damage causes but a single hitpoint per hit die of damage it would have causedhad it been a real effect.

Chaos† This powerful effect is able to change thereality with which the target interacts. You dictatethe senses the character experiences, including sight,sound, pleasure, pain, taste and all other sensoryinput. You may cause damage to the target duringthis manifestation (1d8 per chaos mage level perround) but the target is given a Will save each roundto avoid this damage. Additionally, if the creaturemakes its Will save at any time during thismanifestation, it is not only immune to the currentround’s damage, but also to the rest of the damagefrom the spell and from all previous damage causedby the spell – as its belief in the spell fades, thecreature recovers from the imagined damage. Note

that 1 hit point of damage per chaos mage levelremains, a side effect from the lacerations of chaoticenergy experienced by the target.

Movement EffectsThe last line of the Extreme level of this effectelement should read:

Alternatively, the chaos mage may instead choose todeprive the target subject of all of its actions for theduration of this spell – targets so affected are treatedas if paralyzed for the duration of the spell.

Movement is also a lot more flexible than it iscurrently used, but requires some interpretation,especially where duration is concerned. When aspell with a movement effect has a duration, thechaos mage may decide that this duration affects themovement in one of two ways:

1. The movement occurs slowly, over thecourse of the duration.

2. The movement effect allows the target of thespell to move its full distance each round, asa move equivalent action, until the durationof the spell has expired. This allows veryrapid movement and might even includeflight – see below for more details.

While all of this is well and good, there is a veryabusive trick formerly available to chaos magesusing this effect. In short, chaos mages weretransporting enemies high into the air and lettingthem fall, often creating a great deal of damage for avery small DC. This is clearly not a good idea, andis hereby rectified.

For the purposes of the movement effect, verticalelevation is more difficult than horizontaldisplacement, if the target is not moved to a locationwhere he is on solid footing. That is, teleporting acreature fifty feet into the air is very difficult –teleporting a creature to a platform fifty feet into theair is not difficult at all. Unsupported verticalmovement is considered five times more distant thanhorizontal movement for the purposes of chaosmagic. This limitation is removed for willing targetsof the effect, who may use movement effects to fly orlevitate.

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Minor† The target object of this effect changes fromopened to closed, or vice versa. Suitable targets forthis effect include doors, windows, backpack flaps,pouches, or any other object that can be opened andclosed. Note that this does not unlock or lock theitem in question.† The target of this effect, or creatures within thearea of effect, receive damage reduction 10/- againstmissile attacks that are physical in nature (arrows,crossbow bolts, sling stones, etc) as the missiles aregreatly slowed when entering the area of effect.

† Creatures of a racial type, sex, or other visibleidentifying characteristic are prevented fromtouching the target of this spell or moving into thearea affected by this spell. This prevents allunarmed attacks against the target by the affectedcreatures, but does not inhibit attacks with weaponsor magic.

† The chaos mage is able to transfer his spokenwords to a single target, or all targets within thespell’s area of effect. These words are transferredinstantly from the mouth of the chaos mage to theears of the targets. Note that the chaos mage’s wordscannot be heard as he speaks them, except by thetargets of this spell.

† The target gains an additional move-equivalent action in addition to his other actions forthe round. This action may be taken before or afterthe target’s normal actions for the round.

Moderate† The targets of this spell are prevented fromleaving their current plane of existence for theduration of the spell, by any means. The target ofthis spell must be on the same plane as the caster atthe time this spell is cast.

† The target object of this effect changes fromopened to closed, or vice versa. Suitable targets forthis effect include doors, windows, backpack flaps,pouches, or any other object that can be opened andclosed. Note that this does remove one type of lock,restraint, bar, or other method of keeping the doorclosed. For each additional lock, restraint, or bar, thecaster wishes to remove, increase the DC of thiseffect by one. Thus, if a door were locked, barredand magically restrained from opening, the casterwould need to increase the DC of this effect by 2

(one for barred and one for magically restrained –the lock was opened for free).

† All creatures are prevented from entering thearea of effect of this chaos magic spell or touchingthe object or creature affected by this spell. Thiseffect may be reversed, however, preventingcreatures in the area of effect from leaving it orpreventing them from dropping an item or creaturethey currently hold.

† Targeted creatures are prevented from leavingthe area of effect for this movement effect for theduration of the spell. Spells cast with this effectmust have an area of effect of burst or spread.

† For the duration of this spell, all targetsaffected by this spell can hear one another perfectlyas long as they remain within 100 ft. per caster levelof one another. Those not affected by the spellcannot hear any of this spell’s targets, as their wordsare moved directly from one target to another.† The target, or target creatures in the area ofeffect, are able to walk up walls or across ceilings atone-half their normal movement rate for the durationof the spell.

† The target receives an additional partial actioneach round in addition to his normal actions. Thisaction may be taken before or after his other actionsduring the round. This effect may also be used torestrict the actions of a target, allowing it to makeonly a single partial action each round.

Major† The words of the target(s) of this spell aretransferred to a designated recipient within 10 milesper chaos mage level for the duration of this spell.

† The chaos mage controls the actions of thetarget(s) of this spell for the duration of this effect.Those who fail their save are under the completecontrol of the chaos mage, who may direct themto attack or move, but may not control them tocast spells or use skills. Creatures attack using thechaos mage’s base attack bonus minus one for each

creature controlled after the first.

Extreme† Target creatures, or creatures in the spell’s area

of effect, are immediately returned to theirhome plane.

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Transformation EffectsAll transformations really should have a duration –otherwise, the target(s) will flash into theirtransformed state then immediately flash back. Thetransformation effects only persist for the duration ofthe spell, after which the chaos power used to holdthe transformation in place dissipates and the targetreturns to its natural state.

This leads to some issues the GM must resolve. First– it is recommended that transformations not beallowed to work on only part of an object orcreature. This prevents some of the problems thatcan result when a transformed portion of a buildingsuddenly ‘detransforms’ and regains its naturalshape.

For example: A chaos mage decides that he’s goingto transform two of a shack’s four walls into air. Thiswould, naturally, lead to the rest of the shackcollapsing. But, when the duration of thetransformation effect expires, the walls return to theirnormal state. Since the other two, non-transformed,walls, have already fallen down, the newly restoredwalls also fall down! This creates a problem – thechaos mage has now achieved an original aim (thedestruction of the building) even though he wouldnot have normally been able to do that based on thesize of the object he can transform.

If a creature is transformed into a non-living state,inanimate matter, raw energy, or whatever othertransformations are used to remove the creature fromthe realms of the living, the creature will return tolife at its original location (unless moved byexternal forces) at the end of the effect’s duration.Games Masters must pay careful attention to this, toavoid abuse by characters who use transformation tosimply kill a creature.

Negligible† The targets of any spell created with this effectare rendered invisible to normal sight for theduration of the spell. Note that this effect endsimmediately if the target does anything to drawattention to itself, including attacking anothercreature or casting a spell.

† The target of this spell, or any creatures withinthe spell’s area of effect, is immune to all 0 levelstatic magic spells, unless the caster of those spellsdefeats the chaos mage in an opposed caster levelcheck.

Minor† The target of this effect becomes lesssusceptible to damage from a specific energy type(acid, cold, fire, electricity, or sonic) and gainsenergy resistance 1 per caster level from attacks ofthat energy type for the duration of the spell.

† Any spell from any single school of magic isprevented from affecting the target or targets in thearea of effect for the duration of this effect, unlessthe caster of the spell defeats the chaos mage in anopposed caster level check.

† The target of this spell, or any creatures withinthe spell’s area of effect, are immune to all 0-levelspells, unless the caster of those spells defeats thechaos mage in an opposed caster level check.

† This effect creates a hole in a solid object of upto 1’ diameter and 1’ depth per chaos level of thechaos mage. The targeted object is entitled to asaving throw, as normal.

† The target of this effect, or all creatures in itsarea of effect, are immediately rendered unconsciousfor the duration of the spell as chaotic impulses shortout their minds and prevent them from taking anyactions.

† The target of this spell, or those in the spell’sarea of effect, immediately regards enemies as alliesand vice versa. If the targets are currently underattack, they receive a +5 bonus to their savingthrows. Note that this level of effect only works oncreatures of the same type as the spellcaster(humanoid, abomination, etc.). Removing thisrestriction increases the effect to a moderatetransformation.

† Target, or targets in area of effect, receive theability to see perfectly in total natural darkness up to5’ per caster level, twice that distance in low lightconditions. This ability does not permit the user tosee through magical darkness.

† The critical threat range of the target weaponor weapons in the area of effect is increased by one.

† All fires completely encompassed by the targetarea of effect are immediately extinguished by thiseffect, which does not affect magical fires.

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† Strike fear into the hearts of creatures, causingthem to flee for 1d4 rounds.

† Cause creatures to believe your words are true,despite proof to the contrary.

Moderate† The target of this effect becomes lesssusceptible to damage from a specific energy type(acid, cold, fire, electricity, or sonic) and gainsenergy resistance 2 per three caster levels fromattacks of that energy type for the duration of thiseffect.

† This effect suppresses any magical effect thatenters its area of effect, or any magical effectcurrently affecting the target creature or object.These magical effects are not removed from thetarget creature, but their effects are completelynullified for the duration of this effect. When thiseffect’s duration ends, the other magical effectsimmediately take effect once again.

† The target creature or creatures in the area ofeffect receive damage reduction 5/+1 per 4 levels ofthe casting chaos mage.

† The target of the spell is forced to take a singleaction or restricted from taking a single action.Spells using this effect must have at least a one-round duration – if the action a target is instructed totake can be taken more than once, the target willtake it every round for the duration of the spell.Note that any action that is directly harmful to thetarget creature entitles the creature to a +10circumstance bonus to his save. Directly harmfulthings include committing suicide, walking into aknown environmental hazard (such as a fire), orwalking off a cliff. If this spell is cast with an area ofeffect, all affected targets will take the directedaction, or are restricted from the action, as the casemay be.

† The target, or targets in the area of effect,receives the ability to see perfectly in total naturaldarkness up to 5’ per caster level, twice that distancein low light conditions. This ability does permit theuser to see through magical darkness of any type andcan be used to restore sight to those afflicted bymagical blindness.

† The critical threat range of the target weapon,or all weapons in the area of effect, is doubled.

Total† All existing spell effects in the area of effectare immediately disrupted and cease to functionentirely. If a saving throw is allowed for this effect,the caster of the spells affected is entitled to the save– if he succeeds, the spells he cast are not dispelled.

† Target creature or creatures in the area of effectare immune to all spells or spell-like effects targetedat them or the area of effect for the duration of thisspell, unless the caster defeats the chaos mage in anopposed caster level check.

† Target creature, or creatures in the area ofeffect, as well as all carried equipment, becomeinsubstantial and able to pass through even thesmallest cracks or holes. While in this state,insubstantial creatures may move at their normalmovement rate but are unable to fly or swim. Inaddition, insubstantial creatures receive damagereduction 20/+1 and are unable to physically attackothers or cast spells that require somatic or materialcomponents. The target creature or creatures aretransformed into another type of material withhardness equal to at least 5. While in this state, thetarget creature or creatures may take no action.

† You are able to resculpt the mind of yourtarget. For each round of the duration of this effect,you are able to permanently change one of thetarget’s memories totally and completely. Note thatthis memory is only changed in a single context.You could, for example, change a memory so thatthe target remembers seeing you in a bazaar, ratherthan in the middle of his alchemical laboratory. Youcould not, however, change his memory so that henever remembered seeing you at all, because thememory of your face is tied in with other memories,such as him remembering that he doesn’t much carefor you.

† You are able to actually seize control of thetarget’s mind for the duration of this spell andcontrol it just as if it were your own. The target isallowed a Will save against any activity you chooseto undertake that is directly harmful to his person, orwhich is strongly against his beliefs (such as forcinga paladin to murder an innocent).

Healing EffectsIt is possible for a chaos mage to heal himself or hiscompanions, but the cost can be considerable forboth parties. The infusion of chaos magic as a way

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to repair damage is very straining and few chaosmages are able to perform the requisitemanipulations of power to pull it off consistently.

Conversion Healing EffectCasting DC: 15Save: Fort negates (harmless)Spell Resistance: Yes (mandatory)Continued Concentration: YesThis type of healing transforms normal damage intosubdual damage, allowing creatures to heal fromgrievous wounds much more rapidly than wouldotherwise be possible. When cast this spelltransforms a number of hit points of real damage perchaos mage level into an equal number of points ofsubdual damage. This transformation occurs for alltargets of the spell, provided the chaos magemaintains his concentration for the entire spell.

When the duration of this spell ends, the chaos magemust make a successful Will save against the DC ofthis spell. If he fails this save, he and all targets ofthe spell automatically suffer 1 hit point of realdamage per chaos mage level. This is in addition toany damage the chaos mage suffers for casting thespell, all of which becomes real damage (rather thanthe standard subdual damage). Targets are notallowed a saving throw against this damage, as theyhave already allowed the spell’s energy to infusethem in order to be healed.

Transferral Healing EffectCasting DC: 20Save: Fort negatesSpell Resistance: Yes (mandatory)Continued Concentration: YesThe chaos mage can use this healing effect totransfer any subdual damage from one target toanother. Neither target needs to be willing, but if thetarget to which the damage is transferred makes itsaving throw to resist the spell, the damage reboundsonto the original target, replacing the originalsubdual damage as real damage.

Spells using this effect can only transfer 2 hit pointsof subdual damage per chaos mage level per roundper target. When the spell is complete, the target towhich the damage was transferred may be able toheal the damage instantly, provided all the damagecame from a single target. If this condition is true,the target is allowed a single Fortitude save (DCequal to the total number of points of subdualdamage transferred). If the save is successful, the

target heals all the damage immediately and suffersno ill effects. If the target fails, however, the damageis not healed and remains as subdual damage.

Chaotic Healing EffectCasting DC: 20Save: Fort negates (harmless)Spell Resistance: Yes (mandatory)Continued Concentration: YesWhen a spell using this effect is cast, it calls for thepowers of chaos to cure the chaos mage. Thesespells may only target the chaos mage who casts thespell and must have a duration of by minute. At theend of each minute of this spell’s duration, the chaosmage may either transform a number of hit points ofreal damage equal to one half of his current chaosmage level into subdual damage or heal a number ofhit points of subdual damage equal to his currentchaos mage level. The chaos mage must maintainhis concentration on the spell during this entire time– if he loses his concentration at any time, alldamage healed so far by the spell is re-applied andany subdual damage he is currently sufferingbecomes, instead, real damage.

Throughout this spell’s duration, the chaos mage’sbody is surrounded by intense lights and athrumming sound that carries for at least 50 feet andcan be detected without effort at that distance. Thisdisplay is caused by the chaotic power flooding thechaos mage’s body and cannot be avoided in anyway.

Note that if a 1 is rolled for the casting check for thisspell, the chaos mage automatically gains anadditional level on his path of chaos – no secondroll is needed.

TriggersWhile chaos magic is intentionally difficult to cast,it is possible to decrease the difficulty of casting aspell by placing limitations on its activation.Known as triggers, these methods are also useful forlimiting the effect of a spell to a specific area or forensuring that it only affects creatures who perform(or fail to perform) a specific action. In general, atrigger limits the effect of the spell, therebydecreasing the difficulty of the spellcasting check.Like chaos magic effects, triggers come in differentcategories, each of which is described below.

Triggers can react to either the attempt to dosomething, in which case they go off before the

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attempted action, or as a response to an action taken,in which case they go off immediately following thesuccessful completion of an action.

Common Triggers (DC –5)Common triggers can be easily met and are mostoften used to set chaos magic ‘traps.’ While a triggermight not be tripped, thereby making the spellworthless, a little practice will allow the chaos mageto craft spells and triggers that will be tripped by hisenemies or allies, as the case may be. Examples ofminor triggers are:

† The spell is actually transferred through aphysical attack and will only affect those who arephysically struck. Note that this does not mean thechaos mage has to do the hitting – the spell could becast upon an allied fighter, for example, who thentransfers the effect to targets he strikes.

† The spell only affects those who perform aspecific action within its area of effect, such asmaking a melee attack, casting a spell, drawing aweapon, or running. Note that this action must be avolitional act that requires real effort on the part ofthe affected party – a trigger that affects anyone whobreathes, for example, is not a valid trigger.

† The spell goes off after a specific amount oftime has passed, but this time can be no less thanone minute.

Uncommon Triggers (DC – 10)These triggers are more difficult to set off and maynever be tripped at all. These require a specificaction of a specific type to be fulfilled, as illustratedin the examples below.

† Casting a fireball spell fulfils the trigger.

† Attacking the chaos mage (or another, specifictarget) will fulfil the trigger and set off the spell.

† Using a specific skill is enough to set off thetrigger.

Rare Triggers (DC – 15)Triggers of this sort are likely to never go off and areoften used as a threat hanging over the head of thetarget. These triggers have a specific action of aspecific type against a specific target, at the

minimum before they go off, as shown in theexamples below.

† Casting a lightning bolt spell at the chaosmage.

† Using the Decipher Script skill to decode aspecific message.

† Reciting a particular bit of poetry whilestanding in a specific spot.

Triggers and DurationThe duration of a spell does not begin until itstrigger has been tripped. At that point, the spell goesoff as normal and its duration begins. A spell castwith a trigger condition will persist for one day percaster level, or until its triggering condition hasbeen met.

Triggers and Saving ThrowsWhenever a chaos magic spell with a trigger is cast,that spell does not require the need for a savingthrow or spell resistance check until the triggercondition is satisfied. The spell clings to the targetuntil it is triggered, lying dormant within the patternof the target’s aura until it is ignited by thefulfilment of the trigger.

Triggers and RangeOnce a spell with a trigger is cast, it remains in placeuntil the trigger is fulfilled. This means the area ofeffect remains where it was cast, or the spell remainstargeted on the person it was originally cast upon,until it is triggered, regardless of how far or how fastthe target moves.

Triggers and Counterspells andDispel MagicA chaos magic spell with a trigger must becounterspelled at the moment is cast, it cannot becountered when it is triggered. Dispel magic orother spells or effects designed to destroy magic willaffect an untriggered spell, however, potentiallyremoving it before the trigger can be fulfilled. Ofcourse, the canny chaos mage will set up a trapdesigned to trigger the spell whenever someoneattempts to dispel it.

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New Paths of ChaosThe following are some new Paths of Chaos for yourenjoyment. Many of these paths are a bit grotesque,so you have been warned.

Path of Teratic ProgenyChaos is found in the growth of all living thingsand, in some cases, chaos causes such growth. Forthose who find themselves upon this path, theirbodies slowly transmogrify, becoming a fertileground for teratic growths and tumourouspregnancies. In its final stages, the path leads thechaos mage toward his new life as a distorted womb,from which spill countless nightmarish anddeformed children.

1. Humps of Life: Small lumps begin to appearjust beneath the chaos mage’s skin. These are quitetender to the touch and the surrounding tissue isclearly engorged with blood.

2. The Eyes of a Child: Roughly one-half of thelumps on the chaos mage’s skin split open and beginweeping a clear, viscous fluid. Clearing away thefluid reveals a small eye in the centre of each of thelumps, perfectly formed but marred by a thickcataract over the pupil. These eyes are clear after aday or so of weeping, after which covering themcauses the chaos mage a great deal of pain.

3. Vomitous Resilience: The other half of thelumps found beneath the chaos mage’s skin burstopen, revealing tiny mouths lined with chalky teethand filled with forked tongues. Whenever the chaosmage suffers damage, these mouths vomit up chunksof damaged flesh in a stew of vile-smelling fluid.This has the benefit of converting 2 hit points ofdamage from any attack the chaos mage suffers intosubdual damage.

4. Babe’s Cries: The mouths that opened on theflesh of the chaos mage begin mewling and loudlyclicking their teeth at random times. This causes a –2 circumstance penalty for any Hide or MoveSilently skill checks the chaos mage makes.

5. Tears of Venom: The opened eyes beginweeping more copiously, releasing thick, cloudystreams of fluid from the chaos mage’s flesh.Though disgusting to see, this fluid actually helpsthe chaos mage by removing toxins from his systemat a much faster rate than normal. This provides the

chaos mage with a +2 natural bonus to any Savesmade to resist the effects of poison.

6. Freakish Gestation: The teratic growthswithin the chaos mage’s body begin to mature,draining away his vitality as they accelerate towardbirth. The chaos mage must consume three times asmuch food and water each day as he would normallyrequire and suffers the permanent loss of 1 point ofConstitution.7. Gestative Coma: The eyes from steps 2 and 5of the path close and are sealed with a thick crust ofblack mucous. Even if cleared way, this substancereforms within moments, keeping the eyes sealed asthey enter the final stages of their development.Unfortunately, this means that the bonuses gainedfrom Tears of Venom are no longer available to thechaos mage.

8. Chaotic Gravidity: The body of the chaosmage begins to swell to nightmarish proportions,reducing his ability to move and sapping him of hisstrength. The teratic children growing within hisbody are so large now that he suffers a permanentloss of 1d3 points of Dexterity and 1 point ofStrength.

9. Squirming Ejecta: The first horrific birthstake place as the sections of the chaos mage’s bodyburst open to eject thick, wriggling creatures formedfrom waste tissue and chaotic energy. Thesecreatures live only moments before their horrificforms collapse into reeking scraps of corrupted fleshand oily liquids. 1d4 of these creatures are birthedeach day, causing 1d6 hit points of damage to thechaos mage each. While the damage caused by theirbirths can be healed, the permanent loss of 1d3points of Constitution when this step on the path isgained cannot.

10. Womb of Madness: The chaos mage’s entirebody is disrupted and reformed to operate as a wombfor all manner of chaotic creatures. Horrific beasts,all with HD equal to or less than the chaos mage’slevel at the time of his transformation, emergewriggling from his bleeding birth canal to rampageacross the earth.

Path of Agonised EcstasyThe chaotic pathways forged through the body ofthe chaos mage become overloaded with sensationwhen this path is walked. Painful experiencesbecome intensely pleasurable, while other

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sensations are magnified and distorted in similarways by the forces of chaos. The distracting natureof these changes leaves many chaos magescompletely mad, their minds unable to process thenew floods of sensation they experience, reducingthem to drooling imbeciles.

1. Love of the Lash: Sources of pain nowprovide pleasure for the chaos mage, with moreintense pains providing more intense pleasures.

2. Self Abuse: The chaos mage finds itimpossible to stop inflicting minor injuries upon hisperson. He scratches at himself, uses dagger tips tocut furrows in his flesh and gnaws mercilessly at hisown tongue. The pleasure he derives from theseexperiences is indescribable, leaving others vaguelydisturbed if they spend more than a few minutes inhis presence. The scratches and other wounds areclearly visible, though they are not yet detrimentalto his health.

3. Embrace of Pain: The chaos mage receives a+1 circumstance bonus to any Concentration checkshe must make as a result of injury. He hassuccessfully mastered his pain, at this point, and canride out the waves of pleasure that assault him whenhis body is damaged.

4. Sensory Skew: Nothing the chaos mageperceives is quite right, any longer. His tastes areradically changed, leaving him with a hunger foroffal and dirt while his stomach recoils at thethought of steak or lobster. Colours shift and skewbefore him and whispers become roars while loudnoises are reduced to an indecipherable backgroundmurmur. This change in his senses leaves the chaosmage with a –1 circumstance penalty to all Initiativechecks he makes.

5. Lust for Horror: In addition to the physicalpleasure brought on by pain, the chaos magebecomes mentally aroused by things others findhorrific. As a result, the chaos mage receives a +2morale saving throw bonus versus any spell, spell-like ability, or circumstances that would normallycause fear.

6. Debilitating Ecstasy: The injuries the chaosmage inflicts upon himself become more severe andthe wounds are never given a chance to heal. Thisreduces the chaos mage’s hit points by 1d6 pointspermanently.

7. Image of Obsession: Not content to keep hisinjuries hidden from the world, the chaos mage feelsthe need to share his ecstatic pain with others. Pliersand candle flames reduce his lips to withered wormsof grey scar tissue, while constant cutting at hisnostrils for that most exquisite pain has rendered hisnasal pages into a fretted and flayed gawp in thecentre of his face. As a result, the chaos mage has ahard time dealing with others and suffers a –6circumstance penalty to all Animal Empathy, Bluff,Diplomacy, Disguise, Gather Information, HandleAnimal, Innuendo, or Sense Motive checks hemakes. If the chaos mage ever needs to make aCharisma check as a result of a social situation(other than attempting to horrify or intimidate othersfor which there is no bonus nor penalty), they sufferthe same penalty.

8. Rushing Feedback: Your senses are so badlycrosswired that pain translates to pleasure andpleasure to pain. When you are not concentratingon stopping the cycle, this can lead to a feedbackloop that wracks your nervous system withconflicting blasts of pain and skull-rattling waves ofpleasure that leave you unable to function.Whenever you suffer a number of hit points ofdamage equal to or greater than one-half of yourcurrent Constitution score, you must immediatelymake a Concentration skill check (DC 10 + damagesuffered by the attack). If this check succeeds, youmay continue acting as normal (though additionalConcentration checks may be needed if you arecasting a spell, for example). Otherwise, youimmediately become incapable of any action for 1d3rounds, after which you regain control of yournerves.

9. Addiction to Pain: The pleasure you receivefrom physical injury becomes so great yousubconsciously sabotage your body’s naturalinstincts for survival. You are always consideredflat-footed against any attacks or spells directedagainst you by a creature that has already injuredyou during the current combat.

10. Viral Sensation: You become a chaotic waveof energy laden with your own confused sensations.The physical body is transmuted into a purerepresentation of your own agonised ecstasy, whichis in turn returned to the chaotic flows of theuniverse. The spot of your passing becomesrenowned among those who seek extreme pleasuresor heights of pain, and pilgrims of the outré find

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their way to your grave for midnight trysts in thehopes of receiving some sort of orgasmic insight.

Path of the WhoreWhile most chaotic paths create physicaltransmogrifications combined with mental changesthat lead to more dangerous and pervasiveinsanities, the path of the whore is almost entirely asocial and mental affliction. The chaos magebecomes obsessed with the concept of prostitution,in all its many forms, as a metaphor for the give andtake of chaos magic. In an attempt to betterunderstand his art, the chaos mage thus becomes theultimate prostitute, advancing at last to become awretched, cosmic whore enslaved to the will ofbeings from beyond the realms of mortals.

1. Questions of Worth: The chaos mage beginsquestioning the value of everything, doing his bestto categorise the actions of others according to their‘value’ in terms of gold, gems, or whatever othersystem of judging wealth he adopts.

2. Hired Help: The chaos mage is simply unableto do anything that he can hire someone to do forhim. Shining his shoes, cleaning his clothes, orperforming sexual favours are all things the chaosmage not only pays for, but prefers to pay for themabove earning them in other ways. If presented withthe opportunity to buy the services of someone, thechaos mage must take the opportunity, even if it isfinancially ruinous.

3. Whore’s Eye: The chaos mage is adept atjudging the value of things, or at least the perceivedvalue of things. This provides a +2 bonus to allAppraise checks the chaos mage makes.

4. Crude Proposal: Unable to restrain himself,the chaos mage continually propositions anyone hemeets to perform some action they would normallyfind, at best, out of character. The chaos mage hasno control over this – if he has a conversation withsomeone he doesn’t know, or has met before onlybriefly, he will proposition them in some way beforethe conversation is complete.

5. Seductive Offering: After a few slaps in theface and possible legal entanglements, the chaosmage has learned how to make proposals that aremore enticing. The chaos mage receives a +2 naturalmodifier to any use of the Bluff or Sense Motiveskills when attempting to convince someone to

perform some service for him in exchange for pay.The pay for this attempt must be reasonable.

6. Gleam of Coin: Hiring others no longerappeals to the chaos mage, who now believes hishandling of chaos magic has entitled the world to apiece of him, if they are willing to pay the price.The chaos mage will perform any service for areasonable price, though he may refuse those thatoffer immediate personal injury in their terms. Hewill, however, use his chaos magic in the service ofothers.

7. Obsessive Servitude: The chaos mage hireshimself out for menial or repulsive tasks, oftenhiring himself out to a whorehouse or other places ofdemeaning and spiritually exhausting labour. Thechaos mage must spend a total of one month out ofevery three (though not necessarily all at one go)performing this type of work to the exclusion of allelse. This reduces his Strength and Constitution by1 point, as the work erodes his physical health.

8. Hireling: The chaos mage becomes incapableof performing actions without being hired to do so.Even his companions must make reasonable offers ofpay if they wish to get the chaos mage to keep hisend of the bargain up, and the chaos mage simplywill not perform work of any kind without promiseof pay.

9. Soul of the Slave: The chaos mage has littlewill of his own at this point, but will offer hisservices to any who can make even the feeblestattempts at pay. Those who know of the chaosmage’s condition can freely prey upon him –offering him a copper piece to sever one of his ownfingers seems just as reasonable as would a requestfor the chaos mage to shine a lord’s shoes.

10. Whore of Chaos: The chaos mage offers hisbody and soul up to the forces of chaos, the mindlessand seething energies beyond the realms of men.Sadly, they hear his offer and take him away toamuse themselves with his puny mortal existence forthe next few generations, after which his vitalenergies are dispersed back into the universe atlarge.

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New Chaos MagicPrestige Classes

Chaos magic opens up many new avenues forcharacter development. Beyond simply learningnew ways to use the energies of chaos forspellcasting, those of great personal strength canalso learn to bend the primal energies to performamazing physical feats, as well. The prestige classesfound in this section offer new ways to infectcharacters with the powers of chaos, or allowpractitioners of the alien arts new methods of honingtheir skills. Here you will find not only prestigeclasses for chaos mages, but also for those who wishto dabble with the powers of chaos for otherpurposes.

Chaotic FistWhile most chaos mages are content to channel theirchaotic energies into spells, the chaotic fist hasadapted the flows of chaos into a martial art.Coupling the unpredictable nature of chaos with hispersonal strength, the chaotic fist is capable ofunleashing a terrific flurry of attacks in a very shorttime span.

As an answer to the monk’s steadfast discipline andordered mind, the chaotic fist sees the world as akaleidoscope of sensations and frozen instants oftime. During combat, he is able to perceive andreact to unpredictable events at an alarming rate, asthe flows of chaos move him through the battle. Therandom nature of this style makes it difficult todefend against, and the raw warping power of chaos

creates a potent weapon indeed.

Hit Die: 1d6

RequirementsCharisma: 15+.Concentration: 8.Feats: Improved Initiative, Improved UnarmedStrike.Spellcasting: The ability to cast chaos magic.

Class SkillsThe chaotic fist’s class skills (and the key ability foreach skill) are Balance (Dex), Climb (Str),Concentration (Con), Escape Artist (Dex), Intimidate(Cha), Jump (Str), Spot (Wis), Swim (Str), Tumble(Dex)

Skill Points at Each Level: 2 + Int modifier.

Class Features:All of the following are class features of the chaoticfist prestige class.

Weapon and Armor Proficiency: Chaotic fists gainno proficiency in any weapon or armor upon takinga level of this prestige class. In addition, wearingany armor at all inhibits the chaotic fist’s ability tomove with the flows of chaotic energy and preventsthem from using any of the special abilities of thisprestige class while the armor is worn.

+1 Level Chaos Mage: When indicated on the tablebelow, the chaotic fist gains a level of spellcastingability as if he had taken a level of the chaos mageprestige class. No other benefits of the chaos mageprestige class are gained, however, though theselevels do stack with standard chaos mage levels forpurposes of determining caster level and makingchaos magic spellcasting checks.

Armour Of Chaos: When this ability is gained, thechaotic fist’s body becomes suffused with chaoticenergy that allows him to avoid blows easier thanmost. The chaotic fist receives a +4 natural armourbonus as long as he is not wearing any other armour.

Chaos Touch: The raw chaos coursing through thebody of the chaotic fist increases the damage of anyunarmed attack he makes. This ability adds 1d4 hitpoints of chaos damage to all the character’sunarmed attacks, plus one additional hit point ofchaos damage per level of this prestige class.

Chaotic Flesh: The power of chaos beginsrearranging the body of the chaotic fist, making himmore difficult to damage. The chaotic fist receives a+5 chaotic bonus to his armour class (which doesstack with the bonus provided by Armour of Chaos),but this bonus only applies on the confirmationattack roll for a critical hit. Though the character isnot less susceptible to standard damage, it is muchmore difficult to land a critical strike against him.

Chaotic Surge: By calling upon the chaoticenergies in his body, the chaotic fist is able toincrease his Strength and Dexterity for a short time,though he must pay a dear price for doing so. Whenactivated, this ability allows the chaos mage toincrease his Strength and Dexterity by up to 5 pointsfor a number of minutes equal to his current

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character level. When this ability ends, however, thecharacter immediately suffers 1d3 points oftemporary ability damage to both Strength andDexterity as the unrestrained flows of chaos ripthrough his flesh. This ability may be used once perday per two chaotic fist levels.

Chaotic Warfare: The chaotic fist is able to see theflows of chaos through the battlefield and may alterthem with the power of his will alone. Once thisability is gained, the chaotic fist may spend a full-round action to assess the state of a given physicalcombat. At the end of this time, he may attempt totweak the lines of chaos to create a more favourablesituation for himself and his allies. This requires asuccessful Concentration check (15 + the highestlevel or Hit Die of creatures on the opposing side ofthe battle). For every five full points by which thisConcentration skill check succeeds, the chaotic fist’sallies (who are within 50 feet of his current location)receive a +1 insight bonus to all attack and damagerolls until the combat ends. The chaotic fist alsoimmediately suffers 1d4 hit points of damage perpoint of insight bonus granted, the price for playingwith the forces of chaos.

Concentrated Chaos: The chaotic fist is able to usethe power of chaos to bolster his powers ofconcentration. The chaotic fist now receives anatural bonus to all Concentration skill checksequal to one-half his current levels in this prestigeclass, rounded down.

Flow of Chaos: The chaos mage may take anadditional 5-foot step before or after each meleeattack he makes during the round. This step doesnot provoke an attack of opportunity and does notcount against his normal movement rate for theround.

Chaotic SpecialistWielding the raw power of chaos is an exhilaratingexperience and the flexibility provided by thispower is envied by static mages the world over. Butthere are those who feel they do not need to accessall facets of chaotic power, but instead prefer tofocus their efforts on a particular type of chaosmagic. Damage and transformation are the mostpopular forms of specialization, but any effect canbe the focus of specialization.

While they are able to conjure more powerful chaoseffects in their area of expertise, specialists suffershortfalls with other effect elements. Given thedangers of chaos magic, however, there are thosewho find the trade-off beneficial – by focusing ontheir area of expertise, they are less likely to suffer achaotic backlash and find it easier to shed their stepson a chosen Path of Chaos.

Hit Die: 1d4

RequirementsCharisma: 14.Concentration: 10 ranks.Feats: Alertness, Combat Casting.Spellcasting: The ability to cast chaos magic.

Class SkillsThe chaotic specialist’s class skills (and the keyability for each skill) are Alchemy (Int), Appraise(Int), Concentration (Con), Heal (Wis), Knowledge(arcana) (Int), Knowledge (religion) (Int), Knowledge(nature) (Int), Profession (Wis), Search (Int), SpeakLanguage (None), Spellcraft (Int), Spot (Wis)

Skill Points at Each Level:2 + Intelligence modifier

The Chaotic FistClass Base Fort. Ref. WillLevel Attack Save Save Save Special Spellcasting1 +0 +2 +2 +2 Chaos Touch2 +1 +3 +3 +3 Chaotic Flesh3 +2 +3 +3 +3 +1 level chaos mage4 +3 +4 +4 +4 Armour of Chaos5 +3 +4 +4 +4 Concentrated Chaos6 +4 +5 +5 +5 +1 level chaos mage7 +5 +5 +5 +5 Flow of Chaos8 +6 +6 +6 +6 Chaotic Surge9 +6 +6 +6 +6 +1 level chaos mage10 +7 +7 +7 +7 Chaotic Warfare

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Class Features:All of the following are class features of the chaoticspecialist prestige class.

Weapon and Armor Proficiency: Chaoticspecialists gain no proficiency in any weapon orarmor upon taking a level of this prestige class.

+1 Level Chaos Mage: When indicated on the tablebelow, the chaotic specialist gains a level ofspellcasting ability as if he had taken a level of thechaos mage prestige class. No other benefits of thechaos mage prestige class are gained, however,though these levels do stack with standard chaosmage levels for purposes of determining caster leveland making chaos magic spellcasting checks.

Attuned: The chaos mage must select his specialityeffect as soon as he takes his first level of the chaoticspecialist prestige class. Only one attuned effectmay be chosen, ever.

Chaotic Burst: When this ability is used, thespecialist may reduce the casting check DC of anysingle spell containing his specialised effect by 5.This reduction comes with a price however – thecaster immediately suffers one point of temporarydamage to one of his physical abilities, determinedrandomly. This damage may not be healedmagically.

Chaotic Core: The specialist has achieved a state ofknowledge about his current specialisation that ageneralist can never hope to achieve. By sufferingdamage as real hit points of damage rather than as

subdual damage, the chaos mage is able to reducethe DC of any spell he casts that contain hisspecialised effect element by 5. This reductionstacks with that gained from Chaotic Burst, but if itis used in this way the damage from Chaotic Burstbecomes permanent ability score damage (that canbe healed magically) rather than temporary damage.The DCs of all spells that do not contain hisspecialised effect are increased by 5, however.

Increased Affinity: Whenever the specialist gains alevel of chaos mage spellcasting ability (either fromchaos mage levels or levels of this prestige class) healso gains a +1 insight bonus to any spellcastingchecks he makes when constructing a spellcontaining his attuned effect.

Purge: When this ability is gained, the chaoticspecialist may immediately purge himself of onestep on his current path of chaos.

Reduced Backlash: When this ability is cast, thespecialist suffers one hit point less of subdualdamage when casting spells containing hisspecialised effect. However, the casting check DC ofall spells that do not contain this effect element areincreased by 5.

Chaotic SpecialistClass Base Fort. Ref. WillLevel Attack Save Save Save Special Spellcasting1 +0 +0 +0 +2 Attuned +1 Level Chaos Mage2 +1 +1 +1 +3 Increased Affinity3 +1 +1 +1 +3 +1 Level Chaos Mage4 +2 +1 +1 +4 Purge5 +2 +2 +2 +4 +1 Level Chaos Mage6 +3 +2 +2 +5 Reduced Backlash7 +3 +2 +2 +5 +1 Level Chaos Mage8 +4 +3 +3 +6 Chaotic Burst9 +4 +3 +3 +6 +1 Level Chaos Mage10 +5 +3 +3 +7 Chaotic Core

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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of thisLicense to include the exact text of the COPYRIGHT NOTICE of any Open GameContent You are copying, modifying or distributing, and You must add the title, the copyrightdate, and the copyright holder’s name to the COPYRIGHT NOTICE of any original OpenGame Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as anindication as to compatibility, except as expressly licensed in another, independentAgreement with the owner of each element of that Product Identity. You agree not toindicate compatibility or co-adaptability with any Trademark or Registered Trademark inconjunction with a work containing Open Game Content except as expressly licensed inanother, independent Agreement with the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open Game Content does not constitute achallenge to the ownership of that Product Identity. The owner of any Product Identity usedin Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate whichportions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions ofthis License. You may use any authorized version of this License to copy, modify anddistribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of theOpen Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Contentusing the name of any Contributor unless You have written permission from the Contributorto do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of thisLicense with respect to some or all of the Open Game Content due to statute, judicialorder, or governmental regulation then You may not Use any Open Game Material soaffected.

13 Termination: This License will terminate automatically if You fail to comply with allterms herein and fail to cure such breach within 30 days of becoming aware of the breach.All sublicenses shall survive the termination of this License.14 Reformation: If any provision of this License is held to be unenforceable, suchprovision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.D20 System Rules & Content Copyright 2000, Wizards of the Coast, Inc.; AuthorsJonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygaxand Dave Arneson.Open game content from Chaos Magic Errata copyright 2002, Mongoose Publishing.

The d20 System® License version 3.0By downloading the enclosed graphic files and/or by returning the Confirmation Card aspresented in the file “card.pdf,” the Licensee (“You”) accept to be bound by the followingterms and conditions:

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9. Changes to Terms of the LicenseWizards of the Coast may issue updates and/or revisions to this License without priornotice. You will, at the earliest possible opportunity, conform in all respects to the updatedor revised terms of this License. For a period of 90 days You may continue to distributeany pre-existing material that complies with a previous version of the License. Thereafterwritten consent should be obtained from Wizards of the Coast. Subsequent versions of thisLicense will bear a different version number.

10. Updates of Licensee informationYou may transmit an updated version of the “card.pdf” Confirmation Card at any time toWizards of the Coast.

11. Notices to Licensor:

Wizards of the Coastd20 System License Dept.PO Box 707Renton, WA 98057-0707

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