Chaos Mage

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Chaos Mages are absolutely crazy with just what they can pull off, as the limit to their power is simply how far your imagination goes in what you can do, of course for the proper DC. If you can think of something for a spell to do, the chaos mage can pull it off and with such power comes a price if you dabble too long with it.

Role: Spell

Characteristics: Casters that spontaneously create spells and effects for a price

Source: Encyclopedia Arcane: Chaos Magic

Game Rule Information

The Chaos Mage has the following game statistics.

Abilities: Constitution is mandatory because you need as much HP as possible to keep yourself in the fight and slinging spells, Charisma is the other really important spell as it modifies your casting DCs

Alignment: Any Chaotic

Hit Die: d4

Starting Gold: 3d4x10

Class Skills

The Chaos Mage's class skills are Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (any) (Int), Knowledge (arcana)(Int), Listen (Wis), Profession (Wis), Scry (Int), Search (Int), Spot (Wis), and Spellcraft (Int)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Chaos Mage.

Weapon and Armor Proficiency: A Chaos Mage is proficient with all simple weapons, no armor

Chaos Magic: The chaos mage is attuned to the forces of chaos and can manipulate these forces to cast magical effects. See Chaos Magic for more details. In addition, practicing chaos magic is anathema to the static casting arts. A character cannot multiclass into chaos mage if they have any levels as a static arcane caster.

Chaos Familiar: The chaos mage does not start their career with a familiar. Unlike wizards and sorcerers chaos mages craft their familiar from the primal forces of chaos infusing the creation with a fraction of their own essence. Chaos familiars are much stronger and more capable than their static magic counterparts, but the pain caused by their death or injury is also much more devastating for the chaos mage. See Chaos Familiars for more information.

Multiple Effects: The chaos mage may start to combine several effect elements into single spells as described on the Chaos Magic page. The number of elements that may be included within a single spell is listed in parenthesis in Table 1-1: Chaos Mage Progression.

Countermagic: Chaos mages are able to unleash raw chaos to counter the spells of their opponents. This is identical to the counterspell ability of any other arcane caster but with the following changes;

The chaos mage does not need to make a Spellcraft check in order to determine the spell being cast. As he is not attempting to disrupt a specific spell but instead using sheer force of will to thwart the casting, it is unnecessary to know exactly what spell is being cast.

A casting check at DC 15 + the level of spell being countered must be made for success. The standard chances for backlash, manifestation and steps along the Paths of Chaos apply as normal. See Paths of Chaos for more details.

Note that countermagic is capable of blocking any arcane spell even those not normally affected by counterspell. This fearsome ability to shut down the spells of static mages cause practitioners to cast a leery eye toward chaos mages. Countermagic has no ability to affect divine spellcasting/

Purge Chaos: The build up of chaotic energies around chaos mages is one of the greatest hazards of the profession. Those who survive long enough learn how to shunt away the primal forces away from themselves and will increase their lifespan and quality of life considerably. Once per week a chaos mage can invoke this ability and free himself of one level of the path of chaos. This has an experience cost equal to 500 x the level of the step being negated (i.e going from step 8 to step 7 would cost 4000 xp).

Table 1-1: Chaos Mage Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +0 +0 +0 +2 Chaos magic
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Chaos familiar
5th +2 +1 +1 +4 Multiple effects (2)
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Countermagic
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Multiple effects (3)
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8 Purge chaos
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Multiple effects (4)
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Multiple effects (5)