Tricks of the Trade

The Quintessential Chaos Mage

The Quintessential Chaos Mage front cover

The Quintessential Chaos Mage front cover

Author Patrick Younts
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-904577-54-7
OGL Section 15 qcmg

Note: Material in this section may be "mature" in nature.
The material below is designated as Open Game Content

Tricks of the Trade

This chapter is broken down into two sections. The first presents new uses for all the chaos mage’s class skills, to better represent the specialised ways in which creative mages can use their knowledge. The second section presents a new, optional subsystem concerning Chaos Mage Duels which you may wish to use in your campaigns, to bring a new dimension to your gaming adventures.

New Uses for Existing Skills

Chaos mages do not share their wizard counterpart’s exposure to higher education and they tend to have a more specialised skill set. As such, they are forced to make do with what they have, using their skills in unexpected ways – ways which those who do not understand the nature of endless possibility could never imagine.

The following new uses for existing skills are intended for use primarily by those of the chaos mage character class. While the Games Master is free to rule that these existing skill uses can be utilised by anyone, it is not recommended; these skills add flavour, mystery and a certain ‘how did he do that?’ air to the chaos mage. Not all the skills listed below are from the chaos mage’s class skills list, but all will prove useful to him. All have ‘rank prerequisite’ – only those with a certain amount of experience and training in the skill (possessing the stated number of ranks in it) can use its special applications.

Appraise

Use this skill to identify antiques, or to recognize forgeries or inexpensive baubles.

Original Use: A successful check allows you to identify the proper worth of an object.

Exact Age (Rank Prerequisite 2): The chaos mage‘s understanding of chaos as the living force of possibility allows him to identify exactly how long an object has resisted change, and therefore, one aspect of possibility. With a successful skill check against a DC of 15-20, depending on the object’s rarity, the chaos mage identifies the object’s exact age. Unlike other Appraise checks, the more rare the object, the easier it is to identify its age; common objects simply do not leave as obvious a hole in the fabric of possibility as unique objects do.

On a failed check, the mage under or overestimates the object’s true age by 50 to 150 percent of its actual age. The Games Master rolls 2d6+3, multiplies the result by 10 percent, and then multiplies the object’s actual age by that value.

Bluff

You make the outright false seem not just plausible, but likely.

Original Use: A successful Bluff check allows you to pass a falsehood of as truth, or to mislead an enemy in combat so as to catch him unawares.

Gibberish (Rank Prerequisite 4): Chaos magic is strange and many who do not know better see its practitioners as gibbering madmen, lost souls who shriek and flail their hands and claim to have power over reality itself. A devious chaos mage can use this to his advantage, fooling ignorant enemies into believing him no threat. With a successful Bluff check, opposed by a Knowledge (arcana) check, you successfully pass your spellcasting off as harmless fakery. Caught unawares, enemies who you have fooled suffer a -2 penalty to their first save against your chaos magic, so long as you cast a spell upon them in the same round, or in the round immediately following.

Using Gibberish is a standard action. This skill use will not work if your opponents have already seen you cast a spell in combat.

Concentration

You can focus your mind to ignore pain and other distractions.

Original Use: A successful Concentration check allows you to maintain your composure when struck in combat, so as not to spoil a spell.

Slow Weaving (Rank Prerequisite 5): Chaos mages can reduce the casting DCs of their most powerful spells by extending the amount of time required to cast them (see the Chaos Sorcery chapter for details).

This can be dangerous to do in combat, as the mage must normally dedicate full round actions to doing so. With a successful Concentration check, however, the mage can use standard actions, instead of full round, when extending the casting time of his spells.

To do so, he must succeed at a casting check against a DC equal to the original casting DC of the spell. If the check is failed, the spell is disrupted as if the casting failed. If the check is successful, however, the mage need only dedicate standard actions to the casting each round.

Twist Touch Effect (Rank Prerequisite 8): A chaos mage can hold a spell weave with a range of Touch for a number of rounds equal to half his caster level, rounded down (to a minimum of 1). Through sheer force of will he can, if he so chooses, attempt to modify such spells so that their Range element is changed, allowing him to attack foes who would otherwise remain out of his reach.

To modify his spell, he must succeed at a Concentration check as he ‘throws’ the spell against a DC equal to the original casting DC + twice the DC modifier of the new range. If the check succeeds, the spell is modified as the caster wishes and erupts immediately. If the check fails, the spell is disrupted and the caster suffers the appropriate negative effects.

Craft (alchemy)

You are trained in the art of alchemy.

Original Use: You can practice your trade and make a decent living, able to create any alchemical product from vials of acid to tindersticks.

Brew Grog of Giddy Wonder (Rank Prerequisite 2): Brewing a dose of Grog of Giddy Wonder requires a successful Craft (alchemy) check against DC 25. The elixir requires 1 week’s time to mature after it is brewed and each day the brewer must maintain the balance of the mixture with a DC 15 Craft (alchemy) check. The accumulated ingredients cost 50 gp.

Brew Salve of Corruption’s Ease (Rank Prerequisite 6): Brewing a dose of Salve of Corruption’s Ease requires a successful Craft (alchemy) check against DC 20. The accumulated ingredients cost 250 gp.

Craft (general)

You are trained in a craft, trade, or art, such as weaving, alchemy, or smithing.

Original Use: You can practice your trade and make a decent living.

Study Features (Rank Prerequisite 4): A successful Craft check against DC 20 allows you to study the features of any item with which you are familiar (meaning those items you could create with your particular Craft skill). This careful analysis grants you a +2 insight bonus to caster level checks for Transformation or Materialisation-based spell effects which create or transform energy or matter into the object you have memorised. So, for example, a character with Craft (weaponsmith) could, with a successful check, study a sword and later replicate it with a Materialisation effect, gaining a +2 bonus to cast the spell.

Once a specific type of item has been memorised and the memory subsequently used in a casting attempt, a new Craft check is necessary to memorise the item once again. A total of one-half your ranks in the Craft skill in craft-related items may be memorised at any one time.

Intimidate

Use this skill to force a bully to turn tail and run, or to force information out of a source.

Original Use: A successful chek allows you to cow others into obeying your commands.

Primal Understanding (Rank Prerequisite 8): The true face of chaos transcends the limits of mortal fear. Beyond understanding, beyond reasoning, it stands as the ultimate expression of the uncaring fury of the cosmos. The chaos mage is the herald of this force and carries within him tendrils of its primal fury. A chaos mage, and only a chaos mage, can use Intimidate against non-intelligent beings and against those who are normally immune to fear. A chaos mage also suffers no penalty when making Intimidation checks against beings which are of a larger size category.

Knowledge (arcana)

The knowledge skill encompasses study of some body of lore, perhaps even a scientific discipline.

Original Use: Use Knowledge (arcana) to remember facts about arcane brotherhoods, or about the abilities of legendary monsters.

Fractured Insight (Rank Prerequisite 6): While chaos magic cannot be used to divine the future, chaos mages are able to recognise the web of possibility which surrounds all beings. Clever mages are able to puzzle out this web, follow its strands and recognise patterns which identify the most likely course of action any being will take. This ability works best in combat, as that is when the web of possibility is most active and most obvious.

With a successful Knowledge (arcana) check against a DC equal to 10 + one-half the creature’s character level or total Hit Dice + its Wisdom modifier, you gain a +1 insight bonus to both Armour Class and attack rolls against that creature for the remainder of the combat.

If you use this ability before combat begins, you gain a +2 insight bonus to Initiative as well, as you are able to predict your enemy’s intentions moments before he knows them himself.

Profession

You are trained in a livelihood or professional role, such as lumberjack, herbalist or the like.

Original Use: You can practice your trade and make a decent living, which includes the knowledge of how to use the tools of your trade.

Gather Tempering Materials (herbalist, trapper, miner) (Rank Prerequisite 2): You know where to find the best natural ingredients to use in your tempering solutions (see the Tools of the Trade chapter for details of tempering solutions). A successful Profession (herbalist, trapper or miner) check allows you to find high quality materials for low prices. Multiply the result of your skill check by your Wisdom bonus, then subtract this amount from the cost of your tempering solution. The tempering solution’s cost cannot be reduced by more than half in this fashion. It takes a full week’s worth of effort to use Profession in this fashion, though the time need not be consecutive.

New Profession – Mad Prophet: The common man of the typical fantasy world views the mad with a mixture of abject fear and superstitious dread, assigning to the insane all manner of mystical powers and insights. The clever chaos mage can use this belief in the ‘wisdom of the mad’ to his advantage. Of course, since most chaos mages are more than a little touched by their exposure to primal chaos energy, there may be a bit of truth in the superstition.

With a successful skill check, the chaos mage is able to convince those around him that he has insight into past, present and future events. He does this by unleashing a rambling discourse on the true shape of reality, on the inherent nature of man, and so on and so forth.

The chaos mage is able to earn a comfortable living in this fashion, though he suffers socially for doing so.

He earns an amount of gold equal to his skill check each week, but suffers a -1 circumstance penalty to all Non-Player Character reaction skill checks made in the same week in any area he practices his prophecy craft

Synergy Bonus: Chaos mages with 5 or more ranks in Bluff gain a +2 synergy bonus when attempting to use Profession (mad prophet).

Spellcraft

Use this skill to identify spells as they are being cast.

Original Use: A successful skill check allows you to identify a spell’s school, as well as other important properties.

Defensive Understanding (Rank Prerequisite 4): Chaos mages reject the idea of prepared spells entirely. They view arcane formulas and memorised recitations as crutches for the weak, the necessary tools of those who do not understand the truth of arcane magic as they do. Whether or not this conceit is true, chaos mages do have an advantage when dealing with their traditional counterparts.

With a successful check against DC 20 + spell level, you may, after having been targeted by a spell that required you to attempt a saving throw, identify its base properties, and the particular quirks of the caster, allowing you to alter your personal energies to better resist further spell attacks. You gain a +1 insight bonus to your saving throws against spells from the same caster, a bonus which lasts for the duration of the battle or encounter.

Chaos Mage Duels

Using chaos magic is a dangerous business. Not only are spell weaves capable of wreaking immense havoc, but the very act of tapping the primal possibility flow can twist the caster, melt his bones from his flesh, gnaw the sanity from his mind and utterly smash his soul flat.

No one understands the risks inherent in what they do better than chaos mages themselves, so when two chaos mages meet to hammer out a dispute, or to test one another’s abilities, they are understandably reluctant to unleash the full extent of their powers. To prevent unnecessary death and equally unnecessary mutation and madness, chaos mages prefer to engage one another in informal chaos mage duels. In an informal mage duel, the two casters face off and then open themselves to the raw flow of chaos. They use their abilities to poke and prod at one another, testing the limits of one another’s skill, then in a blur of thrust, cut and parry, they attempt to prove their superiority.

By no stretch of the imagination are chaos mage duels formal affairs, as chaos mages do not, as a rule, enjoy the imposition of rules or tradition. That said, the mechanics of a chaos mage duel are always the same, regardless of whether the mages are facing each other in the king’s court, or standing atop the waves in a storm-tossed sea.

Step 1 – Entering the Duel

In order for a chaos magic duel to occur at all, both participants must agree to it. This agreement need not be verbal, but both mages must stop, face one another (within visual range) and relax their subconscious arcane defences. For the duration of the duel, both mages remain aware of their surroundings and are considered to be casting as a full-round action – this means that both casters are vulnerable to disruption from outside forces.

A successful Spellcraft check (DC 15) made as a free action, identifies that a chaos mage has entered the state necessary to conduct a chaos magic duel. If both participants enter the proper state, the duel begins on the following round and proceeds to Step 2.

If only one mage has entered the duelling state, the other mage is free to act as he will and need not enter into the duel. Once the duel has begun, however, it must be carried through to its conclusion; if the duel is ended before the appropriate time (Step 3), both duellists are affected as though they had lost the duel (see Step 5, though neither are intimidated).

Step 2 – Assessment

Once the duel is entered, the two mages can then begin to test one another’s ability to control and weave chaos. In this initial step of the duel, the connection between the participants is limited, so they can attempt to misdirect one another, should they wish to do so. During this step, the duelling mages see the confrontation of their auras as two great hosts of multicoloured streamers, twisting, twining and darting around one another, probing for weakness, choking and coiling and crushing.

This step of the duel lasts three rounds. Every round, each chaos mage performs the following two actions.

Display Might – The duellist rolls a caster check, just as though he were casting a chaos spell, meaning he rolls 1d20 + caster level + Wisdom modifier.

Throw the Veil – Simultaneously, the duellist may disguise his strength, the better to catch his opponent by surprise or hide his own weakness. He rolls a Bluff skill check, using his Wisdom modifier rather than his Charisma modifier in this case.

The duellists then reveal one of the two results for each round. Regardless of which he action he chooses, the duellist’s aura flares up to monstrous size, in proportion to the total of the casting roll or Bluff check result. Though the spectacle is visible only to the two duellists, all within visual range of the duel feel a weird, creeping dread, as though they were exposed to something wholly beyond the scope of everyday reality.

Keep track of your character’s totals from every roll in each round and mark them as Display Might and Throw the Veil as appropriate, as this information will become important later.

After three full rounds, move on to Step 3.

Step 3 – Commitment

In this step, the duellist’s auras retreat, snapping and untwining until each lays coiled about its master. This temporary ceasing of hostility lasts 1 round. The player of each duellist adds up the total of Step 2’s three rounds, using the results they chose to display each round.

At this time, each duellist then decides whether he wishes to continue to the next step, or withdraw from the duel – this works best if the player(s) and Games Master each write their decision on a piece of scrap paper, then reveal their decision simultaneously. Should both duellists choose to withdraw, the duel ends with no repercussions save roleplaying ones, for either participant.

Should one duellist decide to withdraw and the other continue, then the withdrawing party is considered to have capitulated; he is considered to be affected as though by a successful use of the Intimidate skill. Non-Player Character chaos mages are considered to be shaken, and cowed to the point of being considered friendly (see the Intimidate class skill for full details). Player character duellists are considered shaken only.

Should neither duellist choose to withdraw, proceed to Step 4.

Step 4 – The Final Strike

In this final step, both duellists unleash their chaos power in full, striking each other a thousand times in the space of a heartbeat. The winner absorbs his enemy’s attacks unharmed, while the loser is battered by an overwhelming torrent of possibility.

Roll one final caster level check (1d20 + caster level + Wisdom bonus) – the character with the highest single roll during Step 2 gains a +2 morale bonus to his roll, as the strength of his superior display bolsters his courage. At the same time, each duellist substitutes his actual total from Display Power, replacing any the Throw the Veil results he displayed. Then add up the totals, with the duellist who achieves the highest result winning the duel.

Step 5 – Consequences

The winner of the duel gains nothing save the satisfaction of victory. The loser of the duel suffers 4 points of temporary Wisdom damage and is exhausted. He is also considered to be intimidated, as described in Step 3.

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