The Quintessential Chaos Mage
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
Sample Spells
It has been stated before, but it bears repeating here; chaos mages are not shackled by the concept of static spells. They reject formulae and rote incantation, instead embracing the freedom that comes from immersing oneself in the twining, shifting river of chaos, sculpting possibility with but a thought and a motion – this is why their spells are often referred to as weaves.
With that in mind, we present the following chaos magic spells. These spells are intended to demonstrate what it is possible to create with the freeform spellcasting rules introduced in this book.
Again, these spells are a demonstration of what is possible, not a comprehensive listing of every effect, and not a precise accounting of abilities. So if you find yourself defaulting to the samples which follow again and again, then your chaos magic is not being very chaotic.
Remember also that the following spells are nothing more than loose collections of effects, arranged to create useful results, so while the in-game effects are magical, the numbers are not. Any of the sample spells can be changed to a significant degree simply by altering one element of the combination.
Format
The sample spells are presented in the following format:
Spell Name
Effect(s) Element – in the case of multiple effects, the effects will be listed in order from most to least expensive, with reduced cost effects displaying both their original casting DC, and their reduced DC.
Area Element
Range Element
Duration Element
Saving Throw Element
Final Casting DC – including the complete formula for calculation.
Following the listing of mechanical elements, a description of the spell’s intended effect will follow. In addition to this description, there will be a brief discussion of why that particular combination of elements was chosen, and how the spell might be altered by changing one or more elements.
The sample spells are arranged according to their primary effect element, so that all spells which concentrate on Direct Damage are grouped together, all Movement primary effects are grouped together and so on. You may recognise a few of the sample spells as similar in nature to existing static magic effects – this is intentional and designed to demonstrate how freeform magic can be used to replicate ‘standard’ spells.
Direct Damage Effect Primary Weaves
The following spells, though they may include other effects elements, are themed around inflicting damage to opponents.
Ice Flowers
Effect Element: Raw Damage effect, ice (DC 10 +1)
Area Element: Burst, modified with Enemies Only(DC +5 + 5)
Range Element: Close (DC +1)
Duration Element: Must be instantaneous
Save Element: Standard
Final Casting DC: 10 + 1 + 5 + 5 + 1 = 23
An ice flowers spell is a fairly simple weaving, combining a Raw Damage effect with a Burst element, modified to attack Enemies Only. The spell manifests as jagged lumps of razor sharp ice, which erupt from the ground like blooming roses. At the current casting DC, it could conceivably be cast by even a 1st level chaos mage, though it will not be a reliable effect until much higher levels – for example, a 10th level caster with Wisdom 20 will have a bonus to his caster check of 10 + 5 = 15, meaning he will successfully cast the spell more than 50% of the time. In order to reduce the casting check DC to a level more acceptable to a less experienced caster, simply remove the ice Raw Damage and the Enemies Only area element modifiers, leaving a final casting DC of 10 + 5 +1 = 16. To reduce it still further, cast the spell as a full round action, reducing it by -1 to a final casting DC of only 15, which a 1st level chaos mage with a Wisdom of 16 will achieve on a roll of 11 or higher on 1d20.
Chaos Javelin
Effect Element: Raw Damage effect (DC 10)
Area Element: Single Target (default)
Range Element: Medium (DC +5)
Duration Element: Must be instantaneous
Save Element: -1 penalty (DC +2)
Final Casting DC: 10 + 5 + 2 = 17
This is another simple chaos effect, in which the chaos mage summons up a long spear of chaos energy which streaks through the air to pierce the flesh of a single target. This Raw Damage effect is sufficient to cause serious damage, both because it can be used against opponents at distances where they will be unable to retaliate effectively and because it imposes a penalty to saving throws against it. At the current casting DC, the chaos javelin will prove a reliable weapon beginning at about 5th level, when a chaos mage will be able to cast it roughly half of the time. Forgoing the saving throw penalty reduces the DC to 15, a number eminently attainable by even low level mages. An experienced chaos mage can increase the power of this effect by substituting a Degrading Damage effect for the Raw Damage, as it will inflict potentially more damage and only increase the casting DC by 5 (necessary to add the By Round duration). In fact, spells like chaos javelin are the perfect vehicle for delivering Degrading Damage effects, as the target will not be able to be effectively retaliate as it continues to take damage each round.
Chaos Dragon
Effect Element: Degrading Damage, plus minor
Domination effect (DC 10 +5)
Area Element: Single Target (default)
Range Element: Touch (DC +0)
Duration Element: By Round (DC +5)
Save Element: Standard
Final Casting DC: 10 + 5 + 5 = 20
The victim of the spell is buffeted with visions of the true nature and power of chaos; he is in effect suddenly exposed to the true nature of the universe. An unprepared mind so exposed to rampaging possibility cannot help but shrivel, and worse, cannot help but tear itself apart in its effort to escape. The psychic assault of a chaos dragon spell manifests as actual physical damage, pulling at the target’s psyche round after round. In addition, it forces an opponent who fails his save to flee for the duration of effect, as though he were frightened (will flee if possible, -2 penalty to attack rolls, saving throws, skill checks and ability checks). The minor Domination effect is considered mindaffecting, meaning that opponents who are immune to such effects will not be frightened, though they suffer damage from the chaos dragon as normal. A skilled chaos mage can slay or drive off multiple opponents with this effect, simply by adding a Burst effect and changing the range element to Close. This will increase the casting DC to 20 + 5 + 1 = 26, easily attainable by a chaos mage of mid to high level.
Fiery Explosion
Effect Element: Raw Damage + fire (DC 10 +1)
Area Element: Burst (DC +5)
Range Element: Close (DC +1)
Duration Element: Instantaneous (default)
Save Element: Standard (default)
Final Casting DC: 10 + 1 + 5 + 1 = 17
This is a chaos magic version of a standard fireball spell. Note that it is not the chaos magic version, as there are multiple ways to achieve the same, or a similar, effect. In some respects, this spell is more powerful than a standard fireball, in that it’s damage capacity is higher – a possible total of 20d8 versus 10d6 for a traditional, non-metamagic altered fireball. On the other hand, the save DC of this spell is likely to be lower than the save DC of its static magic counterpart, a necessary trade off, considering the chaos mage can cast this spell as often as he chooses. As written, the DC of the spell is easily achievable by a 5th level chaos mage (with Wisdom of 16, the chaos mage would only need to roll a 9 or higher to cast the spell), the same level at which wizards gain access to traditional fireball spells. Should he wish, he can even forgo the fire element effect, lowering the casting DC even further and making the spell useful even against creatures who are resistant or invulnerable to fire. This spell demonstrates the astounding versatility of the chaos mage. Simply by altering the element of the damage effect, the caster can launch acid, or cold, or electricity, or even a sonic boom, permitting him to fine tune the spell weaving to take advantage of a creature’s weaknesses. Likewise, by altering the damage to a Degrading Damage effect and then adding a By Round duration effect, a high level caster can inflict immense amounts of damage. Finally, by adding an Enemies Only effect, he can fire this spell with abandon, even into the most chaotic melee, something a more traditional spellcaster could never know.
Push Blast
Effect Element: Raw Damage + minor Movement (DC 10 + 5)
Area Element: Single Target (default)
Range Element: Close (DC +1)
Duration Element: By round (DC +5)
Save Element: Standard (default)
Trigger: Uncommon (DC -10)
Final Casting DC: 10 + 5 + 1 + 5 –10 = 11
This spell couples a blast of Raw Damage with a minor Movement effect which pushes the target back 20 feet + 5 feet per caster level. The spell is coupled with an uncommon trigger, sufficient to reduce the final casting DC to a very achievable 11. The uncommon trigger is this: once cast on a target, the spell only takes effect when and if the victim moves to attack the caster. Should that come to pass, the spell will go off immediately, at worst inflicting a fair amount of damage, at best inflicting great harm and throwing the aggressor out of melee range, buying the chaos mage time enough to flee, or prepare another spell. The uncommon trigger attached to this spell makes it useful even for low level chaos mages. A 1st level chaos mage with Wisdom 16 need only roll a 7 or better to successfully cast the spell, and can lower it even further if he adds another condition to the trigger, making it a rare trigger (DC -15). Perhaps he could modify to only take effect if the victim draws a melee weapon and moves to attack him. Conversely, a higher level chaos mage could forgo the trigger entirely – an 11th level chaos mage with Wisdom 20 can successfully cast a triggerless push blast on a roll of 5 or better.
Ravenous Blast
Effect Element: Raw Damage + Degrading Damage
minor Transformation (DC 10 + 5 + 5)
Area Element: Cone (DC + 5)
Range Element: Close (DC + 1)
Duration Element: By Round (DC + 5)
Save Element: Standard (default)
Final Casting DC: 10 + 5 + 5 + 5 + 1 + 5 =31
The ravenous blast is an example of a very powerful, multi-effect spell, combining two Damage effects with a minor Transformation effect. The immediate damage from the Raw Damage effect, coupled with the subsidiary Degrading Damage effect, is powerful enough to drop all but the hardiest foes – since only a chaos mage of 10th level or above can cast a spell combining three effects, the first round’s damage will be a minimum of 10d8 + 5d8 = 15d8. In addition, those who survive this initial blast and fail to save suffer the following, courtesy of the Transformation effect: their Constitution score is reduced by a minimum of 5 points, serving to further reduce their hit points and lower their chances of saving against the successive rounds of Degrading Damage. As printed, the ravenous blast has one serious downside: the final casting DC is prohibitively high for all but the highest level chaos mages. Even a 20th level chaos mage with Wisdom 22 will need to roll a 5 or better to cast the spell; good odds but by no means a guaranteed thing. Adding a common, or uncommon trigger to the spell will serve to bring the casting DC down without crippling its utility.
On the other hand, a confident, high level chaos sorcerer might instead wish to add a saving throw penalty to the effect. A penalty of -2 adds only 5 to the final DC and a 20th level character with Wisdom 22 will succeed at a DC 36 casting check on a roll of 10 or better. A more cautious high level mage could add both a -4 saving throw penalty element (DC +10) and an uncommon trigger (DC -10) to the base spell, making the ravenous blast much more dangerous, with only a slight reduction in versatility.
Materialisation Effect Primary Weaves
The following spells, though they may include other effect elements, are themed around summoning and shaping chaos energy to affect opponents.
Light Burst
Effect Element: Negligible Materialisation (DC 5)
Area Element: Burst (DC + 5)
Range Element: Close (DC + 1)
Duration Element: Instantaneous (default)
Save Element: Standard (default)
Final Casting DC: 5 + 5 + 1 = 11
This very simplistic spell creates a brief flare of light, roughly equal in brightness to a candle.
A spell like this is more versatile and useful than one might at first imagine, as it can be used to highlight targets (perhaps temporarily negating concealment or allowing allies another attempt to see opponents hidden in shadow), cause a brief distraction, or serve as a signal flare when the caster needs rescuing. Should the caster wish, he could remove the Burst effect, add a By Round element instead, and target a single opponent, creating an impromptu faerie fire spell. The DC of the spell would remain the same, and it would function as an excellent rogue-buster.
As written, the casting DC of the spell is easily achievable by a 1st level chaos mage – with a Wisdom of 16, he need only roll a 7 to cast the spell. A clever chaos mage could lower to DC by 5 just by attaching a common trigger to the effect – perhaps the spell only goes off if a living being moves through the area of effect, making the spell useful as an early warning.
Retributive Armour
Effect Element: Minor Materialisation + Persistent
Damage (DC 10 + 3)
Area Element: Single Target (default)
Range Element: Personal (default)
Duration Element: By round (DC + 5)
Save Element: N/A
Trigger: Uncommon (DC -10)
Final Casting DC: 10 + 3 + 5 – 10 = 8
Through the use of this combination of elements, the chaos mage can call up a protective suit of chaos energy which also serves to punish those with the temerity to strike him in combat. When the caster is attacked in melee combat, this spell causes raw chaos energy to mold itself to his vital points. Simultaneously, it fires a blast of pure chaos into the aggressor, damage which continues to be inflicted over the course of several rounds.
The exact strength of the effect depends on the level of the caster – a 1st level caster will gain only a +1 bonus to Armour Class, and inflict only 1d8 points of damage, while the same spell cast by a 10th level chaos mage will provide a +5 bonus to Armour Class, and inflict a total of 10d8 damage over the course of 4 rounds.
The uncommon trigger of this spell is the requirement that the mage must be attacked by a melee weapon in combat.
The casting DC of this spell is low enough that a 1st level caster with Wisdom 16 need only roll a 4 or better to successfully cast a spell, while a 4th level caster with the same Wisdom will only fail on a natural 1. At that level, the caster might better be served to change the Persistent Damage to a Raw Damage element – for a DC increase of only 5, the character will inflict a larger amount of damage in a single strike, which is useful when facing tougher foes.
Note that the Persistent Damage effect attached to this spell works only once, when the spell first flares to life, as it is an instantaneous effect. The armour remains for the full duration.
Black Sword
Effect Element: Moderate Materialisation + Raw
Damage (DC 15 + 5)
Area Element: Single Target (default)
Range Element: Close (DC + 1)
Duration Element: By round (DC + 5)
Save Element: Standard (default)
Trigger: Uncommon (DC – 10)
Final Casting DC: 15 + 5 + 1 + 5 – 10 = 16
This rather esoteric weaving allows the chaos mage to summon up a magical sword and generate pure chaos energy through it. Because the spell has a Close range element attached, the chaos mage need not wield the sword himself. Typically, a spell like this would be used to give an ally a weapon capable of inflicting great harm against a powerful foe.
Once activated, the spell creates a melee weapon (it need not be a sword), which appears, ready to be used, in the target’s hands. The first blow delivered by the sword unleashes the subsidiary Raw Damage effect, meaning the first blow may well be the only blow. The power of a moderate Transformation effect is such that the created weapon is considered to be a magical weapon for the purposes of piercing damage reduction.
The uncommon trigger attached to this spell limits it to being cast only on a being who has been attacked in combat.
Spider Construct
Effect Element: Chaos Construct (moderate) + Moderate Movement + Persistent Damage (DC 25 + 8 + 3)
Area Element: Burst (DC + 5)
Range Element: Close (DC + 1)
Duration Element: By round (DC + 5)
Save Element: Standard (default)
Trigger: Rare (DC – 15)
Final Casting DC: 25 + 8 + 3 + 5 + 1 + 5 – 15 = 32
Spider construct is an example of a very powerful Materialisation effect. When the spell takes effect, it creates a chaos construct (the chaos construct effect) that is capable of climbing vertical surfaces (moderate Movement) and delivering a single, powerful chaosbased Touch attack (Persistent Damage).
This sort of spell is very useful as a warding enchantment, as the chaos construct is a very effective guardian. A high level chaos mage might have one or more of these spider constructs cast near the windows and doors leading to his sleeping chamber, the better to discourage (meaning kill) unwanted intruders.
The rare trigger placed on the spell restricts the spell to activating only when an unknown being bearing weapons passes through the radius of effect.
The casting DC of the spider construct spell restricts its to use to highly skilled chaos mages. Fortunately, as these spells are usually only used to create guardians, the caster can afford to stretch the casting time out over several rounds, reducing the casting DC to a more easily achievable number.
Movement Effect Primary Weaves
The following spells, though they may include other effect elements, are themed around travel.
Spider Walk
Effect Element: Moderate Movement (DC 15)
Area Element: Single Target (default)
Range Element: Touch (default)
Duration Element: By Round (DC + 5)
Save Element: Standard (default)
Final Casting DC: 15
Spider walk is a chaos magic version of static magic’s spider climb spell. As written, the spell allows the recipient to walk up walls and across ceilings at their normal movement rate, for a number of rounds equal to the chaos mage’s caster level. As you can see by the final casting DC, chaos magic Movement effect spells are slightly less efficient than their static magic counterparts – while a 3rd level wizard can unerringly cast a spider climb spell that will last him a full half hour, a 3rd level chaos mage with a Wisdom of 16 will need to roll a 9 or better on his casting check to cast the spell, and even then it will last him only three rounds.
That said, this spell does have a few advantages over its static magic equivalent. First, rather than gain a flat climb speed of 20 feet per round, the recipient of this spell can move his full normal movement rate, which can be a considerable tactical advantage. Second, by adding a Burst area element to his spell (increasing the DC by 5), the chaos mage can grant all his allies the same ability to climb that he enjoys, without the need to waste multiple, precious spell slots.
While the initial casting DC of this spell may seem prohibitive, keep in mind that when the chaos mage and his friends are not in a particular hurry, such as when they are preparing to scale a castle wall, there is no reason he cannot spend a few extra rounds preparing his weaving – ten full rounds of preparation will lower the casting DC to only 5.
Push Wave
Effect Element: Minor Movement (DC 10)
Area Element: Burst (DC + 5)
Range Element: Touch (DC + 0)
Duration Element: Instantaneous (default)
Save Element: Standard (default)
Final Casting DC: 10 + 5 + 0 = 15
The push wave is an example of a defensive Movement effect. Ideal for self preservation, the spell creates a pulse of chaos energy which pushes everything in its path away from the caster, to a distance of 20 feet + 5 feet per caster level. The casting DC of the spell is such that even a low level caster can succeed with a majority of his castings, particularly if he has the foresight to cast the spell before entering melee combat.
This spell as written has two downsides. First, it does not distinguish between friends and foes, although this problem can be eliminated if the caster modifies the spell to effect Enemies Only (DC + 5). Second, enemies which succeed at their Will save will not be thrown back – this may or may not be a problem, as the majority of melee oriented foes will have a low Will save.
Surprise Journey
Effect Element: Minor Movement (DC 10)
Area Element: Two Targets (DC + 3)
Range Element: Close (DC + 1)
Duration Element: Instantaneous (default)
Save Element: Standard (default)
Final Casting DC: 10 + 3 + 1 = 14
This useful trick allows the caster to instantly cause two living beings to switch locations with one another, the better to catch enemies by surprise, or remove allies from deadly peril. For the spell to work properly, the caster need merely designate two targets – if both fail their save (or one or both choose to forgo the save attempt), they instantly trade positions.
This spell is especially useful for creating, or foiling, flanking situations; a caster surrounded by two (or more) opponents can, upon casting this spell, instantly send himself outside their ranks, a tactic which works especially well if he cast the spell before combat begins and designates being flanked as a trigger (uncommon DC -10). Alternately, a clever chaos mage could use the spell to send one of his more martially inclined partners into his enemy’s ranks, while bringing one of their more fragile members (perhaps a wizard?) into reach of his remaining allies.
The DC of this spell is low enough that the caster could alter the save element, perhaps to a -2 to saves (DC +5) to better insure that his targets move as he desires. This is an especially good idea if he intends to cast the spell on himself, as a preventative measure against flanking situations – given that he can cast the spell ahead of time, the increase in DC will ultimately mean little.
Ghost Passage
Effect Element: Moderate Movement, Negligible
Materialisation (DC 15 + 2)
Area Element: Single Target (default)
Range Element: Personal (default)
Duration Element: By Round (DC + 5)
Save Element: Standard
Final Casting DC: 15 + 2 + 5 = 22
This spell weaving allows the caster to move as silently and invisibly as the wind. The moderate Movement effect allows the caster to travel a fair distance, while the Negligible Materialisation effect renders him immune to non-magical sight.
This spell is very effective as an intrusion device, and is also useful when the mage finds himself in need of a quick escape. While the casting DC of the spell is steep, a low level mage who dedicates a few extra rounds to creating the enchantment will be able to reduce the DC to easily achieved levels. A 2nd level mage who dedicates a full 10 rounds to the casting will reduce the DC to only 12. If he has a Wisdom score of 16, he need only roll a 7 or better to successfully cast the spell and judicious use of a common trigger could reduce it even further.
Domination Effect Primary Weaves
The following spells, though they may include other effect elements, are themed around influencing and controlling minds.
Charm Crowd
Effect Element: Minor Domination (DC 10)
Area Element: Spread (DC + 10)
Range Element: Close (DC + 1)
Duration Element: By Minute (DC + 10)
Save Element: Standard
Final Casting DC: 10 + 10 + 1 + 10 = 31
This powerful and notoriously difficult spell allows the chaos mage to temporarily harvest a small army of admirers, minions and ‘friends’. Those who fail to save view the caster in the most favourable light, and treat him as though he were an old and dear friend – while they do not instantly obey his commands, they will certainly strongly consider his suggestions and will not hesitate to stand up for him if necessary. In essence, the spell functions as a mass charm monster spell, save that it is not limited to a set number of Hit Dice.
As listed, the final casting DC of the spell is quite prohibitive to all but the most experienced casters (though it is commensurate to its strength). A 15th level caster with Wisdom 24 will have a reasonable chance of success, needing only a 9 or better on his casting check, but lower level casters will find their odds of successfully using this spell to be risky at best. In order to up their chances of success, lower level casters might reducethe duration to By Round (reducing the DC by 5), change the area element to Cone or Burst (reducing the DC by 5), or both (reducing the DC to only 21).
Fear and Flame
Effect Element: Minor Domination, Persistent
Damage with fire (DC 10 + 3 + 1)
Area Element: Burst (DC + 5)
Range Element: Personal Immunity ( DC + 2)
Duration Element: By Round (DC + 5)
Save Element: Standard (default)
Trigger: Uncommon (DC – 10)
Final Casting DC: 10 + 3 + 1 + 5 + 2 + 5 – 10 = 16
This useful effect is a great defensive enhancement for a chaos mage who expects to find himself in combat. When he is attacked in melee combat (the uncommon trigger), the spell flares to life, surrounding him in a cocoon of magical chaos flame. Those enveloped in the flames, save the caster (he paid for immunity), begin to burn and continue to do so for several rounds. More importantly, they are driven senseless by the pain and are stunned for the duration of the spell.
Fear and flame is a relatively powerful effect, capable of wreaking havoc on a large number of foes. Unfortunately, while the caster enjoys personal immunity, his allies do not. A mage who is adventuring with a group should consider forgoing the immunity for the area element enhancement Enemies Only (DC + 5). While doing so raises the DC to 19 (since he can forgo his personal immuntiy), it makes it much more useful to a typical adventuring chaos mage.
As it stands, the casting DC of this spell is low enough that a mid-level chaos mage should have no trouble getting it to work when he needs it (particularly if he has the foresight to cast the spell before engaging in battle). Those who feel confident in their ability to twist chaos to their whims might add a penalty to the saving throw, ensuring that their enemies will bathe in flames.
Faux Pas
Effect Element: Negligible Domination (DC 5)
Area Element: Single target (default)
Range Element: Close (DC + 1)
Duration Element: Single round (DC + 2)
Save Element: -2 to saves (DC + 5)
Trigger: Uncommon (DC -10)
Final Casting DC: 5 + 1 + 2 + 5 – 10 = 3
Not all battles are won with force of arms. The aptly named faux pas weaving seems an inconsequential spell, but in the hands of a devious chaos mage, it can accomplish more than a well-placed sword ever could. The faux pas spell allows the caster to force the victim to perform some potentially embarrassing action, so long as that action takes place in a social setting. The exact nature of that action is up to the caster; he might make the victim belch loudly in the king’s face, he might make him speak a blasphemous phrase in front of the mother superior, or cause him to put his hands in inappropriate, and intimate, places, or simply cause him to stammer at an inopportune moment. In any case, the action is minor. The effect is social suicide.
This particular weaving is created to be as easily cast as possible. The caster need not touch the victim, ensuring that he can use his spell when he needs it. Likewise, the penalty to the victim’s save helps insure that the spell will take effect – critical in a social encounter, where the moment, once passed, never comes again. Even the uncommon trigger helps insure the spell takes effect only when it counts; this particular trigger requires the victim be within touching distance of the one who is to be offended, since it just would not do to have the wine spilled in the wrong duke’s lap.
The Negligible Domination effect that powers this spell cannot be used to cause the victim to commit violence of any sort, as it does not have that kind of power. Note that this expressly does not mean that violence will not ensue as a result of this spell; never underestimate the danger in an improperly placed hand.
Safe Capture
Effect Element: Extraordinary Domination, minor
Movement (DC 20 + 5)
Area Element: Single Target (default)
Range Element: Close (DC + 1)
Duration Element: By Round (DC + 5)
Save Element: Standard (default)
Final Casting DC: 20 + 5 + 1 + 5 = 31
This exceptionally nasty spell weave allows a chaos mage to both teleport an enemy and, more importantly, crush the pathways of his mind, reducing him to the mental faculties of an infant. The victim temporarily loses one point of both Intelligence and Wisdom for each caster level the chaos mage possesses, to a minimum score of 1 in each.
The complimentary powers of the two effects contained within this spell make it especially useful in capturing opponents. After all, there is little that a drooling simpleton can do to escape a chaos mage and his allies, especially if they bind him with spells and rope before his intellect returns. Should this spell be used against an enemy which cannot be effectively captured, or safely held, the caster could increase the Movement effect of the weave to major (DC +10, rather than +5) and transport his hapless enemy as far away as possible, the better to buy time to effect a quick escape before addled wits return.
Safe capture can also be used in a more insidious fashion, though it requires a ruthless will to implement. Imagine, if you will, what would happen if you put a victim with the mind of an infant on the edge of a cliff, or perched him in front of a raging monster, or simply teleported him into the moat.
As written, the casting DC of safe capture limits its use to mid to high level. To be used effectively at lower levels, a trigger of at least uncommon strength should be added.
Transformation Effect Primary Spells
The following spells, though they may include other effect elements, are themed around altering the essential nature, of living and non-living matter.
Beauty and the Beast
Effect Element: Minor Transformation (DC 10)
Area Element: Single Target (default)
Range Element: Close (DC + 1)
Duration Element: By Minute (DC + 10)
Save Element: Standard (default)
Trigger: Uncommon (DC – 10)
Final Casting DC: 10 + 1 + 10 – 10 = 11
This potent spell is both the strictest teacher and the most vindictive disciplinarian you could ever imagine. The chaos energy woven into this spell seeps into the victim’s bones and stays there, dormant, until such time as the victim creatively interprets the facts, speaks a falsehood, or stretches the truth; in other words, when he lies (the uncommon trigger), the spell makes him pay. When and if the lie occurs, the spell instantly reduces his Charisma by 1 point per two caster levels as he becomes increasingly bestial and hideous.
This spell is a good example of a more fantastical, fairy-tale effect, the sort of spell a chaos mage with a bent for illusion might prefer. It is also good as an impromptu lie detector, since there is no hiding the changes wrought by this spell.
The casting DC of beauty and the beast is low enough that even low level chaos mages can cast it with little risk, but its effects keep it useful throughout all the way through the highest levels of play.
Beauty and the Beast version 2.0
We have spoken at length about the mechanical versatility of chaos magic and how specific results can be achieved through many different combinations of elements. Here is where we put our money where our mouth is. What follows is a different version of the minor Transformation weave beauty and the beast, which achieves strikingly similar results via a very different path.
Beauty and the Beast
Effect Element: Moderate Materialisation (DC 15)
Area Element: Single Target (default)
Range Element: Close (DC + 1)
Duration Element: By Minute (DC + 10)
Save Element: Standard (default)
Trigger: Uncommon (DC -10)
Final Casting DC: DC 15 + 1 + 10 – 10 = 16
This version of the beauty and the beast spell uses illusion, rather than actual physical transformation, to punish those who choose falsehood over truth.
Unlike the first version of the spell, this one does not effect an actual physical transformation, nor does it reduce the victim’s Charisma score. Instead, it cloaks him in the hideous visage of a beast, an illusionary disfigurement which grows worse with each successive lie.
There are advantages and disadvantages to both versions of the spell. The original version is limited to only a single transformation, meaning the spell reacts only to the first lie spoken. Conversely, while the spell is limited to detecting only one lie, it is more effective as a punitive measure, since it carries with it an actual mechanical penalty, in the form of a Charisma drain – this drain does make it somewhat easier to detect the victim’s lies, since his Bluff check will suffer as his Charisma score drops.
This version of the spell, meanwhile, lacks the physical punch of the original, but has the advantage of continually reacting to each lie as it is spoken, shrouding the liar in ever more disgusting images.
The other advantage of the spell is its ability to circumvent the liar’s natural Charisma, at least in regards to how visually unappealing he becomes; since the illusion is not limited to simply roughening or exaggerating the liar’s natural physical attributes, he can be cursed to display any repugnant shape chaos can envision.
Living Art
Effect Element: Chaotic Reconstruction, Major
Materialisation, Major Domination, Minor
Transformation (DC 30 + 10 + 8 + 8)
Area Element: Single Target, (default)
Range Element: Touch (DC + 0)
Duration Element: By Round, plus secondary By
Round (DC + 5 + 3)
Save Element: Standard (default)
Trigger: Very Rare (DC – 20)
Final Casting DC: 30 + 10 + 8 + 8 + 0 + 5 + 3 – 20= 34
This combination of elements is a good example of an extraordinarily powerful, thoroughly abstract chaos spell weave, exactly the sort of esoteric effect chaos magic is infamous for. This bizarre spell transforms those it is cast upon into visual and/or aural representations of their current mood and their beliefs.
The spell manifests in one of the following three fashions, as chosen by the caster:
† The subject is transformed into written words in a book, taking the form of a poem, legend, myth or other creative work. The work is fully illustrated and written in beautiful, spidery letters. The book is written in the primary language of the transformed party, though the caster of the spell can read them even if he is not literate in that tongue. For the duration of the spell, those who wish to can peruse the book, reading the work as they would any other.
† The subject is transformed into a work of sculpture, or a painting, or a tapestry. Regardless of the medium, the work is of exquisite quality, surpassing anything but the most capable mortal hands could make.
† The subject is transformed into an invisible symphony of exquisite tone, or into a choir made up of dozens or hundreds of phantom voices, all singing in the subject’s native tongue.
The exact expression of the work depends on the nature and interests of the one transformed, so that a grim, brooding warrior will appear as a tapestry depicting a great battle, while a light-hearted duellist might become a bawdy comedy. Note that the expression of the work is keyed to the true nature of the subject, not to the personality they show the world, so that the brooding warrior would actually manifest as a romantic saga (albeit a violent one), if he were actually a romantic at heart.
While in one of the above listed forms, the transformed being remains fully aware, but is unable to interact with the world and may take no actions.
Regardless of which of the three forms is chosen, when the spell ends, the subject is returned to its original form, with full recollection of what occurred while transformed and full recollection of the work it became. The experience of being transformed into an exquisite work of art is refreshing to the mind, body and soul, so that upon resuming its normal form, the subject’s Charisma is temporarily increased by +1 per two caster levels, to a maximum of +5.
