This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Chaos ====== Magic embodies raw potential and in its natural state, it produces wild, unpredictable effects. The Chaos tradition forgoes the rules that normally apply to the casting of spells to seize and release magic in unconventional ways. Chaos spells can provide unexpected windfalls that enable casters to triumph over impossible situations, but are just as likely to make even the simplest task impossible. Chaos magic appeals most to risk takers and is ignored, shunned even, by those who prefer to remain in control of the magic they wield. ^D20^Result^ |1|You become stunned (luck ends).| |2|You learn one language of the Sage’s choice. The knowledge is permanent.| |3|Inside a Size 5 space centered on you, butterflies appear in great numbers to fill the space with light obscurement until the end of your next turn.| |4|The Sage targets one of your allies within 15 yards and you target one enemy within 5 yards of the ally. The ally makes an Agility roll. On a success, the enemy takes 3d6 damage. On a failure, the ally takes 1d6 damage. If such an arrangement is not possible, you become confused (luck ends).| |5|On the ground inside a Size 5 space centered on you appear a sea of colorful marbles that cover the surface with challenging terrain that lasts until the end of your next turn. The marbles then hatch, and worms bearing your facial features wriggle out and slither off in all directions. Before the marbles hatch, any creature that starts its turn on this surface or that moves onto it makes an Agility roll. On a failure, the creature falls prone.| |6|Target a Size 1/4 space within reach. A large clay pot filled with mayonnaise or some tasty sauce appears on the ground in that space. The pot holds enough substance to provide 5 meals.| |7|Thin beams of energy shoot out from you in all directions. Each creature within 5 yards other than you makes an Agility roll. On a failure, the creature takes 1d6 damage.| |8|You disappear from existence (luck ends). The only thing you can do is make this luck roll at the end of each of your turns. When the effect ends, you reappear in the space you left and you roll a d6. On a 1–3, you become frightened of yourself until the end of the next round. On a 4–6, you heal all damage.| |9|Your skin, hair, and eyes turn blue until you get this result again, whereupon your previous coloration returns and you can be affected by this result once more.| |10|The Sage chooses one novice spell you have learned and replaces it with a different novice spell from any tradition.| |11You become confused (luck ends)| |12|You cast the Anarchic Blast spell without expending a casting, even if you don’t know that spell. |13|Inside a Size 5 space centered on you, blue-white light flashes. Each ordinary object in the space turns to glass if it’s not glass already| |14|Target any number of creatures within 5 yards. You and each target emit bright light for 24 hours or until you get this result again, whereupon the lights go out and you can be affected by this result once more.| |15|Target one empty Size 1 space on a solid surface within 5 yards. A peasant appears in the space. Each time you get this result, the same peasant appears. If the peasant dies, all future rolls of 15 cause the peasant’s remains to appear in the space instead. This continues until there’s nothing left to summon. The Sage has rules for the peasant and it’s under the Sage’s control.| |16|You sprout an extra, fully functional arm that remains for 8 hours, after which time it falls off your body and rots away within a few minutes.| |17|Target one creature within 15 yards. An anvil appears over its head and falls. The target makes a luck roll. On a failure, it takes 1d6 damage and falls prone.| |18|Target up to three enemies within 10 yards. Your first choice becomes frightened of you (luck ends), the second becomes your ally (luck ends), and the third becomes confused (luck ends).| |19|You become weakened (luck ends). While weakened in this way, you have the Fly movement trait. If you are flying when this effect ends, you fall.| |20|Target one enemy you can see. From under the target comes a blast of brilliant colors. The target takes 10d6 damage.| ===== Talents ===== //**Last Ditch Effort:**// You can use an action to make a luck roll. On a success, choose one novice spell from a tradition you have discovered. You cast it without expending a casting to do so. On a failure, roll a d20 and find the number rolled on the Wild Magic table to see what happens instead. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Scintillating Shield:**// You can use this talent when you use an action to cast a Chaos spell. A warbling shield appears in front of you for 1 minute. The effect ends early if you become controlled, stunned, or unconscious. When you use this talent, and again at the start of each of your turns, make a luck roll. On a success, you impose 3 banes on rolls to attack you until the start of your next turn. On a critical success, a creature that attacks you takes 1d6 dam age. On a failure, you become confused until the start of your next turn. On a critical failure, the effect ends early and you roll a d20, finding the number rolled on the Wild Magic table. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. //**Weird Orb:**// You can use an action to form an orb in your hand and release it to fly where it will. Target one Size 5 space you can see within 10 yards. Then roll a d6 and find the result on the list that appears on the table below see what happens. ^D6^Result^ |1|The orb flies to the center of the space and pops, sending multicolored streamers into the air that disappear a few moments later.| |2|The orb flies from you for a few yards and then veers back toward you. Make an Agility roll. On a failure, the orb strikes you and you take 1d6 damage.| |3|The orb corkscrews into the air and implodes. Roll a d20 and f ind the number rolled on the Wild Magic table to see what happens instead.| |4|The orb flies toward a randomly determined creature in the target space. The creature makes an Agility roll. On a failure, the creature is struck by the orb and takes 1d6 damage.| |5|The orb flies toward a creature you choose in the target space. Make an Intellect or Will roll against the target’s Agility. On a success, the target takes 4d6 damage. On a failure, the orb disappears and you roll a d20. Find the number rolled on the Wild Magic table to see what happens instead.| |6|The orb flies toward and strikes a creature you choose in the space. The creature takes 8d6 damage| //**Wild Leap:**// You can use this talent when you move at least 1 yard, but only if you lack the confused and controlled afflictions. Make a luck roll. On a success, you teleport to an empty space you can see within 2d6 yards. On a failure, you teleport to an empty space of the Sage’s choice within 2d6 yards. You can use this talent once, twice at level 3, and three times at level 7. You regain expended uses after you rest. ===== Novice Spells ===== {{page>weird-wizard:spells:Anarchic_Blast&link&doindent}} {{page>weird-wizard:spells:Chaos_Sphere&link&doindent}} {{page>weird-wizard:spells:Magical_Wellspring&link&doindent}} {{page>weird-wizard:spells:Warped_Space&link&doindent}} {{page>weird-wizard:spells:Unpredictable_Summons&link&doindent}} ===== Expert Spells ===== {{page>weird-wizard:spells:Bang_or_Whimper&link&doindent}} {{page>weird-wizard:spells:Chaos_Surge&link&doindent}} {{page>weird-wizard:spells:Prismatic_Barrage&link&doindent}} {{page>weird-wizard:spells:Reckless_Release&link&doindent}} {{page>weird-wizard:spells:Unchained_Probabilities&link&doindent}} {{page>weird-wizard:spells:Wild_Idea&link&doindent}} ===== Master Spells ===== {{page>weird-wizard:spells:Bend_Reality&link&doindent}} {{page>weird-wizard:spells:Chaos_Vortex&link&doindent}} {{page>weird-wizard:spells:Eye_of_the_Chaos_Storm&link&doindent}} {{page>weird-wizard:spells:Pandemonium_Egg&link&doindent}} {{page>weird-wizard:spells:Spatial_Exchange&link&doindent}}