clanjos

Chaos Mage

Apr 3rd, 2014
189
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.31 KB | None | 0 0
  1. "How can my foes prepare against me, when even I have no idea what the hell's going to happen next?" -
  2.  
  3. Spells Known and Spells Per Day: A Chaos Mage can use his Arrays at will. He learns a number of spells each level as a wizard, chosen from the Wizard or Cleric list, and must place them in his Array in a ceremony requiring ten minutes of contemplation of the arcane. When he is the target of a spell, the Chaos Mage can make a spellcraft check with a DC equal to the spell's saving throw plus its spell level to add it to his spells known. If the spell is too high a level, however, he may not be able to add it to his array. A Chaos Mage can never learn a spell with an XP component. He may not learn spells with material components unless he has the feat "Eschew Materials." Since he influences the universe through sheer force of will, the Chaos Mage's spellcasting modifier is Charisma.
  4.  
  5. Minor Array (Sp): At the start of each day, the <class name> selects 5 cantrips or orisons from the Cleric, Wizard, and Bard list. These are assigned to numbers on a 6. On a roll of 1-5, the corresponding spell is cast, but on a roll of 6, reroll twice. Both spells are cast. Unlike most d6 rolls for spells, this can repeat infinitely.
  6.  
  7. Unknowable Energies (Su): Part of the unpredictability of a Chaos Mage's spells comes from the randomly shifting energies. When casting a damaging spell with energy descriptors, roll a d6 and consult the following table. Repeat this for each energy descriptor, rolling once for each damage type. If the spell is already of the energy descriptor rolled, it does not gain the secondary effect.
  8.  
  9. d6 result
  10. 1 Fire Damage- Target may catch fire
  11. 2 Cold Damage- Target's move speed is halved
  12. 3 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
  13. 4 Electricity Damage- target must make DC 10 fort save or drop held items
  14. 5 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
  15. 6 Re-roll twice, spell gains both effects. Damage is half-and-half.
  16.  
  17. At level 5, you may use the following chart instead:
  18.  
  19.  
  20. d12 result
  21. 1-2 Fire Damage- Target may catch fire
  22. 3-4 Cold Damage- Target's move speed is halved
  23. 5-6 Electricity Damage- target must make DC 10+[Casting Modifier] fort save or drop held items
  24. 7 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
  25. 8 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
  26. 9 Sonic- reduce damage die by one step, DC 10+[Casting Modifier] fort save or deafened for one round
  27. 10 Dessication- increase damage die one step against elementals
  28. 11 Force- reflex save or be knocked prone
  29. 12 Re-roll twice, spell gains both effects. Damage targets the worse of the target's resistances*
  30.  
  31. At level 10, you may use the following chart instead. When using this chart, roll for all damaging spells:
  32.  
  33. d20 result
  34. 1-2 Fire Damage- Target may catch fire
  35. 3-4 Cold Damage- Target's move speed is halved
  36. 5-6 Electricity Damage- target must make DC 10+[Charisma Modifier]+Spell Level fort save or drop held items
  37. 7-8 Acid Damage- Reduce target's armor bonus to AC by 1 per damage die
  38. 9-10 Sonic- reduce damage die by one step, DC 10+[Charisma Modifier]+Spell Level fort save or deafened for one round
  39. 11-12 Dessication- increase damage die one step against elementals and plants
  40. 13-14 Force- reflex save or be knocked prone
  41. 15 Bludgeoning- target must make a strength check against DC 10+[Casting Modifier]+1/5 Damage or fall prone.
  42. 16 Positive Energy- +1 Damage/Healing per die (you may change the target in exchange for losing the extra damage)
  43. 17 Hellfire Damage
  44. 18 Frostburn Damage- target must save or be slowed, as per the spell.
  45. 19 Negative Energy- +1 Damage/Healing per die (you may change the target in exchange for losing the extra damage)
  46. 20 Re-roll twice, spell gains both effects. Damage targets the worse of the target's resistances*
  47.  
  48. Unknowable Power (Su): If you have no idea what you're about to do, the universe has no idea how to limit your might. Remove the caster level caps for spells. For example, a Chaos Mage casting Magic Missile would have 5 missiles at level 9 as normal. Upon reaching level 11, however, they would have 6, 7 at level 13, and so on.
  49.  
  50.  
  51. Expanded Array: At third level, the Chaos Mage's Array expands to a d8. This allows him to choose 7 spells for the array. It expands again at level 8 to a d10, and reaches its maximum of a d12 at level 15.
  52.  
  53. Lesser Array (Sp): At Fourth level, a Chaos Mage can add first or second level spells to their array.
  54.  
  55. Shifting Magic: At sixth level, a Chaos Mage can change the spells in his array once per day as a full-round action. He gains another daily use at level 10.
  56.  
  57. Array (Sp): At eighth level, a Chaos Mage can add 3rd or 4th level spells to their array.
  58.  
  59. Greater Array (Sp): At 12th level, a Chaos Mage can add 5th or 6th level spells to their array.
  60.  
  61. Master's Array (Sp): At 15th level, a Chaos Mage can add 7th level spells to their array.
  62.  
  63. Anarchic Apotheosis: Magic doesn't know what to do with you. Each day, you can choose to become either an Outsider or Aberration with the [Chaos] subtype. You may choose to remain your normal type of creature as well.
Advertisement
Add Comment
Please, Sign In to add comment