Chapter III · Magic Traditions

Chaos — a school of magic —

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…

06 of 33 Common Class Has Talents
Sigil Nº 06
Class Common
Chaos Magic Traditions
[ sigil plate · chaos ]
The Spellbook Magic Traditions

Chaos Spells listed by level

Reference during play

Wild Magic

ROLLRESULT
1You become stunned (luck ends).
2You become confused (luck ends).
3Inside 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.
4Inside 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.
5On 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.
6Target 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.
7Thin 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.
8Target 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 8 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.
9Your 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.
10Target 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.
11You 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.
12You cast the Anarchic Blast spell without expending a casting, even if you don’t know that spell.
13The 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).
14Target 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.
15You learn one language of the Sage’s choice. The knowledge is permanent.
16You 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.
17The Sage chooses one novice spell you have learned and replaces it with a different novice spell from any tradition.
18Target 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).
19You 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.
20Target one enemy you can see. From under the target comes a blast of brilliant colors. The target takes 10d6 damage.

Chaos Talents

LAST DITCH EFFORT (Magical): 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 (Magical): 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 damage. 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 (Magical): 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 next page to see what happens.

D6RESULT
1The orb flies to the center of the space and pops, sending multicolored streamers into the air that disappear a few moments later.
2The 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.
3The orb corkscrews into the air and implodes. Roll a d20 and find the number rolled on the Wild Magic table to see what happens instead.
4The 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.
5The 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.
6The orb flies toward and strikes a creature you choose in the space. The creature takes 8d6 damage.

WILD LEAP (Magical): 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 tele- port 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


Anarchic Blast

D6RESULT
1You take the same amount of damage that the target took and then roll on the Wild Magic Effects table to determine additional effects.
2-5Each creature within 1 yard of the target takes 1d6 damage and makes a Strength roll. On a failure, the creature takes an extra 1d6 damage.
6Roll 1d6. The number rolled determines the number of dice you roll to determine the extra damage the target takes.

If you get a failure on your attribute roll, energy spills from you out to a distance of 1d6 × 5 yards. You and each creature and object in range takes 1d6 damage.

Chaos Sphere

Cheat Death

Flickering Form

Magical Wellspring

Warped Space

D6RESULT
1The creature becomes confused and held until the start of its next turn.
2The creature makes a luck roll. On a success, it teleports to an empty space of its choice anywhere in the target space. On a failure, it teleports to an empty space of your choice in the target space.
3The creature moves normally.
4A weird 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.
5The creature makes a luck roll. On a success, the creature doubles its Speed until the end of its next turn. On a failure, it becomes slowed until the end of its next turn.
6The creature disappears into the Void until the end of the round. When the creature returns, it makes a luck roll. On a success, it reappears in an empty space of its choice within 30 yards of the one it left. On a failure, you choose the space where the creature reappears. In either cases, the creature rolls a d20. On a 13, it becomes possessed by a formless demon. The Sage has rules for this creature.

Expert Spells


Bang or Whimper

Chaos Surge

  • You impose 1 bane on rolls against you.
  • You take half damage from any damage-dealing effect that does not specifically target you.
  • Damage-dealing spells you cast and magical talents you use deal an extra 2d6 damage.
  • You impose 1 bane on luck rolls made to end magical effects that you create.
  • Spells and magical effects that last 1 minute or longer now last twice as long.
  • At the end of each round until this spell ends, make a Will roll with 1 bane. On a success, one enemy of your choice within 10 yards takes 3d6 damage. On a failure, you become stunned until the end of the round. On a critical failure, you also lose 2d6 Health.

Prismatic Barrage

ROLLRESULT
1The sound of a trombone making a sad noise fills the air and then quiets. You stop making rolls for this casting and the effect ends.
2-3Target one enemy within 40 yards. It makes an Agility roll. On a failure, the target becomes controlled by you for 1 minute. While controlled in this way, you grant the enemy 1 boon on its attribute rolls.
4You become removed from reality. At the end of the round, you return to reality, appearing in the space you left or an empty space of your choice nearest to that space. Roll a d20. On a 13, you return possessed by a formless demon. The Sage has rules for this creature.
5-6Target one enemy within 40 yards. It makes an Agility roll. On a failure, it takes 8d6 damage and catches fire (luck ends).
7You become confused (luck ends). Each time you get this result after the first, you take 1d6 damage.
8-9Target one enemy within 40 yards. The target makes a luck roll. On a failure, it becomes frightened of you (luck ends).
10You take 2d6 damage.
11-12Target one enemy within 40 yards. It makes an Agility roll. On a failure, it transforms into an insensate, inanimate object of your choice (luck ends).
13The Sage teleports you to an empty space within 40 yards. The space must contain a surface that can bear your weight.
14-15Target one enemy within 40 yards. It makes an Agility roll. On a failure, it and each other creature or object within 5 yards of it takes 6d6 damage.
16You heal all damage.
17-18Target one enemy within 40 yards. It makes a Will roll. On a failure, it becomes stunned (luck ends).
19You become stunned (luck ends). Each time you get this result after the first, you lose 1d6 Health.
20Target one enemy within 40 yards. It makes an Agility roll. On a failure, it takes 12d6 damage and then teleports to an empty space of your choice within 40 yards of the space it left. The destination space must have a surface that can bear its weight.

Reckless Release

D6Result
1The target heals 4d6 damage.
2The target takes 6d6 damage and becomes Intellect impaired (luck ends).
3The target heals 8d6 damage and becomes confused until the end of your next turn.
4The target takes 10d6 damage and becomes held until the end of your next turn.
5The target heals 10d6 damage and becomes stunned until the end of your next turn.
6The target takes 12d6 damage, and you roll on the Wild Magic Effects table to see what else happens.

A target makes a luck roll. On a success, it halves the amount of dam- age healed or taken from the result and the affliction ends.

Unchained Probabilities

Wild Idea

Master Spells


Bend Reality

  • Choose one expert spell from a tradition you have discovered. You cast the spell without having to expend the casting to do so.
  • Choose one novice spell from any tradition. You cast the spell without having to expend the casting to do so.
  • Target one creature you can see. It either takes or heals 20d6 damage.

Chaos Vortex

D6Result
1Destructive energies rush through the target space. Each object in the space loses 10d6 Health. Each creature in it takes 5d6 damage and makes a Strength roll. On a failure, the creature takes an extra 5d6 damage and becomes vulnerable (luck ends).
2The vortex moves 1d6 yards toward the source of the magical effect.
3The vortex rumbles with menace. Nothing else happens.
4The vortex moves 1d6 yards away from the source of the magical effect.
5The vortex moves 1d6 yards in a direction the Sage chooses.
6Wild, violent energy explodes from the vortex. Each object within 10 yards of the target space loses 20d6 Health. Each creature within 10 yards of the space takes 10d6 damage and makes an Agility roll with 1 bane. On a failure, the creature takes an extra 10d6 damage. On a critical failure, the creature becomes stunned (luck ends).

Eye of the Chaos Storm

D6Result
1Increase the Size of the space by 5.
2A bolt of chaos lightning strikes you. Make an Agility roll. On a failure, you take 5d6 damage and become vulnerable (luck ends).
3Every creature and object inside the storm’s area takes 10d6 damage.
4Each creature in the storm’s area makes a Will roll. On a failure, the creature becomes confused until the end of the next round.
5A bolt of chaos lightning strikes a creature in the storm’s area chosen by the Sage, with the same effect as described for a roll of 2.
6The storm contracts by 5 yards. If the contraction would leave the storm no space to occupy, the spell ends.

Pandemonium Egg

D6Result
1The egg disappears with no other effect.
2Magical energy explodes from the broken egg. The egg’s wielder and each object within 10 yards takes 20d6 damage. Each other creature within 10 yards takes 10d6 damage and makes a luck roll. On a failure, the creature takes an extra 10d6 damage.
3If a creature holds the egg, the creature chooses to either heal all damage or regain all castings of spells that it has expended. If no creature holds the egg, each creature within 50 yards that has expended castings of novice spells regains them. The egg then disappears.
4Target one empty Size 1 space within 1d20 × 5 yards of the egg. The egg teleports to that space and then explodes. Each object within 15 yards of it takes 30d6 damage. Each creature within 15 yards of it makes a luck roll. On a success, the creature heals 30d6 damage. On a failure, the creature takes 30d6 damage.
5Target one Size 5 space you have seen at least once before and that is within 500 miles. The egg teleports you and each creature inside a Size 5 space centered on it to that space. The egg then disappears.
6The egg hatches to release a demon of a random type. Roll a d6: 1, type I; 2–3, type II; 4–5, type III; 6, type IV. The demon is under the Sage’s control and regards all other creatures as enemies.

Spatial Exchange

Unpredictable Summons

CREATURE OF CHAOS

DEFENSE: 1d6 + 10, HEALTH: 1d6 x 10 ATTRIBUTES: Strength 1d6+10, Agility 1d6+10, Intellect 1d6+2, Will 1d6+10 SIZE: 1d6, SPEED: 6 SENSES: Keen Vision IMMUNE: confused, frightened, Will impaired, stunned MELEE ATTACK – CLAWS AND TEETH: Strength with 1d6 boons ([1d6]d6)