The QuestFRP Player's Handbook

MAGE SKILLS

CHAOS

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[7.4.1]

DoM 1 ) Weapon Energize I
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 2
Long Description
This Spell will imbue any weapon with a magical aura so that it will do +2 damage. This increase in damage is cumulative with damage bonuses gained through the Enchantment list. The magical aura takes the form of a glowing, electric blue field surrounding the weapon. Note that hands and feet, table legs, glass bottles, etc. may all have Weapon Energize cast on them. If cast on a person or creature, the entire body will be imbued with the magical aura (up to 10 square meters).
Short Description
+2 damage.
Base:100Powerword:100Runic:100Internal:100
Glyph:100Potion:100Enchantments:100Glyph Enchantments:100
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.4.2]

DoM 2 ) Chaos Shield
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 30 minutesST: NoneFatigue: 2
Long Description
With this Spell, the Mage may create a glowing silver magic shield, in whatever shape the Mage chooses, up to 3 square meters in size. The shield will function as melee shield, stopping 6 points of damage (normally). All six points are treated as magical for the purpose of stopping damage. In addition, the shield fluctuates chaotically. Every time the shield is struck, there is a 15% chance (85-100 on a d100) that the shield will stop all damage (magical and physical), and a 15% chance (01-15) that the shield will stop no damage at all.
Short Description
Tower shield, 6 points of armor.
Base:200Powerword:300Runic:200Internal:200
Glyph:200Potion:200Enchantments:200Glyph Enchantments:200
Prerequisites: Chaos Lock [Display prerequisites graphically]

[7.4.3]

DoM 3 ) Chaos Lock
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 1 minuteR: TouchD: Until DispelledST: NoneFatigue: 3
Long Description
This Spell will create a magical trap which may be placed on pouches, letters, books, trunks, doors, etc. The Mage must set the trigger to activate in the circumstances under which the Storage Ward will activate. The trigger may be as large as a 1/2 meter sphere and as small as a 1 cm sphere. Upon activation, a bolt of raw magical energy will strike the limb or object triggering the ward, doing a d6+8 of damage. This damage is not stopped by normal armor. The ward activates on a 15 or less rolled on a D20, and fumbles on a 20. The ward may be modified by the following: 1) The ward may be boosted. Each 2 SPP of boost will affect the size or duration by a factor of 2, and decrease the Cast Chance by -1 per 2 SPP. 2) The chance of activation may be increased. To do this, the spell must be Boosted for this effect, and then 3 SPP per point of increase must be boosted in. For example, to have the ward go off on an 17 or less, the spell must be Boosted (costing 3+3=6 SPP) at a -9 cast chance, and then an additional 6 SPP must be boosted in, for a total cost of 12 SPP.
Short Description
Trap doing d6+8 damage.
Base:300Powerword:1200Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Mystic Theory I [Display prerequisites graphically]

[7.4.4]

DoM 3 ) Lightning Bolt
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: 30 metersD: NoneST: NoneFatigue: 6
Long Description
A bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 2d6 worth of damage, not stopped by nonmagical armor.
Short Description
2d6 worth of damage, +3 CR.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:N/AEnchantments:300Glyph Enchantments:300
Prerequisites: Weapon Energize I [Display prerequisites graphically]

[7.4.5]

DoM 3 ) Magic Weapon
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 50 pulsesR: TouchD: 5 minutesST: NoneFatigue: 6
Long Description
This Spell will create a glowing silver magical weapon, in whatever shape the Mage chooses. No matter what the size and shape of the weapon, it will do a 3d6+2 of damage, with the +2 treated as magical damage, not stopped by normal armor. The Weapons Energize Spell is not cumulative with this Spell. This spell may not be boosted for increased damage.
Short Description
Weapon, 3d6+2 of damage.
Base:300Powerword:300Runic:300Internal:300
Glyph:300Potion:300Enchantments:300Glyph Enchantments:300
Prerequisites: Lightning Bolt, Chaos Lock [Display prerequisites graphically]

[7.4.6]

DoM 4 ) Incapacitate
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 10 metersD: 60 secondsST: Magic Talent-2Fatigue: 8
Long Description
The Character may move no faster than a walk, CR, DR, and PR suffer a -8 penalty , and a penalty of -80% to Cast Chance and Skill Rolls is incurred. The incapacitation lasts for the duration of the spell.
Short Description
-8 CR, DR, and PR, -80% to Cast Chance.
Base:400Powerword:600Runic:400Internal:400
Glyph:400Potion:400Enchantments:400Glyph Enchantments:400
Prerequisites: Stun [Display prerequisites graphically]

[7.4.7]

DoM 5 ) Chaos Armor
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: SelfD: 1 hourST: NoneFatigue: 5
Long Description
This Spell surrounds the recipient with a glowing electric-rainbow shimmering field that will increase the recipient's armor absorption. It is cumulative with Enchanted armor. The armor absorption from this Spell is not reduced by firearms, lightning (or other magic only attacks), flame, or superior steels. Every time this armor is struck, it absorbs an amount of damage equal to 1d12 (rolled anew for each hit).
Short Description
1d12 magical armor.
Base:500Powerword:750Runic:500Internal:500
Glyph:500Potion:500Enchantments:500Glyph Enchantments:500
Prerequisites: Chaos Shield [Display prerequisites graphically]

[7.4.8]

DoM 6 ) Energy Tap
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: 50 metersD: NoneST: NoneFatigue: 12
Long Description
The Mage may strike a target down with raw magical power. The Mage will do 4d6 of damage, with a +4 to damage for every 3 additional SPP (and Fatigue Points) he or she devotes to the Spell, up to twice the Mage's DoM in Mystic Theory. Therefore a Mage with DoM 10 Mystic Theory could do (4d6) + 80 points of damage at a total cost of 66 SPP and 72 Fatigue (6 SPP for the Spell itself and 60 SPP for the additional damage, 12 Fatigue base plus 60 for the additional damage). The damage is not stopped by normal armor. The Mage must roll to hit with +3 CR. This Spell may not be Boosted for multiplying effect.
Short Description
4d6 dmg (+4 per boost)
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Magic Weapon [Display prerequisites graphically]

[7.4.9]

DoM 6 ) Magic Bow
Learning Rate:+ ( Magic talent* 4 )+ ( Will )
CT: 100 pulsesR: TouchD: 10 minutesST: NoneFatigue: 12
Long Description
This Spell will create a glowing silver bow or crossbow that may be used as a normal melee weapon. The weapon will fire silver arrows or bolts capable of traveling 100 meters and doing 4d6+4 of damage, with the +4 treated as magical damage, not stopped by normal armor. The Character must roll to hit as normal, with a +3 CR bonus to the Character's normal skill with a blow. The archer may fire twice as fast as their skill normally allows them, as they need not place an arrow on the string. This spell may not be boosted for increased damage. The Weapons Energize Spell is not cumulative with this Spell.
Short Description
Bow appears. 4d6+4 damage, +3 CR.
Base:600Powerword:900Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Magic Weapon [Display prerequisites graphically]

[7.4.10]

DoM 6 ) Spell Unraveller
Learning Rate:+ ( Magic talent* 3 )+ ( Will* 2 )
CT: 100 pulsesR: 10 metersD: NoneST: NoneFatigue: 6
Long Description
This spell is intended to abate other magical spells. If the spell is successfully cast, it will affect the target spell. On a percentile die roll of 1 - 50: Spell abates gently. 51 - 65 Spell becomes less powerful (all effects 1/2x). 66 - 75 Spell abates explosively (3d8 damage not stopped by armor applied 3 times on the +5 melee table to everyone within DoM of the spell being abated times 3 meters ). 76 - 85 Spell reverses effect. 86 - 94 Spell becomes more powerful (all effects 2x). 95 - 100 Spell release causes a spell fumble (see fumble chart).
Short Description
Abate magic perilously
Base:600Powerword:1200Runic:600Internal:600
Glyph:600Potion:600Enchantments:600Glyph Enchantments:600
Prerequisites: Chaos Armor [Display prerequisites graphically]

[7.4.11]

DoM 6 ) Thunder Bolt
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 12
Long Description
A tremendous bolt of lightning springs from the Mage's fingertips. He or she must roll to hit the target with a +3 CR bonus. The bolt does 3d8+2 worth of damage, not stopped by nonmagical armor.
Short Description
3d8+2 lightning damage
Base:600Powerword:600Runic:600Internal:600
Glyph:600Potion:N/AEnchantments:600Glyph Enchantments:600
Prerequisites: Lightning Bolt [Display prerequisites graphically]

[7.4.12]

DoM 9 ) Lightning Storm
Learning Rate:+ ( Intellect )+ ( Magic talent* 2 )+ ( Will* 2 )
CT: 50 pulsesR: 100 metersD: NoneST: NoneFatigue: 18
Long Description
The Mage may create a cylinder of lightning bolts with its center within 30 meters of the Mage. The cylinder has a radius of 10 meters and is 15 meters wide. All entities (assuming human size) within the cylinder are attacked by 3 lightning bolts (per the DoM 3 Lightning Bolt Spell) on the +5 attack number column, regardless of the target's DR.
Short Description
3 Lightning bolts per target, 5 CR
Base:900Powerword:900Runic:900Internal:900
Glyph:900Potion:N/AEnchantments:900Glyph Enchantments:900
Prerequisites: Thunder Bolt [Display prerequisites graphically]

[7.4.13]


Chaos Tree
Chaos Tree: displays prerequisite relationships.