Post by dodrudon on Jun 29, 2007 12:02:20 GMT
The wildness of the unpredictability of magic is evident in a Chaos Mage.
Requirements: an arcane casting class, any Arcane Defense feat by level 15
Spell Penetration checks are randomly modified by + or - 2. With each addition Spell Penetration feat, the +/-2 increase by another 2, becomes +/-10 with Legendary Spell Penetration.
DCs for spells also randomly fluctuate from -10 to +2. Every Arcane Defense feat decreases the minimum by a single point, while every two Arcane Defense feats raise the maximum by a single point. Each Greater and Epic Spell Focus in a school reduces the minimum by one point each for spells of that school. Epic Spell Focus raises the maximum by one point for spells of that school. Each Legendary Spell Focus reduces the minimum for all spells by a single point.
Damage for spells also randomly fluctuate between -30% and +10%. Every Arcane Defense feat decreases the minimum by 5%, and increases the maximum by 2.5%.
Spells that do elemental damage randomly change damage types half the time. Meteor Swarm might do Acid damage instead of Fire, or perhaps Cold. Other spells have random effects as well. Vampiric Touch might become Shocking Grasp, Magic Missile might become Chromatic Orb, Displacement might become Mirror Image or even summon a copy of the caster! Negative Energy Ray may heal the target instead.
These positive effects are not affected by Arcane Defense feats.
As well, Prismatic Spray might instead throw jewels or butterflies at the enemy, Horrid Wilting and other spells cast at a range may go off early, with the target being the caster instead of whatever point was specified, and spells such as GS might misfire, stunning the caster instead. Weird might conjure a true Balor, under the control of the caster if Protection From Evil happens to be on, otherwise hostile. A Bigby's Grasping Hand might become Bigby's Raging Rooster instead. Sunburst might summon a Storm of Vengeance, Black Blade of Disaster may summon an angry djinni. Meteor Swarm might cause a large boulder to crush the caster instead of the caster's enemies.
The probability of a spell misfiring is decreased for each Arcane Defense feat.
Also, the Chaos Mage has a 10% chance of a spell not working at all. This percentage is decreased by 1.5% for every Arcane Defense feat.
Requirements: an arcane casting class, any Arcane Defense feat by level 15
Spell Penetration checks are randomly modified by + or - 2. With each addition Spell Penetration feat, the +/-2 increase by another 2, becomes +/-10 with Legendary Spell Penetration.
DCs for spells also randomly fluctuate from -10 to +2. Every Arcane Defense feat decreases the minimum by a single point, while every two Arcane Defense feats raise the maximum by a single point. Each Greater and Epic Spell Focus in a school reduces the minimum by one point each for spells of that school. Epic Spell Focus raises the maximum by one point for spells of that school. Each Legendary Spell Focus reduces the minimum for all spells by a single point.
Damage for spells also randomly fluctuate between -30% and +10%. Every Arcane Defense feat decreases the minimum by 5%, and increases the maximum by 2.5%.
Spells that do elemental damage randomly change damage types half the time. Meteor Swarm might do Acid damage instead of Fire, or perhaps Cold. Other spells have random effects as well. Vampiric Touch might become Shocking Grasp, Magic Missile might become Chromatic Orb, Displacement might become Mirror Image or even summon a copy of the caster! Negative Energy Ray may heal the target instead.
These positive effects are not affected by Arcane Defense feats.
As well, Prismatic Spray might instead throw jewels or butterflies at the enemy, Horrid Wilting and other spells cast at a range may go off early, with the target being the caster instead of whatever point was specified, and spells such as GS might misfire, stunning the caster instead. Weird might conjure a true Balor, under the control of the caster if Protection From Evil happens to be on, otherwise hostile. A Bigby's Grasping Hand might become Bigby's Raging Rooster instead. Sunburst might summon a Storm of Vengeance, Black Blade of Disaster may summon an angry djinni. Meteor Swarm might cause a large boulder to crush the caster instead of the caster's enemies.
The probability of a spell misfiring is decreased for each Arcane Defense feat.
Also, the Chaos Mage has a 10% chance of a spell not working at all. This percentage is decreased by 1.5% for every Arcane Defense feat.