Chaos Spells
Level One
Introductory level magic which gives the magician insight into the workings of systems. The magician cannot effect anything directly with this magic, but it does give him knowledge of how likely certain events are to occur.
- Forecast
- This spell is used to determine what the weather conditions will be over the course of the next week. This may not seem exceptionally useful at first, but as some game-events are weather-critical, it can be very useful. It takes fifteen minutes to cast. ROLL - Perception/Intelligence (lowest). DIFF - 45.
- Guesstimate
- With this spell, the magician determines the likelihood of a potential action reaching a specific direct conclusion. This action must be a simple one (i.e., a single game-action, undertaken by one command only), and must be performed by the magician himself. This spell will return a probability within +/- 10% of the actual probability. ROLL - Perception/Intelligence (lowest). DIFF - 50.
Level Two
These are the first spells a Chaos magician learns which have actual positive effects. With it he can start exploiting the systems which the first level spells allowed him to understand.
- Rain Dance
- With this spell, and the Forecast spell above, the magician can change the course of the weather. The weather is a complex system, and quite easily affected (as in the famous "butterfly flaps its wings in..." example), but it can take some time. The magician must cast the Forecast spell immediately before he uses this one; this spell cannot be cast on its own. ROLL - Intelligence. DIFF. - 40 (only the seventh day from which this spell is cast can be affected; this date is pushed forward one day for each 5 by which the minimum is exceeded).
- Squeak
- This spell is for all those times you're so, so close, but just not close enough. When activated, anytime you take an action which misses being successful by three points or less, that action is considered successful. This requires quite a bit of concentration, though; you must spend 1 ST every 8 hours it is active. Essentially, the magic consists of constantly monitoring all situations in which you're involved for any time that one little tweak could make the difference. ROLL - Perception/Wits (lowest). DIFF. - 55 (although conceptually the magician is continually, actively using this spell, only one roll is required, when the spell is first cast, for the purpose of simplicity).
- Charon's Coin
- This spell lets the caster achieve any desired result on a die-roll, wheel-spin, card-deal, or other such gambling event. Just be sure not to win overwhelmingly enough to make people suspicious. Note also that if two people in the same game are using this spell, they counter each other, and the results are just as random as if neither had done anything; and if someone is cheating, even without magic, you also cannot affect the results. The difficult of this spell lies in the fact that the system to be manipulated is in flux up until the very last moment, and therefore manipulating it requires a great deal of speed and concentration. It also, therefore, costs Stamina. ROLL - Wits. DIFF - 70. COST - 1ST.
Level Three
At level three, the Chaos magician's magic becomes constructive; he is now able to increase the stability of a system as well as decrease it.
- Ground
- Though most of the Chaos magicians spells disrupt the normal course of reality, this one actually seems to strengthen it. The magician stabilizes those very same elements in a system on which he would normally play (i.e., the elements which are likely to cause drastic change), thus making an event more predictable and sure. In game terms, this spell increases the likelihood of rolling the number fifty twenty-fold; in other words, it's like rolling a 119-sided die, with ten fifties on it (see the dice page); the likely final score, then, shifts decidedly towards the middle-range of possible scores. The spell only takes one minute to cast. ROLL - Intelligence. DIFF. - 50.
- Mind Anchor
- This spell strengthens the stability of the magician's own mind. In effect, he is forcing himself to act "like himself". It can be used, precautionarily, to prevent inebriation from drugs and alcohol, to prevent drastic shifts in mood, and to counter-balance any invasive magic which may try to upset the balance of his mind. Conversely, if cast when any of the above abnormal mental states are present, it will instead prolong the duration of that mental state. The spell normally takes ten minutes to cast, and lasts an hour. It can be fast-cast, in which case it takes only a couple of seconds to cast and can be used in combat, but if it is, it costs a two points of Stamina, and is at +5 difficulty. FAST-CAST. ROLL - Intelligence. DIFF. - 55 (60 if fast-cast; for every 2 by which your score exceeds the minimum, the score of any mind-magic cast against you is reduced by 1).
Level Four
At this level, the magician becomes proficient in affecting the state of his own mind (instead of merely maintaining that state, as in the Mind Anchor spell, above).
Chaos Magic § Magic § Home
This site hosted by