Chaos - networkingguru/incursion-roguelike GitHub Wiki

Chaos

CHAOS
  Granted Power: You have a bonus to save against compulsions equal to your priest level and you gain the Transmute Spell feat for free. Your individuality and independence are honed to a supernatural level, sustaining your Charisma at a level equal to your priest level.
Offered By: Maeve, Sabine, Semirath.
Chaos Domain Spells:
  1: Miscast Magic (Enchantment) [Mind-Affecting]
Level: Chaos 1
Will negates. Mana: 4. Base Success: 90%.
  Channels chaos to disrupt the formulae of magic, increasing an enemy caster's spell failure chance by 40% if said caster fails a Will save.
  2: Sign of Discord (Enchantment) [Chaotic]
Level: Mage 3, Chaos 2, Blackguard 3
Mana: 6. Base Success: 90%.
  By making an archaic gesture, the caster curses a single creature, causing discord between it and all nearby creatures. All creatures within 120 feet, even the victim's allies, who fail a Will saving throw will view that creature as hostile and act accordingly to it. The target herself is not affected and does not make a saving throw. This spell is considered a considered a confusion effect, and save bonuses for such apply against it.
  3: Confusion (Enchantment) [Mind-Affecting]
Level: Mage 4, Trickery 4, Chaos 3, Bard 3, Alienist 4, Twilight Huntsman 3
Will negates. Mana: 8. Base Success: 75%.
  Causes all living creatures within 30 feet of the target point to become confused, if they fail a Will saving throw.
  4: Chaos Hammer (Evocation) [Chaotic]
Level: Chaos 4
Mana: 8. Short duration. Base Success: 75%.
  Unleashes a burst of primordial chaos to strike against law, inflicting 1d8 points of chaotic damage per two caster levels and confusing lawful creatures who fail a Fortitude save for 1d4 rounds.
  5: Animate Objects (Arcana)
Level: Priest 6, Chaos 5, Twilight Huntsman 6
Mana: 15. Long duration. Base Success: 75%.
  Casting this spell causes all unattended, inanimate objects within 60 feet of the caster to animate, fighting in his defense as if they were living allies. Creatures may make a Reflex saving throw to prevent whatever they hold in their hands from tearing free and animating, but worn objects do not animate.

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