All content herein is subject to change.
Cover Art by Terese Nielsen
Art by SirTiefling
Magic for thousands of years has allowed those that can wield it to shape and bend chaos to their will. The 8 schools of magic have all taught spellcasters how to harness and focus that chaos using different components, each school revolving around the ability to create order from chaos. Chaos magic, on the other hand, allows the select few who wield it to exert control directly over that which the other schools draw their power from.
Learning Chaos Spells
Any character with the Spellcasting feature can potentially learn Chaos Magic. Most Chaos spells build off of, or rather strip down, another spell. The resulting effects often on vaguely resembling the original spell.
To learn or cast a chaos spell you must meet it's specific requirements. Most often this is a specific base spell that must appear on your class spell list and be of a level that you can cast for that class. Any chaos spells you learn count against your total number of spells known, if applicable.
Resources. Learning a chaos spell takes 9 CP worth of effort per spell level and the cost of transcribing the spell into your spellbook if you use one. Additionally, the base spell for the chaos spell you're learning must appear on your class spell list and must be of a level you can currently cast for that class.
Resolution. After spending all required resources, you immediately add the new spell to your known spell list as well as the spell list for your class. The new spell learned counts against your total spells known, but you may swap out an existing known spell to learn the new chaos spell.
Chaos Spell Limit
You may learn only a number of Chaos spells equal to the character's current tier. After this point learning a new chaos spell requires you to replace an old chaos spell.
As more spells are added or discovered, this limit will be increased to represent the collective knowledge of this new school of magic.
Chaos Spell Scroll
Creating a chaos spell scroll is no different from crafting any other spell scroll. However, casting a chaos spell from a scroll does not require the spell to be on your class spell list. Instead, it requires that the base spell for that chaos spell appears on your class list.
Chaos Spell List
The spells are presented in alphabetical order.
- Casting Time: 1 reaction, which you take when immediately after casting another spell as an action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
- Base Spell: Haste
You weave the chaos around a separate spell, leaving behind an echo. For the duration, the echoed spell's casting time becomes 1 bonus action and it does not require vocal components.
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V, S, M (5 units of Essence which the spell consumes)
- Duration: Concentration, up to 1 hour
- Base Spell: Any abjuration spell of at least 5th level
You repel the Maelstrom in a 15-foot cube centered on you. The cube moves with you and lasts 1 hour or until you drop concentration. Creatures inside of the cube, including yourself, are immune to any effects caused by Maelstrom and this spell cannot be dispelled by the Maelstrom.
Anytime you would otherwise make a saving throw against a Maelstrom effect, make a Concentration check using that effects DC to maintain this spell.
- Casting Time: 1 reaction, which you take when you see a creature within 30 feet of you casting a spell
- Range: 30 feet
- Components: S
- Duration: Instantaneous
- Base Spell: Counterspell
You attempt to overload a creature in the process of casting a spell with a surge of chaos energy. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. Additionally the creature suffers 4d4 points of chaos damage. If their spell was successfully countered they additionally suffer 1d4 chaos damage per level of that spell.
This spell counts as Counterspell for the purpose of triggering any other abilities, features or effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than the level of the spell slot you used and the damage they take is increased by 1d4 per spell slot.
3rd-level chaos (ritual)
- Casting Time: 1 minute
- Range: Self (10-foot-radius hemisphere)
- Components: V, S, M (1 unit of Essence which the spell consumes)
- Duration: 8 hours
- Base Spell: Tiny Hut
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome are protected from any effects of the Maelstrom and this spell cannot be dispelled by the Maelstrom. The dome does not prevent other creatures or objects from entering. The atmosphere inside the dome is unchanged from the atmosphere outside. The inside of the dome can never overlap with the inside of a Tiny Hut spell.
The dome is transparent from both the outside and inside.