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Chaos Mage talents and spells (3pp)

Chaos Mage Talents

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Affliction of Abomination

Add a mutation stone to your spell bag. When you draw that stone, you gain Natural Armor, Natural Weapons and a Spit Attack as per the abomination class features until the end of your next turn.

Whenever you take a full heal-up, randomly choose two abomination maneuvers of up to your level. You can use these maneuvers when you make a melee or spit attack while you are mutated. Also choose a native element at random.

Adventurer Feat At full heal-up, roll 1d6 to gain a random abomination talent: 1) Carnage, 2) Draconic Breath Weapon, 3) Fueled by Pain, 4) Hardened Plating, 5) Hard to Kill, or 6) Slithering Snake. You gain its benefits while mutated.

Champion Feat Once per day, when you are reduced to zero hit points, you can use a recovery to heal as an interrupt, drop your current chaos mage spell selection and mutate as if you had drawn the abomination stone.

Epic Feat You can use the champion feat effect once per battle.

Blip of Bard

You gain a random spell or song from the bard class. Whenever you take a full heal-up, randomly choose a bard spell of up to the highest level you can cast. For the rest of the day, you know this spell and can cast it according to its normal usage pattern—at-will, once per battle, recharge, or daily—when that option comes up during your chaos mage spellcasting sequence. See the notes on p. 20 of 13 True Ways for chaos mage talents granting spells from other classes.

Adventurer Feat After each full heal-up, choose an art form such as kazoo improvisation, ice carving or gnome pantomime. Roll a d6 and gain as many points in a related background. The inspiration lasts until the next full heal-up, at which point a new inspiration strikes.

Champion Feat After each full heal-up, choose one random battle cry from the bard list. You can use this battle cry with your chaos mage melee attacks. Once per day, you can also trigger it with an at-will spell attack roll.

Epic Feat If you don’t like either the random bard spell or the battle cry you rolled for the day, roll again. You’re stuck with the second one.

Blown Fuse

When you are reduced to zero hit points, deal 1d6 per level + Dexterity modifier (x2 at 5th level; x3 at 8th) fire damage to all enemies engaged with you. If you are not engaged to any enemies, deal the damage to a random nearby enemy.

In addition, roll a d6 and gain an effect from the list below.

  1. Air: A strong wind knocks all enemies that were engaged with you prone (melee attacks against them have advantage until they take a move action to stand up).
  2. Earth: Nearby enemies are stuck (save ends) as the ground they stand on becomes viscous and sticky.
  3. Fire: Your dying words set your murderer on fire, dealing five times your level in ongoing damage.
  4. Water: Your body is encased in a protective ice cocoon. You gain a +5 bonus to death saves.
  5. Metal: A swirl of sharp metal objects deals 1d6 damage per level to 1d4 random nearby enemies.
  6. Void: The enemy who killed you must start making last gasp saves (16+). After the fourth failed last gasp save, the target is sucked into a terrible void, leaving only muffled screams behind.

Adventurer Feat Also roll on the High Weirdness table.

Champion Feat Increase the fire damage dice to d10s.

Epic Feat Make two d6 rolls on the table and choose the result you like.

Chaos Knight

You don’t take an attack penalty when wielding a one-handed melee weapon of any kind, or a shield. You also take no attack penalty for wearing heavy armor, and your base AC in heavy armor is increased to 12.

When you pull a stone from the bag to determine your next chaos mage spell, you can choose to gain one of the effects below instead of a spell. The effect depends on the stone you pulled, and it lasts until the end of your next turn.

Attack: Your melee attacks deal fire damage, and you deal 1d6 extra damage per level on a hit.

Defense: If an enemy misses you with a melee attack, you can make a melee attack against them as an interrupt action.

Iconic / Blood of Warriors: Gain advantage on your next melee attack roll.

Iconic / Light of the High Ones: Your melee attacks deal holy damage, you deal half damage on a miss.

Iconic / Twisted Path: Your melee attacks deal negative energy damage, and if you hit, the target takes a 1d6 penalty to all defenses until the end of your next turn.

If you have a warp talent, you still get the talent’s effect even if you drop the spell.

Special: If you are a multiclass chaos mage, the chaos mage side counts as a “skilled warrior” and no longer reduces your WEAPON damage die. However, you have one fewer chaos mage daily spell.

Adventurer Feat Your recoveries use exploding dice (add one more die for each that comes up as maximum).

Champion Feat Your AC in light armor is increased to 11, and in heavy armor to 13.

Epic Feat Once per battle, when the escalation die is 3+, make a melee attack as a quick action after casting a chaos mage spell on that turn.

Chaos Spike

Add a spike stone to your bag. When you draw it during spell determination, roll 1d6 on the table below to determine its effect.

  1. Increase the number of targets of a spell by one.
  2. Gain advantage on the first attack roll with a spell.
  3. Make all targets of a spell vulnerable to it.
  4. Increase all damage dice of a spell by one step.
  5. Cast a spell as if you had all feats for it.
  6. Cast a once-per-battle chaos mage spell without expending a spell slot.

Then draw a second stone to determine your chaos mage spell type as usual. At any time during this battle, when you cast a chaos mage spell, you can choose to set aside the spike stone to gain the benefit you rolled.

Champion Feat Add two spike stones to your bag instead of one.

Embodiment of Anarchy

As a rampant vessel of chaos magic, your body isn’t stable. The color of your hair, eyes and even skin keeps shifting through all the colors of the rainbow, based on your mood, the weather, and the whims of magic. On some days, you wake up as a different race or gender. All of this is wildly confusing to others, but you were born with it and know this is who you are. When you manifest a spell, it’s less of a conscious act of casting than a failure to contain the magic.

Since chaos magic is a manifestation of your physical being, you use Constitution instead of Charisma for all Chaos Mage spells.

As a side effect, your body and mind shake off attempts to reshape them more easily. You can roll saves at the start of your turn instead of at the end of your turn. A successful save against ongoing damage, for example, means that you will not take the ongoing damage that turn.

Adventurer Feat Reroll natural 1s when spending a recovery to heal.

Champion Feat Once per battle, when you are out of daily spell slots, you can cast a daily spell by expending a recovery without healing instead.

Epic Feat When you save against a save ends effect with a natural even success, make a Constitution + level vs. PD attack against a random nearby enemy. If you hit, that target is now under the effect you just shook off.

Enigmatic Pet

You have befriended a small creature, like a cat or a fox, which hangs around you to get petted and fed. It seems completely oblivious to the chaos and mayhem that surrounds you, and ignores any High Weirdness effects. You have a nagging feeling that the universe has sent it to counterbalance the effects of your powers.

Once per day, your pet can cancel an ongoing magical or supernatural effect. That effect can be a condition on a creature, an item effect, something in the environment, or your own High Weirdness. If the effect is permanent, such as an item enchantment, roll a save each turn to see when the effect is reactivated.

Your pet won’t join you in a fight, and it can’t be targeted by spells or attacks.

Also choose one ability for your pet from the list below:

Axiomatic: Once per day, when making a d20-based check, your pet can set the roll to 13 instead of rolling.

Detector: It can smell magic by scent.

Flight: It can fly.

Healer: Once per day, it can grant someone the use of a recovery to heal by touch.

Innate Magic: Your pet knows three Wizard cantrips, and it can use one cantrip per scene.

Mundane Aura: It appears fully natural and resists any divination magic cast on it.

Negator: It can use its anti-magic ability twice per day.

Shapechanger: It can take any shape it likes, as long as it stays roughly cat-sized.

Shield: Once per day, it can force an enemy to reroll an attack against you with a d12.

Shy: It can turn invisible at-will.

Talkative: Your pet can talk. Each session, determine its personality with a d6 roll: 1) cutesy, 2) zen-like, 3) condescending, 4) sneaky, 5) hungry, or 6) cuddly.

Adventurer Feat Your pet has a second ability from the list.

Champion Feat Your pet has a third ability.

Epic Feat Your pet has a fourth ability.

Healing Havoc

When you use a spell or talent to grant yourself or an ally a recovery to heal, and the escalation die is even, the target can spend an extra recovery to heal. If the escalation die is odd, a random ally under a save-ends condition can save against it with a bonus equal to your Wisdom modifier.

Adventurer Feat Once per battle, when drawing a spell type from your bag, you can swap the stone you drew for a defense spell stone from your pile of discarded stones. You can only do this if you have a discarded defense spell stone in your pile.

Champion Feat Gain both the even and odd effect, regardless of the escalation die.

Epic Feat When you grant yourself or an ally a recovery to heal with a chaos mage spell or talent, another nearby ally can choose to roll on the High Weirdness table to heal using a free recovery.

Master of Mayhem

You gain a bonus daily spell slot, for a total of three at 1st level.

Champion Feat Once per battle, draw two stones from your spell bag. Keep one to determine your spell and set aside the other.

Epic Feat When you have no chaos mage daily spells left, regain one when you take a quick rest.

Nepotism, Clearly

Choose one of the three icon groups – Blood of Warriors, Light of the High Ones or Twisted Path. When casting an iconic spell, always cast a spell from the chosen path. You can choose any spell from that list, without randomly rolling for a specific icon.

Adventurer Feat Once per battle, when drawing a spell type from your bag, you can swap the stone you drew for an iconic spell stone from your pile of discarded stones. You can only do this if you have a discarded iconic spell stone in your pile.

Champion Feat Gain a bonus relationship die with one of the four icons in your chosen path. After using a 5 or 6 with it, roll a d3 to randomly re-assign the relationship to a different icon.

Epic Feat You gain a +1 bonus to attack rolls with iconic spells.

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Nepotism, Clearly clashes with the Air effect of the Iconic Warp talent. If you have both talents, use the following effect instead.

Air: Until the end of your next turn, you gain a bonus to disengage checks equal to your Intelligence modifier.

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Slice of Swordmage

You gain a random spell from the swordmage class. Whenever you take a full heal-up, randomly choose a swordmage spell of the highest level you can cast. For the rest of the day, you know this spell and can cast it according to its normal usage pattern—once per battle, recharge, or daily—when that option comes up during your chaos mage spellcasting sequence. If the spell is an attack, you can cast it when you can cast a chaos mage attack spell, otherwise as a defense spell.

If the swordmage spell refers to Intelligence, you can replace that ability score with Charisma.

In addition, like a swordmage, you can use true magic item weapons as implements for your chaos mage spells.

Adventurer Feat You can use the swordmage’s Mark with Sigil class feature once per day. However, the sigil you place is purely random—the type of sigil, targeted enemy, and the ally that the enemy must attack to avoid triggering the sigil are determined randomly.

Champion Feat You can use Mark with Sigil once per battle.

Epic Feat You gain two random swordmage spells during a full heal-up, one attack and one defense spell.

Testimony to Teamwork

During each full heal-up, choose another spellcaster PC. You gain a spell of that PC’s class, of your level or lower. To pick the spell, the target player opens a book on the page of their choice, then rolls a die for the spell.

Assign the spell as either attack or defense. You can cast the spell at its normal frequency, when you get the stone of that category during your chaos mage spell pick. You can use Charisma as the ability score for attack and damage with the spell.

Adventurer Feat You can also gain a maneuver or power instead of a spell.

Champion Feat Once per day, you can use the racial power of the target ally.

Epic Feat When you gain your spell, also grant the target ally a chaos mage spell of up to their level, that you determine randomly with the same method. They can swap Charisma for the ability score they use for their own spells.

Unleashed Pain

While you are staggered, increase the damage dice of your chaos mage spells by one step (d4 to d6 and so on).

Adventurer Feat Once per battle, when drawing a spell type from your bag, you can swap the stone you drew for an iconic spell stone from your pile of discarded stones. You can only do this if you have a discarded iconic spell stone in your pile.

Champion Feat While you are staggered, your chaos mage spells gain a +2 bonus to their critical threat range.

Epic Feat While you are staggered, all damage dice of your spells are exploding dice (when you roll the maximum number, roll another die and add it).

Xaositect

Once per day per Intelligence modifier, reroll a d20 roll once and keep the second roll. When you use this talent, also roll for High Weirdness.

Adventurer Feat You can use this talent to reroll other dice than d20 rolls, such as icon relationship rolls or warp talent rolls.

Champion Feat When you roll on the High Weirdness table for this talent, you can swap the digits of the d100 roll if you like, e.g. treat a rolled 37 as a 73.

Epic Feat Once per day, you can set the d20 roll that you want to reroll aside. You can use that die roll later to swap it with the natural roll of the next attack against you.

Attack Spells

Chaotic Touch (1st Level)

Close-quarters spell; At-will

Target: One enemy you are engaged with

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma damage. Determine the damage type and a special effect of the attack, based on the first d6 you roll.

Lightning. The target takes a -2 penalty to its next attack.

Acid. The target takes a -2 penalty to defenses until the end of its next turn.

Fire. Deal fire damage equal to your Dexterity modifier (x2 at 5th level; x3 at 8th) to a random nearby enemy.

Poison. If the target takes a move action before the end of its next turn, it must succeed on a save or stumble (potentially falling off something, provoking opportunity attacks etc.).

Weapon. Deal 1d6 extra damage (5th level: 2d6; 8th level: 3d6)

Negative Energy. You gain resist all 12+ until the end of your next turn.

Miss: Your level in damage

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 9d6 damage

Champion Feat On a natural even miss, add 1d6 to damage and gain the bonus effect based on the roll.

Frogsplosion (1st Level)

Ranged spell; Once per battle

Effect: Create two exploding frogs. Make one attack for each frog.

Target: One nearby enemy OR one far away enemy at a -1d6 penalty to attack

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma fire damage

Miss: Your level in fire damage

3rd level spell: 3 frogs

5th level spell: 4 frogs

7th level spell: 5 frogs

9th level spell: 6 frogs

Warped Steel (1st Level)

Close-quarters spell; Once per battle; Quick action

Target: One melee weapon you are wielding

Effect: Until the end of the battle, when you miss with a melee attack with the weapon, deal damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th) to a random nearby enemy.

Adventurer Feat On a natural odd miss, deal the damage to two random nearby enemies.

Brain Warp (3rd Level)

Ranged spell; Once per battle

Special: You can expend a daily spell slot instead to attack two enemies.

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: The target makes an attack against a random nearby enemy, with the escalation die as a bonus. If it has more than one attack ability, the GM picks one randomly.

Miss: The target has disadvantage on its next attack roll.

Champion Feat The target also adds your Charisma modifier to the attack roll against its own ally.

Chaotic Summons (5th Level)

Ranged spell; Daily

Effect: You create a vortex of swirling chaos in a nearby or far away location that opens into a dimension that is better left untouched. Out of that portal steps the wobbling shape of a Chaos Beast (see the Bestiary p. 39).

You have no control over the creature, and it acts purely on hunger and instinct. It will not attack you, or any ally directly next to you, but everything else is fair game, so make sure to drop it at a safe distance among a cluster of enemies.

You can take a standard action on your turn to try to control the creature. You must succeed at a normal save to do so. You can only dismiss the creature if you have control over it.

7th level spell: Summon a Chaos Brute instead.

9th level spell: Summon a Chaos Behemoth instead.

Champion Feat Add your Charisma modifier to saves when attempting to control the beast. When you control it, it benefits from the escalation die.

Epic Feat The summoned chaos creature has a bonus to attacks and defenses equal to your Charisma modifier.

Raining Chaos (5th Level)

Ranged spell; Daily

Always: You can fly until the end of your next turn.

Target: One random enemy per point of escalation die (targets can be hit multiple times)

Attack: Charisma + Level vs. PD

Hit: 6d6 + Charisma damage. The element of the damage is different for each attack — fire, lightning, cold, acid, thunder and then poison.

Miss: Half damage

7th level spell: 8d8 damage

9th level spell: 10d10 damage

Champion Feat The damage dice of this spell are now exploding dice.

Chaos Wave (7th Level)

You summon a wave of crackling chaos that changes all creatures it hits on its way. They grow slimy scales, new limbs, or a third eye on their forehead.

Close-quarters spell; Daily

Always: Roll on the High Weirdness table (13TW p. 19)

Target: 1d4 nearby enemies

Attack: Charisma + Level vs. MD

Natural Even Hit: 10d12 + Charisma lightning damage, and you switch PD and MD of the target until the end of the battle.

Natural Odd Hit: 10d12 + Charisma psychic damage. If the escalation die is odd, give the target +2 AC and -2 to attacks; if it is even, give it -2 AC and +2 to attacks until the end of the battle.

Miss: Half damage

9th level spell: 2d10 x 10 damage

Champion Feat You can now attack far away enemies with this spell.

Death by Tentacles (9th Level)

Ranged spell; Daily

Effect: Attack one random nearby enemy per point of escalation die with Force Tentacle.

Discorporation (9th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. PD

Hit: The target takes 50 ongoing negative energy damage as its body slowly dissolves into chaos. The save against the ongoing damage is a hard save (16+). If a target has 100 hit points or fewer left when it fails a save, it dissolves, leaving only a puddle of gooey mess.

Miss:

Epic Feat Dissolve at 150 hp or fewer.

Defense Spells

Whirling Barrier (1st Level)

Close-quarters spell; At-Will

Target: All enemies engaged with you

Attack: Charisma + Level vs. PD

Hit: 1d4 + Charisma force damage, and the target pops free from you.

Miss: Damage equal to your level

3rd level spell: 2d6 damage

5th level spell: 3d8 damage

7th level spell: 4d10 damage

9th level spell: 6d12 damage

Adventurer Feat Until the start of your next turn, you can repeat the attack as a free action against each enemy who moves to engage you.

Ablative Shield (1st Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, you gain a +2 bonus to all defenses, and resist force, psychic and thunder 14+. At the start of each turn, you lose one of the benefits of this spell. Roll 1d6 to see which one.

  1. AC bonus
  2. PD bonus
  3. MD bonus
  4. Resist force
  5. Resist psychic
  6. Resist thunder

If you roll a protection you have already lost, you’ve lucked out this turn — you don’t lose another benefit.

Adventurer Feat Increase the defense bonuses granted by this spell to +3.

Champion Feat Increase the resistances provided by this spell to 16+.

Blade Ward (3rd Level)

Close-quarters spell; Once per battle

Effect: You animate a melee weapon you are holding to ward off your enemies. Until the start of your next turn, whenever an enemy attacks you in melee, the weapon makes a melee attack against the target as a free action, striking before that enemy. Use your melee basic attack, but with your Charisma modifier for attack and damage rolls. If the blade rolls a natural odd miss, it moves away from you to protect a random nearby ally instead.

Chaotic Blur (3rd Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, roll 1d100 when you are hit by an attack. On a 20 or lower, the attack is a miss, and there is an additional effect as per the table below:

  1. The spell fizzles after blocking this attack.
  2. The attack hits a random nearby ally for half damage instead.
  3. The attack hits a different, random nearby enemy instead.
  4. The attack hits two different, random nearby enemies for half damage.
  5. The attack hits the attacker.
  6. The attacker is vulnerable to your attacks until the end of the battle.
  7. The attacker takes psychic damage equal to your level.
  8. The attacker takes 5 (5th level: 10; 8th level: 20) ongoing fire damage.
  9. The attacker is weakened until the end of their next turn.
  10. A nearby enemy is dazed (distracted by a swarm of butterflies) until the end of its next turn.
  11. You are dazed until the end of your next turn.
  12. You teleport to a random nearby location.
  13. Teleport the attacker to a random nearby location.
  14. Both you and the attacker teleport to different random nearby locations.
  15. You gain resist 16+ against the attack’s type of damage until the end of your next turn.
  16. Transfer the blur effect to a random nearby ally.
  17. A random nearby ally also benefits from the blur effect until the end of your next turn.
  18. You summon an illusory double of yourself. The next time you are hit, there is a 50% chance it turns into a miss. Then the double is destroyed.
  19. The next time Chaotic Blur fails to block an attack this battle, you still take only half damage.
  20. Increase the chance that Chaotic Blur triggers by 5% (so 21-25 are now also a miss, then 26-30 and so on), without additional effects on those numbers.

Adventurer Feat You can target a nearby ally with the spell instead.

Chaos Cocoon (5th Level)

Close-quarters spell; Daily

Target: You or a nearby ally

Effect: You protect yourself with a magic vortex that provides resist all except chaos magic 18+ and vulnerable to chaos magic. After every time the cocoon resists damage, change “chaos magic” to whatever the resistance just protected against (weapon attacks, fire, beast claws etc.). If the resisted attack was a natural even roll, transfer the cocoon to a random ally. The cocoon persists until the end of the battle.

Danger Zone (7th Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, before an enemy attacks you, they must immediately roll an easy save (6+).

On a natural odd failure, they are struck by fear (-4 to attacks and can’t benefit from the escalation die) until the end of their next turn.

On a natural even failure, they are stuck and vulnerable to attacks until the end of their next turn.

On a natural 18+, they destroy the zone and you must roll for a High Weirdness effect.

9th level spell: The save is now a normal save (11+).

Epic Feat On a natural 1 on the save, the target is stunned until the end of their next turn.

Chaotic Consecration (9th Level)

Ranged spell; Daily

Effect: You and every nearby ally rolls 1d20 on the Chaos Blessing table and gains that benefit (13TW p. 23).

Iconic Spells

Archmage (Light of the High Ones)

Protection From Someone Like You (1st Level)

Close-quarters spell; Once per battle

Effect: 1d6 nearby allies gain resist magic (10+1d6)+. Each resistance lasts until the target has resisted damage once.

Adventurer Feat You can switch the two d6 rolls, so you can grant fewer allies a higher resistance or vice versa.

Gift of the Magister (5th Level)

Close-quarters spell; Daily

Effect: You manifest the effect of a wizard spell of your chaos mage level, determined by a d6 roll on the table below.

  1. Air: Lightning Bolt
  2. Earth: Acid Arrow
  3. Fire: Fireball
  4. Water: Blur
  5. Metal: Shield (cast as a free action the next time an attack hits your AC)
  6. Void: Force Salvo

Champion Feat Roll a second d6. If the result is equal to the amount of icon relationship points you have with the Archmage or lower, you don’t expend a daily spell when casting this spell.

Bathed in Magic (9th Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, you can fly, and you have advantage on spell attack rolls.

Epic Feat You can target an ally with this effect.

Crusader (Blood of Warriors)

Mark for Slaughter (3rd Level)

Close-quarters spell; Once per battle

Target: A nearby enemy

Attack: Charisma + Level vs. PD

Hit: The next attack that hits the target deals double damage. Damage that is already doubled from a different source (like a critical hit) is tripled instead.

Miss:

Adventurer Feat You gain a +2 bonus to hit against enemies you are engaged with.

Last Stand (5th Level)

Close-quarters spell; Once per battle

Target: A nearby unconscious ally

Effect: The target can spend a recovery to heal, and gains a +2 bonus to its critical threat range with melee attacks.

Champion Feat The target heals 10 (8th level: 20) extra hit points for each staggered, unconscious or dead ally.

Epic Feat You can use this spell to raise an ally who was killed in this battle. The ally will fight until the end of the battle, then fall permanently dead, unless they are willing to pledge themselves to the Crusader.

Crushing Black Fist (7th Level)

You summon a giant-sized fist in a black gauntlet that crushes your enemies from above.

Ranged spell; Daily

Target: 1d3 enemies in a group

Attack: Charisma + Level vs. AC

Hit: 1d12 x 10 damage.

Miss: Half damage

9th level spell: 1d20 x 10 damage.

Champion Feat The first time you rally after casting this spell, you can make another Black Fist attack as a free action.

Diabolist (Twisted Path)

Demonic Frenzy (3rd Level)

Ranged spell; Once per battle

Target: You or a nearby ally

Effect: The target enters a blind frenzy until the end of your next turn. While in frenzy, the target has advantage on attack rolls, and enemies have advantage on attack rolls against it.

Champion Feat If the target’s attack is a natural 20, the frenzy lasts another round.

Epic Feat Target 1d4 nearby allies.

Blood Sacrifice (5th Level)

Close-quarters spell; At-will

Effect: Spend a recovery without healing and gain a bonus chaos mage daily spell. Until the end of your next turn, each enemy that deals damage to you takes half of that damage in fire damage.

Champion Feat If no enemy attacks you until the end of your next turn, the fire damage effect triggers the next time you take damage from an enemy attack this battle.

Endless Torture (7th Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, you can use Tortured Scream (13TW p. 24) as a quick action once per round.

Dwarf King (Blood of Warriors)

Dwarven Craftsmanship (3th Level)

Close-quarters spell; Once per battle

Target: You or a nearby ally

Effect: Swap out the target’s current weapon OR armor with heavy armor or heavy weapon until the end of the battle. The items can be used without attack penalty, regardless of class. The items have the default true magic item bonus for adventurer tier (weapon: +1 to attack and damage; armor: +1 to AC).

5th level spell: Upgrade the items to champion tier (+2).

9th level spell: Upgrade the items to epic tier (+3).

Champion Feat Summon both armor and weapon.

Curse of Brittle Iron (5th Level)

Ranged spell; Daily

Target: A nearby enemy

Attack: Charisma + Level vs. PD

Hit: If the target is using metal weapons and armor, they become brittle and useless until the end of the battle. The target deals half damage with its attacks and takes a -4 penalty to AC. There is no save against the effect, but if there are other weapons in the nearby area, the target can spend a standard action to grab them and rearm itself. Creatures that use natural weapons, such as beasts and dragons, are immune to the effect.

Miss:

Champion Feat The target is also vulnerable to attacks (save ends).

Wrath of the Elders (7th Level)

Ranged spell; Daily

Effect: You and all nearby dwarves gain a +4 bonus to AC until the end of your next turn. Make the following attack:

Target: Up to three nearby enemies

Attack: Charisma + Level vs. AC

Hit: 1d10 x 10 damage.

Miss:

9th level spell: 2d6 x 10 damage.

Champion Feat Gain the bonus to all defenses.

Elf Queen (Light of the High Ones)

Elven Heirloom (1st Level)

Close-quarters spell; Daily; Quick action

Effect: You summon a magical longbow with an adventurer-level enchantment (+1 to attack and damage) and a quiver with arrows that deal additional force damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th). You can use both without attack penalty.

Champion Feat Increase the bow’s enchantment bonus by +1 for each icon relationship die you have with the Elf Queen (maximum +3).

Princessification (3rd Level)

Ranged spell; Daily

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: You transform the target into an elven princess (save ends). Most likely it will spend its turn wondering how it got here, complaining about the situation, and calling for servants. The spell also ends if the target takes damage.

Miss:

Thrall of the Dark Elves (5th Level)

Ranged spell; Once per battle

Target: 1d3 nearby mooks

Attack: Charisma + Level vs. MD

Hit: The target is confused (save ends).

Miss:

Champion Feat You can cast this spell as a daily spell instead. In that case, target 1d4+1 mooks, and the save is a hard save (16+).

Glamourous Aura (7th Level)

Close-quarters spell; Once per battle

Effect: Until the end of your next turn, you gain a +1d6 bonus to your MD. All attacks against you target that defense. If an enemy misses you with an attack, they take psychic damage equal to twice your level, and they are dazed until the end of their next turn.

Champion Feat If the attack against you is a natural 1-3, the target is stunned instead.

Great Gold Wyrm (Blood of Warriors)

Fearsome Roar (1st Level)

Ranged spell; Daily

Target: One nearby creature with 50 hp or fewer

Attack: Charisma + Level vs. MD

Hit: 1d10 + Charisma psychic damage, and the target is terrified (hard save 16+ ends; also ends when the target is attacked).

Terrified: On its turn, the target can only take two move actions, to either pop free from all enemies or to move away from the battlefield.

Miss: Half damage

3rd level spell: Target with 70 hp or fewer, 4d6 damage

5th level spell: Target with 100 hp or fewer, 6d6 damage

7th level spell: Target with 180 hp or fewer, 6d10 damage

9th level spell: Target with 300 hp or fewer, 8d10 damage

Adventurer Feat Increase the hit point threshold of targets by 50 hp.

Champion Feat You can use the spell against multiple creatures, as long as their combined hp is lower than the threshold.

Radiant Shield (3rd Level)

Ranged spell; Once per battle

Target: You or a nearby ally

Effect: Until the end of the battle, the target gains resist damage from demons, devils and chromatic dragons 16+.

Champion Feat When the target resists damage, deal holy damage equal to your level to the attacker.

Roar of the Exalted One (9th Level)

Ranged spell; Daily

Effect: You and your nearby allies deal double damage against demons, devils and chromatic dragons until the end of the battle. You only get the damage bonus if you are engaged with the target.

High Druid (Light of the High Ones)

Chaotic Entanglement (1st Level)

Ranged spell; Once per battle

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. PD

Hit: The target is stuck (save ends). If the target fails the first save, roll on the High Weirdness table and apply the effect to the target. The weirdness ends when the target saves against the spell.

Adventurer Feat You gain a +1 bonus to attack with this spell against enemies who are already under at least one condition.

Enchanted Spores (5th Level)

Ranged spell; Daily

Special: You can cast this spell recklessly and target 1d6 enemies instead.

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. MD

Hit: 1d6 x 10 + Charisma poison damage, and the target is dazed (save ends). After the first failed save, the target is hampered (save ends) instead.

Miss: 3d6 psychic damage

Any natural odd attack roll (reckless only): All allies engaged with the target are dazed until the end of your next turn.

7th level spell: 2d6 x 10 poison damage

9th level spell: 3d6 x 10 poison damage

Champion Feat If the escalation die is 4+, attack 1d4 / 1d8 enemies with this spell.

Awaken the Beast (7th Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, you transform into a hulking brute with horns and claws. Increase your Strength score to equal your Charisma. Your hands turn into claws that deal d8 damage, and you gain resist all 12+.

You can’t cast spells, but you keep drawing stones from the bag at the end of your turn. Depending on the stone, you gain a different mutation effect until the end of the battle.

When you draw an attack stone, increase your attack damage by one step (up to d12).

When you draw a defense stone, increase your resistance by 2 (up to 16+).

When you draw an iconic stone. Roll 1d6 on the iconic mutation table below. Reroll any effects you already have.

  1. Air: You can fly as a move action.
  2. Earth: Enemies gain a -3 penalty to attempts to disengage from you.
  3. Fire: On an even miss, deal fire damage equal to your level to all engaged enemies.
  4. Water: Deal 10 (9th level: 20) ongoing poison damage on an even hit.
  5. Metal: Increase your AC by 2.
  6. Void: Spend a recovery to heal, but only heal half damage. Deal the other half as negative energy damage to a nearby enemy.

Champion Feat Roll on the iconic mutation table above once when you cast the spell.

Lich King (Twisted Path)

Bone Breaker (1st Level)

Ranged spell; At-will

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 1d6 + Charisma damage. If the target makes an attack before the end of your next turn, it takes half damage again.

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer Feat Increase miss damage to twice your level.

Foul Stench (1st Level)

Ranged spell; Once per battle

Special: Until the next full heal-up, you have disadvantage on Charisma-based skill checks.

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. PD

Hit: 2d8 + Charisma poison damage

Natural 18+: The target is weakened until the end of your next turn.

Miss: Your allies engaged with the target take 1d8 poison damage.

3rd level spell: 4d8 damage; 2d8 on a miss

5th level spell: 6d8 damage; 3d8 on a miss

7th level spell: 9d8 damage; 4d8 on a miss

9th level spell: 12d8 damage; 6d8 on a miss

Champion Feat Increase the number of targets to 1d4.

Faces of the Necropolis (3rd Level)

Close-quarters spell; Daily

Target: You or a nearby ally

Effect: The target rolls a d4. On a 1-2, it is subject to the effect of a necromancer’s Zombie Form spell. On a 3-4, the effect is Ghoul Form.

7th level spell: Roll 1d6. On 5-6, the effect is Ghost Form.

9th level spell: Roll 1d8. On 7-8, the effect is Vampiric Form.

Champion Feat On an even roll on the d4/d6/d8, the target’s next hit with an attack deals twice its level in extra negative energy damage.

Underworld Ally (5th Level)

Ranged Spell; Daily

Effect: You summon undead like a necromancer, following the summoning rules on page XX. Roll 1d4 to determine which spell effect you mimic, cast at your class level.

Summon Undead (13TW p. 86)

The Bones Beneath (13TW, p. 87)

Summon Horror (13TW, p. 89)

Summon Wraith (13TW, p. 90)

Champion Feat When you benefit from a warp talent or high weirdness effect, undead you summon also benefit from it.

Orc Lord (Blood of Warriors)

Test Your Might (1st Level)

Ranged spell; Daily

Target: The nearby ally with the highest Strength score

Effect: The ally can immediately make a melee basic attack as a free action. If the attack is a hit, that ally gains a 1d6 bonus to damage with melee attacks this battle. However, if the granted attack is a miss, that ally takes 1d6 damage as a punishment for their unworthiness.

3rd level spell: 2d6 bonus damage; 2d6 on miss

5th level spell: 2d10 bonus damage; 2d10 on miss

7th level spell: 3d10 bonus damage; 3d10 on a miss

9th level spell: 5d10 bonus damage; 5d10 on a miss

Adventurer Feat The ally gains a bonus to the first attack roll equal to your Charisma modifier.

Spiky Axe (3rd Level)

Melee attack; Once per battle

Attack: Charisma + Level vs. AC

Hit: 3d10 + Strength damage, and 10 ongoing damage

Miss: Damage equal to your level

5th level spell: 5d10 damage and 15 ongoing

7th level spell: 7d10 damage and 25 ongoing

9th level spell: 10d10 damage and 40 ongoing

Adventurer Feat Deal half damage on a miss.

Descent into Savagery (7th Level)

Close-quarters spell; Daily

Effect: Until the end of the battle, all melee attacks have advantage on the attack roll, while all other attacks have disadvantage. This affects you as well as your allies and enemies.

Priestess (Light of the High Ones)

Sermon of Pacifism (3rd Level)

Close-quarters spell; Daily

Effect: Until the start of your next turn, you and each ally who doesn’t make an attack during their turn get advantage on all saving throws at the end of their turn, and they can heal using a recovery. Don’t use the normal chaos mage spell selection at the end of your turn. Your next spell is always a defensive spell.

Adventurer Feat You also gain resist enemy attacks 12+ until the end of your next turn.

Chastise the Sinner (5th Level)

Ranged spell; Once per battle

Target: One nearby enemy

Attack: Charisma + Level vs. MD

Hit: 5d8 + Charisma holy damage and the target is hampered (only makes basic attacks) until the end of your next turn.

Miss: Half damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Champion Feat Increase the damage dice to d10.

Laughter of the Forgotten God (7th Level)

Ranged spell; Daily

Target: One random nearby enemy

Attack: Charisma + Level vs. MD

Hit: Twice your level in psychic damage, and the target is confused (save ends). If the save against the effect is a natural odd failure, end the effect on this target and move it to a random nearby enemy.

Miss: 1d20 + Level psychic damage

Champion Feat You don’t provoke opportunity attacks with this spell.

Prince of Shadows (Twisted Path)

Literal Backstabbing (1st Level)

Ranged spell; Once per battle

Target: A nearby enemy

Attack: Charisma + Level vs. AC

Hit: 5 ongoing negative energy damage. If the target is engaged with one of your allies, deal 10 ongoing damage instead.

Miss: Deal negative energy damage equal to your level to one of your allies engaged with the target (or closest to the target).

3rd level spell: 10 / 15 ongoing damage

5th level spell: 15 / 25 ongoing damage

7th level spell: 25 / 40 ongoing damage

9th level spell: 40 / 60 ongoing damage

Adventurer Feat The first save against the ongoing damage has disadvantage.

Consumed by Shadow (5th Level)

Ranged spell; Daily

Target: 1d3 nearby enemies

Attack: Charisma + Level vs. PD

Hit: 7d10 + Charisma negative energy damage. Until the end of your next turn, the target is dragged halfway into the shadow plane. Its attacks deal half damage, and all attacks against it deal half damage.

Miss: Half damage

7th level spell: 10d10 damage

9th level spell: 15d10 damage

Champion Feat The shadow plane effect is “save ends”.

The Three (Twisted Path)

Gift of Power (3rd Level)

Close-quarters spell; Once per battle

Effect: Gather Power like a sorcerer, including the chaotic benefit. You gain the double damage with the next chaos mage spell you cast. At the end of this turn, if the spell selection gives you a defensive spell, choose an attack spell instead.

Adventurer Feat If you have an icon relationship with The Three, you can cast this spell at-will.

Wildfire (5th Level)

Ranged spell; Once per battle; Chain spell

Target: One nearby enemy

Attack: Charisma + Level vs. PD

Hit: 15 ongoing fire damage

Miss: Your level in fire damage

5th level spell: 25 ongoing fire damage

7th level spell: 35 ongoing fire damage

9th level spell: 50 ongoing fire damage

Chain spell: Each time your natural attack roll is even, you can attack a different target with the spell.

Champion Feat Enemies making a save against the ongoing damage have disadvantage on the roll while there is at least one other nearby enemy also taking ongoing damage from this spell.

Airstrike (9th Level)

Close-quarters spell; Daily

Effect: Nothing happens this turn but a loud rumbling sound. At the start of your next turn, a gigantic dragon head appears in the air above you and covers the area in flames.

Target: 1d6+1 nearby or far away enemies

Attack: Charisma + Level vs. PD

Hit: 3d6 x 10 + Charisma fire damage

Miss: Half damage to the target

Natural odd miss: Half damage to your allies engaged with the target

Always: Enemies that are not targeted take 10 psychic damage from the muffled screams of your incinerated victims.

Epic Feat If you draw an iconic spell again in the same battle, you can skip the icon roll and cast this spell again by expending another daily spell. The second time it does 2d10 x 10 lightning damage. The third time it does 2d6 x 10 ongoing acid damage.

Section 15: Copyright Notice

DATP: Dark Alleys & Twisted Paths. ©2019, Kinoko Games