Magic: Sphere of Chaos
Magic: Sphere of Chaos
Chaos Magic focuses on the energies that guide people's lives and the
raw elements of magic itself. The results one gets from it are never
quite what one expects. Chaos Mages control luck, probability, and the
effects of magical energies. Quite often they are used to enhance
spells or to manipulate the effects of certain magical items or zones.
They aren't employed as often as one might think because unfortunately
their spells tend to have side-effects or "added color" that aren't
always desireable. Most view Chaos Mages more as a "necessary evil"
than a boon.
Most Chaos Mages are either partially insane, eccentric, or unshakable.
Some people refer to them as "Luck Mages"... but that luck
isn't always good. It isn't hard to spot a Chaos Mage in a crowd. He's
either the one that doesn't seem to be bothered by the fact that his
tail is on fire, the one being chased by a mob of angry blue creens, or
the most oddly dressed person in the room.
Quite often they are paired with other mages to enhance or "spice up"
their rituals. They are often resented by their peers
because of the unpredictability of their spells. This negative stigma
also extends to the general populace -- There are some people, for instance,
who use Chaos Mages as scapegoats for every bad thing (real or imagined)
that happens to them.
Cantrips
Dissolve
A small cloud disappears by the use of magic alone. Large stormclouds
are unaffected by this, and the clouds tend to reform as soon as the
cantrip's effects wear off.
Fade/Brighten
This cantrip works best on cloth. When cast, it will
fade an area of color wherever the mage places his hand, or will make
the color brighter. The effects of this cantrip are not permanent, much
to the relief of clothiers who often find unexplained handprints on
their wares.
Wisp
This alters the currents of air around the caster's hand and/or
fingertips, creating a small trick of light, similiar to that of heat
radiating off of pavement. It's easy to miss unless you're watching for
it.
Minor Spells
Added Effect
This is more of an entertainment spell than a useful
one. If used along with a Fire spell, it might cause the fire to take on
odd shapes or colors. For a rain spell, it might cause bugs to rain down
from the skies instead of water ... or it might make water produced by
a Water Mage taste like peppermint.
This is an extremely unpredictable spell, and like so many
other Chaos spells, the end result isn't exactly what was planned. (One
of the most recent flubs was that when a wealthy noble wished it to snow on
his wife's birthday... the Air Mage caused the fluffy flakes to fall,
but the Chaos Mage's addition made each and every flake yellow in color.)
Concealment
Not so much of a "stealth" spell or invisibility spell,
this simply alters the chance of someone noticing the person affected.
This spell is easily broken and the one wishing to keep from being
noticed still needs to make an effort to remain out of sight. The
effects can also be reversed, causing the object to gain more notice
than usual... although the spell sometimes has odd ways of attracting
attention.
Douse
Detecting magical energies and any taints that might exist on
something. This spell can be used to determine if an object is magical
and if it's an "evil" item or a "good" item, or if the magic in a
specific Forbidden Zone or area is balanced or imbalanced in one
direction or another. It cannot be used as a "compass" to sniff out
magic; it simply determines the intent and power of a specific area. If
told that a certain item is magical, then the mage can know to focus his
spell on that item instead of in a general area, but it cannot locate
magical items.
Fortune Telling
This spell allows the mage to see the future of a
specific person. It's not as detailed as scrying and cannot name
certain events that will happen to a person, but can be used to
determine if someone has a lucky or unlucky life ahead of them.
A Chaos Mage is unable to determine his own future with this spell.
Luck
This spell can be placed upon an object or a person for the
duration of an hour to a week, depending on how much time was spent on
the spell. It can do one of three things, increase the object's chances
(or objects in its contact) of positive occurances happening (Like
finding a coin in the street, winning a bet, or getting a good die
roll), increase negative occurances (getting robbed, losing a bet), or
stabilizing someone temporariarly who might be naturally lucky or
unlucky. Like all chaos magics, this spell can be unpredictable and
sometimes oddities or unexpected results may occur. (Magic doesn't know
that repeatedly rolling the same number on a die might make people
suspiscious, for example.) Most gambling halls, casinos, and betting
arenas have wards against such magics around their facilities.
Passage
A "safety" spell that some airshipmen or travelers will
partake of before they're about to go on a journey. Supposedly this
spell makes the trip more safe and less exciting. There is also a
variation of this spell (Peril) that does the exact opposite, granting the
traveler a more dangerous and interesting trip. The duration and effect
of this spell varies greatly. Most Chaos Mages mumble this spell under
their breath when traveling home on a dark night in the wrong part of
town.
Trigger
This encourages any pent up bits of probability to go off --
Usually events that were going to happen anyway like an apple falling
from a tree or a rickety old house collapsing. This spell does not
"cause" things to happen so much as simply encourage them. A gun that
was going to
misfire might go off anyway, but a gun that was properly packed and
safety measures taken will not. This spell can sometimes set off traps,
but tends to be somewhat unreliable in that regard.
Another application of this spell is to suppress such events. A
strained rope about to break might hold for just a bit longer. This isn't
really a "reversed" form of the spell ... just a probability push in the
other direction.
Rituals
Blessing/Curse
A highly controlled ritual, this spell works similarly
to "luck", but tends to have more powerful effects. It affects chances
in a positive or negative way... although if the chance did not exist
to begin with, then the spell is useless. This spell is sometimes used
before planting for good harvests, around the sick to encourage
recovery, and at the beginning of voyages to encourage safe travels.
This spell cannot actually cause plants to grow, heal the sick, or
protect an airship from bad weather... it simply affects the chances of
something positive occuring. On the flip side, it is also used
(illegally) to curse harvests, cause the sick to die or healthy people
to become sick, or to make travel very dangerous. An especially
powerful version of this ritual was used by the Chaos Mages of the
Emperor-Potentate to "bless" the participants in the Emperor's Challenge
with greater chances of encountering each other during their travels.
As powerful as this ritual is, it is also unpredictable just like
other Chaos magicks.
Dispel
The Chaos Mage uses his powers to destroy an enchantment put
on a person or an item. It involves weakening the spell and then
magically "shattering" it.
This is an extremely dangerous and
unpredictable spell for mages that are trying to remove evil
enchantments or curses, as the spellcaster must momentarialy draw the
energies into himself before dispelling them. There is a chance that
the Mage could very well destroy himself right along with the cursed
object, or could die having done nothing at all to remove the
enchantment. There is also the chance that fragments of the enchantment
may still linger in an area and cause trouble.
Enhancement
Increases or decreases the magic in an area. This can
either cause machines to work better or spells to be more enhanced. The
enhancement only lasts as long as the mage keeps the spell "up". They
cannot use this spell to make another spell more powerful, although they
can "back up" another mage while he's performing a spell or ritual. If
a mage works on a spell that is being enhanced by a Chaos Mage, it tends
to be more powerful and more quickly cast than normal... but the end
result also tends to reflect "flavors" of Chaos Magic in the way of
little unexpected occurances. A machine bolstered by a Chaos Mage has a
chance of exploding as soon as the spell ends, even if it has no
explosive components.
Reverse
Almost all Chaos spells can be cast in a positive and negative
way, so it is only natural that a Chaos mage can also reverse the
effects of other magical elements as well. A spell designed to make a
plant grow can make it shrink instead, or a spell made to
warm up a room can make it chilly.
The more powerful or complex the spell,
the less chance this ritual has of doing anything useful, and some spells
may have more than one possible way of being "reversed". For example,
reversing an Ice Bolt spell cast by a Winter (Water) Mage could cause the
Ice Bolt to be targeted on the caster instead ... or perhaps cause a
"bolt" of hot water to be summoned instead and still launched at the
same target.
If used alongside
another mage's ritual, the mage can choose to "resist" the spell and
bypass its effects.
Stabilize
This ritual is very useful in Forbidden Zones or patches of
wild magic. It will temporarily calm a small area around the mage and
holds back the effects of wild magic for however long the ritual is
"held up". The more powerful the opposing magical forces are, the
harder this is on the casting mage and quite often after using this
ritual the mage needs time to recover. There is also the danger of
"rebound" when the spell goes down. (In other words, a Chaos Mage can't
just walk into Bosch and hold back the energies there. He could for
maybe an hour at most, and then as soon as the ritual was ended it would
be as though he were hit with an hour's worth of Bosch effects and
radiation all at once.)
The reverse of this spell is known as "Blitz". There's no better word for
this ritual. For a brief period of
time it will cause probability to go absolutely crazy in an area.
Bottle corks will pop off, frogs might rain down from the skies,
and everybody gets the same song stuck in their heads. Usually when the
spell's effects pass there's a big mess and lots of confused people
standing around wondering what the heck just happened.
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