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Chaos Mage *ROUGH DRAFT*

Races: Human, Elf, Drow, Avian, Half-Elf, Gnome, Illithid, Undead, Demon

Alignment: Any Chaotic

Skills

Level 1: Dagger, Sword, Staff, Mace

Level 3: Meditation

Level 6: Parry

Level 8: Fast Healing

Level 10: [Minor Ritual]*

Level 14: Trance

Level 15: Shield Block

Level 19: [Minor Ritual]*

Level 25: Dodge

Level 27: [Major Ritual]*

Level 30: Subvocalize*

Level 34: Two Handed

Level 40: [Major Ritual]*

Level 50: [Master Ritual]

Spells

Level 1: Armor, Chilling Touch

Level 2: Detect Invis

Level 4: Invisibility

Level 5: Burning Aura*

Level 6: Faerie Fire

Level 7: Shield

Level 9: Curse

Level 10: Summon Familiar*, Detect Magic

Level 11: Stone Skin

Level 12: Discordian Strike*

Level 14: Freezing Aura*

Level 16: Veil of Darkness

Level 18: Protective Shield

Level 19: Lightning Bolt

Level 20: Entropic Shield*

Level 21: Pass Door

Level 22: Poison

Level 25: Subdue*

Level 27: Chaos Blade*

Level 29: Word of Recall

Level 30: Thunderclap, Summon Familiar*

Level 33: Focus Energy*

Level 40: Chaos Aura*

Level 44: Blink*

Level 45: Summon Familiar*

Level 50: Armageddon*

Minor Ritual -> Ritual -> Major Ritual -> Master Ritual

The Chaos Mage, in an attempt to harness the raw energy that lies within, is able to perform rituals in order to gain some small measure of control over their intensely powerful innate magic. These rituals are varied, and the effect of each depends on the training an individual Chaos Mage chooses to undertake.

Augmentation : Chaos Armor -> Wild Growth -> Empowered Aura -> Enhance Chaos

Chaos Armor

Syntax: automatic

In the beginning stages of an Augmentative Chaos Mage’s training, they are most focused in surrounding themselves with Chaos. This concentration allows the Mage to create an almost tangible force out of chaotic energies, creating a substantial protective armor that increases in durability and offers more protection as the Mage grows in strength and proficiency.

Wild Growth

Syntax: store

The second ability a Chaos Mage of the Augmentation path learns is the ability to focus Chaotic forces in their own body and the bodies of their companions, in order to make them stronger, faster, and healthier. However, such growth is not always reliable, and does not come without a price - but as with most things, the higher order of control the Mage gains over their own energy and their ability to utilize such growth, the more reliable the ability’s use becomes.

Empowered Aura

Syntax: store (requires twice-stored energy)

A Chaos Mage of the third circle of Augmentation is able to focus intently on their Chaotic aura, allowing them to enhance the aura’s power and thereby the damage it does to their opponent. Additionally, with the enhanced outward strength of the aura, the inward backlash is lessened, reducing the amount of damage the Chaos Mage takes from the wild flows of Chaos.

Enhance Chaos

Syntax: store (requires thrice-stored energy)

At the final circle of the path of Augmentation lies the ability to truly augment pure Chaos. By doing so, a mighty Chaos Mage is able to increase the potency of their spells, ranging from added protective powers to increased destructive capability. When the mage reaches the highest mastery of their enhancement, it is not unheard of for spells to achieve instantaneous annihilation of a foe. However, the Mage lacks the same control of their Destructive brethren, and therefore the risk of a significant backlash is somewhat higher.

Destruction: Chaotic Touch -> Atrophy -> Entropic Infection -> Disintegration

Chaotic Touch

Syntax: automatic

At the first circle of their training, a Chaos Mage focused on Destruction can learn to imbue his hands and extensions thereof (namely weapons) with a small force of Chaos. This force, based on the Chaos Mage's own strength, can cause harm to the Mage's opponent in battle. However, the force may also attack its caller, harming the Mage instead.

Atrophy

Syntax: store

A Chaos Mage of the second circle may focus the force of Chaos in their hands, causing it to directly attack the muscles of their foe. This results in the accelerated deterioration of their opponent's musculature, which can greatly weaken and enfeeble the Mage's enemy.

Entropic Infection

Syntax: release (requires stored energy)

In the third circle of their training, a Chaos Mage learns how to focus Chaos within the body of their foe. However, the unitiated of Chaos often find themselves lacking the ability to withstand this force. As a result their body turns on itself, attacking the cells infected with the Chaos in an attempt to get rid of them. It also weakens the foe's ability to fight off other infections, as their immune system is focused on attacking the disease at hand. (causes a temporary plague effect, and a longer lasting -spellsvs effect)

Disintegration

Syntax: release (requires twice-stored energy)

Upon completing the fourth and final circle of their training, a Chaos Mage is able to create a pseudo-sentient entity out of pure Chaos. This entity, unlike the entropic infection, enters the victims body and takes complete control. After several hours of incubation, the monstrosity savagely turns its host upon him or herself, causing massive damage and possibly killing them outright. However, this ability is not without its dangers. When meddling with such powerful forces, a Chaos Mage risks their own safety, for the Chaos may turn on them instead.

Protection: Bind Chaos -> Entropic Ward -> Cognition -> Mark of Discord

Bind Chaos

Syntax: automatic

The first thing a Chaos Mage of the protective path learns is to bind their inner Chaos, making it their servant and not the other way around. Such a binding results in a more significant amount of control over the powers the Mage learns, and reduces the chances that their energy will strike back at them.

Entropic Ward

Syntax: store

A Chaos Mage of the second circle in the hall of protection is taught to ward off assaults of ordered magic, boosting the protective capabilities of the Mage’s own enchantments. The ward of entropy increases the power of the mage’s Entropic Shield, and adds a defensive capability to the chaotic auras the mage is trained in focusing.

Cognition

Syntax: store (requires twice-stored energy)

In the third circle of their protective training, a Chaos Mage gains the ability to concentrate on the powers of their foe, revealing their enemy’s inner Chaos. By sensing the flows of energy surrounding their opponent, the Mage is better able to predict their actions, meaning that they can better prepare for assaults. This means the Mage can effectively predict and therefore dodge attacks that a more vulnerable foe would fall victim to, effectively countering such attempts.

Mark of Discord

Syntax: release (requires twice-stored energy)

At the highest order of the protective sect of the Chaos Mages are those who can call forth a guardian of Discord to protect their body while they are in battle. By marking a foe with the symbol of Discord, the Mage is able to create a being that will attempt to turn their opponent’s blade from its intended course. The recipient of the Mark will also be surrounded by a field of Chaos that will temporarily prevent their body from substantial recovery.

General Abilities (all paths)

Subvocalize

Syntax: subvocalize

Due to the innate nature of their magic, a Chaos Mage is able to withstand the effects of utter silence. A number of their spells are able to be brought forth with mere gestures, or even a glance if the Mage is powerful enough. However, no matter the strength of the mage, a spell unaccompanied by an incantation causes more strain on the Mage’s mind than a normal usage.

Burning Aura, Freezing Aura, Chaos Aura

Syntax: cast ‘burning aura’, cast ‘freezing aura’, cast ‘chaos aura’

At varying stages in their training, a Chaos Mage learns how to focus the Chaos flowing through them into a powerful aura. This shield of energy, while granting rather insignificant mundane protection, is capable of causing a considerable amount of harm to any foe unlucky enough to attempt trespassing into a close proximity of the mage.

Summon Familiar

Syntax: cast ‘summon familiar’

Chaos Mages, or at least those with the potential to become them, are often left in the wild, untrained by those who have forged their own path. These unitiated are often looked down upon by the members of the guild, and seldom live to see a mastery of their unique abilities. To stop this from occurring, the head Mages found a way to send creatures imbued with magic to the struggling mages, in order to guide them in their time of need. The familiar a Mage calls is dependant on their chosen path, and will serve the mage faithfully for the rest of their life.

All mages initially summon the same familiar. Then a lesser familiar and greater familiar will be summoned as the mage gains strength, based on the mage’s chosen path.

Discordian Strike

The primary offensive spell learned by all Chaos Mages, the Discordian Strike is a beam of pure chaotic energy. The potency of the strike is based on how much Chaos energy the Mage is willing to expend - and how much they can afford to. The level of the mage’s training, in addition to proficiency in the spell and the mage’s general condition at the time of casting all have an effect on the degree of their energy usable, and on the subsequent effect of the spell. A mage attempting to use too much energy with too little training may find themselves being hit with a backlash of energy.

Entropic Shield

Syntax: cast ‘entropic shield’

Much like the sanctuary granted by the ordered magic of the arcanists, and the prayers of the divine, the Entropic Shield is a protective ability with a basis in Chaos. The shield grants the mage the ability to withstand great attacks that would cripple normal men, by diverting some of the harmful strikes into small bursts of Chaos.

Subdue

Syntax: cast ‘subdue’

Utilizing their own powerful innate energy, a well trained Chaos Mage is able to turn an opponent’s own energy against them. By doing so, their foe’s body begins to slowly shut itself down, energy being systematically withdrawn from their system. With each successful attempt to subdue their enemy, the Mage siphons out a small amount of energy, and in turn can cause render their foe weakened, and possibly even unconscious.

Chaos Blade

Syntax: cast ‘chaos blade’

After much training, a Chaos Mage is not only able to concentrate their chaotic energies into a protective aura, but can also focus the energy into a single central point. Through deep concentration, the Mage can temporarily imbue their weaponry with a potent field of Chaos, causing additional harm to any opponents unlucky enough to be fighting them.

Focus Energy

Syntax: cast ‘focus energy’

Chaos Mages, much like other wielders of great power, rely on the source of their strength for their livelihood. This is especially true in the Mage’s case, as the Chaos they call upon is their only defense against their enemies. As such, Chaos Mages have worked diligently to discover a way to preserve their energy to truly save their own life - and in doing so have learned how to focus their energy. By focusing in such a manner, the Mage strips their body of a small amount of pure chaos, in order to restore a small bit of order, healing minor wounds.

Blink

Syntax: cast ‘blink’

cast ‘blink’

By momentarily focusing a burst of energy, a Chaos Mage can dematerialize their own body, sending it to a nearby location. Utilized primarily as a means of escaping to safety, with great proficiency the mage can actually use it as a means of travel. A truly powerful mage can concentrate on a particular target, and attempt to rematerialize near that being. However, much like the mysterious art of teleportation, blinking without proper training can result in appearing in a more dangerous place than the mage left.

Armageddon

Syntax: cast ‘Armageddon’

Few who witness a Chaos Mage calling upon the pure destructive powers of the Armageddon have lived to tell the tale. However, there are stories of an ability so intensely powerful that none can stand against it. The only beings that know the truth of the matter are the Mages that call upon it - and even then they try to forget. The only certainty is that an sane individual does not want to be on the receiving end of this apocalyptic force.

Dare I say...I like it.

Bugger. You just doomed it to failure.

Nah, but in all seriousness, that's good to hear. It was a little off the wall, and not completely what I had advertised it as, so it's good to see that it's still well received (at least by one person)

I retain Grish's concerns that a class that relies too much on abilities that are based on chance is either going to be too strong when it works right or too weak when it doesn't to make it much fun. If I fight and beat a chaos mage, I don't want it to be because his spells are backfiring and giving me an advantage. Likewise, if I lose to one, I want it to be because he was better, not just lucky in how his spells came off.

voodoo place Chaos'mage Hex

heh..

I retain Grish's concerns that a class that relies too much on abilities that are based on chance is either going to be too strong when it works right or too weak when it doesn't to make it much fun. If I fight and beat a chaos mage' date=' I don't want it to be because his spells are backfiring and giving me an advantage. Likewise, if I lose to one, I want it to be because he was better, not just lucky in how his spells came off.[/quote']

I can only do so much in that respect. If given any say in the matter, should the class become a reality, I don't intend to have the backfires be battle-winning or losing - just a small bit of extra damage that the player has to keep their eye on. And as with all things, the backfiring is less frequent with adequate training.

Well, a good portion of PK is luck anyhow. I think the randomness can be contained to a reasonable level in implementation. The class should be random, but not in a totally negative way. Spells that backfire shouldn't be too much of a detriment, more like when you miss a bash or something.

EDIT: Might take a stab at the concept myself. I like the idea and want to see if I can put a spin on it.

I retain Grish's concerns that a class that relies too much on abilities that are based on chance is either going to be too strong when it works right or too weak when it doesn't to make it much fun. If I fight and beat a chaos mage' date=' I don't want it to be because his spells are backfiring and giving me an advantage. Likewise, if I lose to one, I want it to be because he was better, not just lucky in how his spells came off.[/quote']

My own take on it

Chaos Mage

The boundaries of Chaos were long defined by those who strode in the darkness. Corruption and discord reigned, yet the true nature of Chaos had been lost to time. Now, with the rise of Order, the backlash has come forth and a loose-knit group of mages have forged a new path.

Class Requirments:

Alignment: Any

Ethos: Chaotic

Religion: Chaos

Races: Human, Half-Elf, Avian, Gnome, Feral

Skills

Level 1: Staff, Dagger, Whip, Meditation, Scrolls, Staves, Wands,

Recall

Level 3: Mace

Level 6: Parry

Level 11: Fast Healing

Level 15: Trance

Level 20: Shield Block

Level 25: Two Handed

Level 36: Bloodletting

Level 1: Armor, Teleport

Level 3: Detect Invis

Level 5: Invisibility

Level 8: Faerie Fire

Level 9: [Abstraction]

Level 11: Summon

Level 15: [Amplification], Protective Shield

Level 18: Shield, Faerie Fog

Level 22: Pass Door

Level 28: [Lamentation]

Level 30: Word of Recall

Level 35: [Cacophony]

Level 44: [Perplex]

Level 47: Collusion

Level 50: [Masterpiece]

Bloodletting

Syntax: Bloodletting

By making small incisions in their body, a Chaos Mage can drain off detrimental forces that may be resounding in their bodies. This will heal their mind and body, while leaving them lower in health, dexterity, and strength for a time.

Collusion

Syntax: Collusion

This calls upon the energies of chaos to imbue upon the Chaos Mage a sort of blessing, though at a great cost to their body. The effects vary greatly, from increased mental capacity to longer spell durations to entropic familiars that aid the Chaos Mage in battle.

Abstraction

Selection: 3

Harrow - Direct Damage

Oppress - Weakens Opponents

Vex - Lowers Magical Defenses

Burden - Encumbers opponents

Amplification

Selection: 2

Persecute - Renders opponent unable to speak or communicate in any way

Glean - Takes a spell at random from opponent and casts it upon yourself or opponent

Manifest - Creates a weapon out of pure chaos with random stats

and random effects

Lamentation

Selection: 2

Fright - Weakens opponent, randomly may induce a flee

Madden - Lowers opponents skill percentages

Cripple - Drops a random stat by half

Cacophony

Selection: 3

Fissure - Damage to non-fliers, lags 2-rounds

Upheaval - Damage to fliers, lags 2-rounds

Expunge - Damage to Communers when they commune spells

Vacuum - Damage to Casters when they cast

Soften - Lowers melee damage, reduces armor effectiveness

Perplex

Selection: 1

Wanderlust - Causes opponent to stray from battle randomly

Deviation - Causes opponent to strike wildly at anyone in the room

(mobs and people in PK range)

Corruption - Opponent will be unable to attack you for a short

duration

Masterpiece

Selection: 1

Catastrophe - Immense damage with random effects

Jinx - Immensely lowers all stats and skills

Ruin - Powerful damage that ignores saves, but will have feedback at the end of the battle that is cumulative

The whole idea behind my version was that they would debilitate their foes with overwhelming negative effects while using direct damage to finish them off. They do not have the same effect that Shaman do, because the maladys weaken and drain them over time while the Chaos Mage uses oppressive dischordant energies to almost dissolve an opponent's will and ability to fight.

Just my take on it.

Well' date=' a good portion of PK is luck anyhow. I think the randomness can be contained to a reasonable level in implementation. The class should be random, but not in a totally negative way. [b']Spells that backfire shouldn't be too much of a detriment, more like when you miss a bash or something.

EDIT: Might take a stab at the concept myself. I like the idea and want to see if I can put a spin on it.

Yes, but warriors are not built around bashing. They are built around weapon selection, which is not random. As I said, I have no qualms with there being skills that backfire or are hard to figure out, but I have a problem with a class being built primarily around such. While the idea is interesting, I don't think it'd translate well to fun gameplay, either as it or against it.

Any other thoughts? Additions? Concerns?

For those of you concerned that it would be too chance-based, that can be moderated via implementation. What you have to consider is that I am not handing you pre-written code, just a very basic framework for a class. This is how all classes start. Then they're coded, debugged, tweaked, recoded, and then balanced after they've been in play for several months (IE - liches).