8.22 Chaos Mastery (Chaotic Lord Base)

This is perhaps one of the most dangerous spell lists ever devised. The act of "creating chaos" should only
be attempted in a controlled environment or perhaps as a last resort in a hazardous situation. Created chaos
grows by consuming everything in its path: everything it touches is dissolved and serves to make the chaos
larger. Each round created chaos is capable of increasing its size by a 1' R (i.e., an increase of an area
of 1'R, NOT 1' to its total radius). There are several ways to halt and/or control this growth:

1) Let it run loose: once it has obtained sufficient size (GM discretion), it will melt/dissolve its way down
into the magma zone of the planet. There the internal heat of the lava/magma will consume the chaos faster
than the chaos can consume the magma: after the chaos is totally consumed, the magma rushes forth and fills
the crater created by the chaos, creating a magma lake. A new problem, but one that will slowly solidify in
a couple of centuries.

Chaos is heavier than water and sinks rapidly. Gravity does have an effect on chaos: so it tends to "flow"
down hill, taking the path of least resistance (like a river or a tornado).

2) There has been some success in stabilizing the chaos (i.e., it stops growing) by neutralizing all of its
Essence, Channeling, and Mentalism (e.g. by using Unessence, Unmentalism, and Unchanneling). If it is
stabilized, a successful Stone/Earth spell can substitute stone for 100 cu' of the chaos (GM may require the
use of Spell Mastery skill). However, if the chaos successfully resists this spell, it immediately begins
to grow again. Chaos resists at 10th level, with every 100 cu' of chaos giving it an additional +1 bonus.
Sorcerors have had similar success with Solid Destruction True.

3) The creation of a "magical vortex" has also been successful in combating growing chaos: but this leaves
another problem perhaps even greater than the chaos problem. A magical vortex is created by super-saturating
an area with more Essence than the area can safely handle. The number of PPs required varies, but it is on
the order of 100,000 PPs discharged in an area varying in radius from 10' to 1 mile depending upon the local
("strength of the fabric of space"). A magic vortex acts as a vacuum cleaner (i.e., tornado, hurricane, etc.)
on all power within its area of effect.

4) The spells on this list that are designed to control chaos.

Note 1: Due to the potential damage of chaos, the mere presence of a Chaotic Lord is often enough to cause
warring factions to make temporary peace in order to face the Chaotic Lord as a united front. There are
safe havens for Chaotic Lords, but not many. It has been rumored that the Assassin's Guild have given these
Lords top target priority.

Note 2: Chaos is raw elemental material, mixed with free floating Essence, Channeling, and Mentalism power.
It has no internal matrix, so giving it an actual internal structure (GM discretion) may serve to stop its
growth.

Note 3: Some items do survive engulfment by chaos: these items are almost always artifacts.

Note 4: "." denotes that this spell does not require the caster to spend power points to utilize this spell.

________________________Area Of Effect__Duration___________Range
1--
2--Chaos Presence * .___10'R/lvl________------------_______Self
3--
4--
5--Dissolve Chaos_______1'R_____________1 min/lvl(C)_______10'
________________________________________________________________
6--
7--
8--
9--
10-Create Chaos_________1'R_____________------------_______10'
________________________________________________________________
11-
12-Control Chaos________Chaos___________1 min/lvl(C)_______10'
13-
14-
15-Diminish Chaos_______Chaos___________P__________________10'
________________________________________________________________
16-Master Chaos_________Chaos___________1 min/lvl(C)_______10'
17-
18-
19-
20-Manipulate Chaos_____Chaos___________24 hours___________10'
________________________________________________________________
25-Master Chaos True____Chaos___________1 hr/lvl___________10'
________________________________________________________________
30-Expel Chaos__________Chaos___________P__________________10'
________________________________________________________________
50-Chaos Mastery________Chaos___________24 hours___________10'
________________________________________________________________

2--Chaos Presence (U*.) Allows the caster to immediately become aware of all chaos within a 10'R/lvl.

5--Dissolve Chaos (F) Allows the caster to dissolve a 1'R area of chaos every round that he concentrates.
The chaos continues to grow at a rate of 1'R per round, so basically this creates a stand off.

10-Create Chaos (FE) Allows the caster to create a 1'R sphere of chaos. Unless controlled immediately
the chaos begins growing at a rate of 1'R per round. It dissolves everything in its path. The chaos does
damage determined by plasma ball table, with all criticals being Acid criticals.

12-Control Chaos (F) Allows the caster to stop the growth of the chaos for 1 min/lvl as long as he maintains
concentration.

15-Diminish Chaos (F) As Dissolve Chaos except chaos stops growing and thus is condensed back to nothingness
at a 1'R area per round.

16-Master Chaos (F) As Control Chaos except caster does not need to concentrate.

20-Manipulate Chaos (F) Allows the caster to handle and manipulate chaos material, limiting damage to 1D10
hits a turn. Caster can shape chaos into an inanimate, non-intelligent, magical object. The chaos material
is extremely difficult to work with. Its hardness is variable (roll 1D10+1): its magical bonus is
+[1D100 (open-ended) divided by 5]: and it radiates the most prevalent emotion/mental state of the caster
at the time the object is shaped. This spell will manipulate enough material to create a magical dagger of
its equivalent in weight. A GM may wish to give powerful "dispelling" spells and fields a chance of causing
a chaos object to revert to its base state of uncontrolled chaos. A chaos object also serves as a power
stabilizer (i.e., the wielder of object never drops below his intrinsic power points). If the caster casts
a spell that reduces his PPs below his intrinsic PPs, the chaos object draws power from the caster's
concussion hits: the caster takes 1D10 hits and his PPs return to his intrinsic PP total (i.e., his PP total
ignoring any spell multiplier). For example: Korwind, who wields a chaos object, has an intrinsic PP total
of 9. Anytime Korwind's PP total drop below 9 points, he will take 1D10 concussion hits and his PP total
will be restored to 9.

25-Master Chaos True (F) As Master Chaos except the duration is 1 hr/lvl.

30-Expel Chaos (F) As Diminish Chaos except the rate of condensing is ten 1'R areas per round.

50-Chaos Mastery (F) As Manipulate Chaos except the chaos items act as a power stabilizer for the wielder's
PP total as incrased by a spell multiplier.


Edited by Bart (01/06/09 09:04 AM)