Aspect Codex
Chaos Magic
Chaos Magic is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Chaos Magic defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Minor Glitch
Create a harmless chaotic glitch within range: a color shift, tiny sound, brief distortion, reversed word, harmless spark, or impossible coincidence. The effect cannot deal damage or force a save, but may distract, entertain, mark, or briefly reveal magical instability.
Unstable Spark
Hurl a flicker of unstable energy at one creature. Make a ranged power attack. On a hit, the target takes 4 (1d6) variable damage. Roll 1d8 to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder.
Chaos Bolt
Hurl chaotic energy at one creature within range. Make a ranged power attack. On a hit, the target takes 2d8 + 1d6 variable damage. One d8 determines the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder. If both d8s roll the same number, the energy leaps to a different creature of your choice within 30 ft. of the target. Make a new attack and damage roll. A creature can be targeted only once per use.
Surge Gambit
When you make a d20 roll, spend 1 Charge to gain advantage on the roll. Then roll twice on the Chaos Surge Table; the GM chooses which result occurs.
Random Step
You teleport 10 ft. to an unoccupied space you can see, then roll 1d4. On a 1, you also move 5 ft. in a random direction if the space is unoccupied.
Unstable Ward
When a creature you can see within range takes damage, roll 1d6. On an odd result, reduce the damage by the number rolled + your CHA modifier. On an even result, the creature gains temporary hit points equal to the number rolled after the damage resolves.
Nathair's Mischief
Fill a 20-ft. cube centered on a point within range with fey and draconic chaos. Roll 1d4 when the cube appears and at the start of each of your turns: 1 creatures are charmed until start of your next turn; 2 creatures are blinded until start of your next turn; 3 creatures must make a WIS save or move 10 ft. in a random safe direction; 4 the area is difficult terrain. Before rolling each turn, you may move the cube up to 10 ft.
False Negative
When you miss with an attack roll, roll 1d6. On a 4 or higher, the miss becomes a hit, but the attack deals half damage and triggers a Minor Glitch centered on the target.
False Positive
When a creature you can see within range succeeds on a d20 roll, roll 1d6. On a 5 or higher, the success becomes a failure, but the creature gains advantage on the next d20 roll it makes before the end of its next turn.
Chaotic Burst
Unstable force bursts outward. Creatures of your choice in the emanation must make a DEX save, taking 9 (2d8) variable damage on a failed save, or half as much on a success. Roll 1d8 to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder.
Surge Release
Roll once on the Chaos Surge Table and resolve that result. If the result would directly damage you, you gain resistance to that damage.
Probability Scramble
Choose one creature you can see within range. Until the start of your next turn, whenever it makes a d20 roll, roll 1d4. On an odd result, subtract the number rolled from its d20 roll. On an even result, add the number rolled instead.
Warp Space
Choose one creature you can see within range. It teleports 10 ft. to a random safe unoccupied space within range. If no such space exists, it remains in place and takes psychic damage equal to your CHA modifier.
Reality Flicker
When a creature you can see within range is hit by an attack, roll 1d6. On a 1–3, the creature gains +3 AC against the triggering attack. On a 4–6, the attacker rerolls the attack and must use the new result.
Surge Vessel
Whenever you use Surge Gambit, roll on the Chaos Surge Table, or roll variable damage for a Chaos Magic power, gain temporary hit points equal to your CHA modifier. If a Chaos Surge Table result or random Chaos Magic result directly damages you, reduce that damage by your proficiency bonus.
Chaos Shield
When you take damage, roll 1d8. Reduce the damage by the number rolled + your CHA modifier. If the roll is an 8, the attacker takes force damage equal to the amount reduced.
Random Affliction
Choose one creature you can see within range. It must make a CHA save. On a failed save, roll 1d6: 1 blinded, 2 deafened, 3 frightened, 4 poisoned, 5 restrained, 6 unable to take reactions. The condition lasts until the end of its next turn. The target repeats the save at the end of each of its turns.
Chaotic Reversal
When a creature you can see within range succeeds or fails on a d20 roll, spend 1 charge to reverse the result: success becomes failure or failure becomes success. Then roll 1d6. On a 1, the reversal also affects the next d20 roll made by a random creature within 30 ft.
Wild Counter
When a creature you can see within range uses a power or casts a spell, spend 1 charge and roll on the Chaos Surge table. If the surge is harmful, it targets the triggering creature if possible. If it is beneficial, it affects you or one ally of your choice within range.
Chaos Storm
Create a 20-ft. radius storm of chaotic energy centered on a point within range. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DEX save, taking 27 (6d8) variable damage on a failed save, or half as much on a success. Roll 1d8 each round to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder.
Unravel Order
Choose one creature or magical effect within range. If targeting a creature, it must make a WIS save or lose one active beneficial effect of the GM’s choice until the end of its next turn. If targeting a magical effect of Tier 5 or lower, make a CHA check against the effect DC to suppress it until the start of your next turn.
Chaotic Momentum
Once per turn when you roll the highest number on a die for a Chaos Magic power, you gain temporary hit points equal to your CHA modifier and may move 10 ft. without provoking opportunity attacks.
Controlled Gambit
When you use Surge Gambit, roll twice on the Chaos Surge Table and choose which result occurs instead of the GM choosing. In addition, you may use Surge Gambit when you force another creature to make a saving throw with a Chaos Magic power, granting that creature disadvantage on the save instead of granting yourself advantage.
Chaotic Cascade
Choose up to three creatures you can see within range. Each target must make a DEX save, taking 31 (7d8) variable damage on a failed save, or half as much on a success. Roll 1d8 separately for each target to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder.
Reality Slip
When a creature you can see within range is hit by an attack, roll 1d6. On 1–3, teleport the target up to 15 ft. to a safe unoccupied space you can see, potentially causing the attack to miss. On 4–6, impose disadvantage on the triggering attack and grant the target temporary hit points equal to your CHA modifier.
Surge Absorption
When a Chaos Surge Table result or random Chaos Magic result would directly damage you or impose a condition on you, reduce the damage by 3d8 + your CHA modifier or gain advantage on the saving throw against the condition.
Chaos Buffer
When you use Surge Gambit, roll on the Chaos Surge Table, or roll variable damage for a Chaos Magic power, you may reduce damage dealt to you by 3d8 + your CHA modifier or gain advantage on one saving throw against a condition caused by that result.
Warp Probability
When a creature you can see within range makes a d20 roll, spend 1 charge to force it to reroll. Before the reroll, choose high or low. High gives the creature advantage on the reroll; low gives it disadvantage. If your prediction is correct, regain temporary hit points equal to your CHA modifier.
Chaotic Rift
Open a 20-ft. radius rift of chaotic space centered on a point within range. The area is difficult terrain. A creature that enters the area for the first time on a turn or starts there must make a CHA save or be teleported 20 ft. to a random safe unoccupied space within range and take 14 (4d6) force damage.
Surge Conduit
Whenever you use Surge Gambit, roll on the Chaos Surge Table, or roll variable damage for a Chaos Magic power, you may move 10 ft. without provoking opportunity attacks. When a Chaos Surge Table result targets a random creature, you may include or exclude yourself from the possible targets. When a result requires a source, you may treat yourself or one creature within 30 ft. as the source.
Lawbreaker Surge
Spend 1 charge and choose one creature, object, or magical effect within range. Roll 1d6: 1–2 suppress one active effect until the start of your next turn; 3–4 teleport it up to 30 ft.; 5 impose disadvantage on its next d20 roll; 6 it takes 45 (10d8) force damage or the effect ends if Tier 8 or lower.
Anarchy Storm
Create a 40-ft. radius storm of chaotic energy centered on a point within range. Hostile creatures treat the area as difficult terrain. When a hostile creature enters the area for the first time on a turn or starts there, it must make a DEX save, taking 45 (10d8) variable damage on a failed save, or half on success. Roll 1d8 each round to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder.
Reality Misfire
When a creature you can see within range uses a power, casts a spell, or makes an attack, roll 1d6. On 1–2, it targets a random valid target. On 3–4, it fizzles and has no effect. On 5–6, it resolves normally but the creature takes psychic damage equal to your CHA modifier + proficiency bonus.
Impossible Geometry
Warp space in a 60-ft. cube centered on a point within range. Choose up to four 10-ft. spaces in the cube; each is linked to another chosen space. A creature entering a linked space exits another linked space of your choice. Hostile creatures must make a CHA save the first time this happens on a turn or fall prone.
Entropy Avatar
For the duration, whenever you use Surge Gambit, roll on the Chaos Surge Table, or roll variable damage for a Chaos Magic power, you gain temporary hit points equal to twice your CHA modifier and may shift one random result up or down by 1. Your Chaos Magic powers deal additional damage equal to your CHA modifier, and you have resistance to variable damage from your own powers.
Catastrophic Cascade
Chaos detonates in a 50-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 66 (12d10) variable damage on a failed save, or half as much on a success. Roll 1d8 to determine the damage type. On a failed save, a creature also suffers a random minor condition until the end of its next turn.
Surge Dominion
When you use Surge Gambit, you may trigger it from any d20 roll made by you, a creature you can see within 120 ft., or a creature rolling against one of your Chaos Magic powers. The affected roll gains advantage or disadvantage, your choice. Roll twice on the Chaos Surge Table and choose which result occurs. If the chosen result is harmful to you, you may redirect one target or point of origin within 60 ft. if the result allows a target or point of origin.
Reality Collapse
Reality collapses in a 30-ft. radius centered on a point within range. Creatures of your choice in the area must make a CHA save, taking 55 (10d10) force damage on a failed save, or half as much on a success. On a failed save, a creature is pulled up to 30 ft. toward the center and falls prone. The area is difficult terrain until the start of your next turn.
Chaos Sovereign
For the duration, whenever a Chaos Magic power calls for a random result, you may choose the result instead. Once per turn, when you choose a result this way, you may also trigger a Minor Glitch within 60 ft. without using an action.
Cataclysm of Chance
Unleash a catastrophic burst of impossible probability in a 60-ft. radius sphere centered on a point within range. Creatures of your choice in the area must make a CHA save, taking 88 (16d10) variable damage on a failed save, or half as much on a success. Roll 1d8 to determine the damage type: acid, cold, fire, force, lightning, poison, psychic, or thunder. On a failed save, roll 1d6: 1 prone, 2 blinded, 3 frightened, 4 poisoned, 5 restrained, 6 unable to take reactions until the end of its next turn.
Impossible Outcome
When a creature you can see within range makes a d20 roll, spend 1 charge to replace the result with any number from 1 to 20 before modifiers. If you choose 1 or 20, roll 1d6. On a 1, the opposite result affects a random creature within 30 ft. before the end of the round.
Reality Unbound
Reality destabilizes in the emanation. Hostile creatures treat the area as difficult terrain, and the first time each round a hostile creature makes a d20 roll in the area, you may force it to reroll and take either result. As a bonus action, you may teleport one creature you can see in the area up to 30 ft. to a safe unoccupied space.
Characters With This Aspect
Prism
Elmyra Manticore
Chaos-powered Manticore sorcerer assigned as a new or temporary leader after Maine's arrest.
Silver Whisper
Calypso Starbloom
Calypso Starbloom, the Silver Whisper, once moved through Velvet Cross nobility as a celebrated sorceress before exposing corruption powerful enough to cost her everything. Exiled from elite circles, she rebuilt her life through the Pink Pony Tavern, turning it into a refuge, listening post, and quiet shield for those with nowhere safer to go. Her chaos magic rarely announces itself, instead bending atmosphere, instinct, and chance away from harm. Calypso protects with grace, secrets, and a smile that has survived courtrooms, conspiracies, and worse.