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.

Chaos MagicSpellcastingChargesArcana

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

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

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.

Tier 0ActionAt-Will

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.

Tier 1ActionAt-Will

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.

Tier 1ReactionAt-Will

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.

Tier 1Bonus ActionAt-Will

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.

Tier 1ReactionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 2ReactionAt-Will

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.

Tier 2ReactionAt-Will

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.

Tier 2ActionAt-Will

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.

Tier 3Bonus ActionAt-Will

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.

Tier 3ActionAt-Will

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.

Tier 3Bonus ActionAt-Will

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.

Tier 3ReactionAt-Will

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.

Tier 3PassiveAt-Will

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.

Tier 4ReactionAt-Will

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.

Tier 4ActionAt-Will

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.

Tier 4ReactionAt-Will

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.

Tier 5ReactionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5ActionAt-Will

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.

Tier 5PassiveAt-Will

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.

Tier 6PassiveAt-Will

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.

Tier 6ActionAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 6ReactionAt-Will

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.

Tier 7ReactionAt-Will

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.

Tier 7ActionAt-Will

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.

Tier 7PassiveAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 8ReactionAt-Will

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.

Tier 8ActionAt-Will

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.

Tier 9Bonus ActionAt-Will

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.

Tier 9ActionAt-Will

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.

Tier 9PassiveAt-Will

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.

Tier 9ActionAt-Will

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.

Tier 10Bonus ActionAt-Will

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.

Tier 10ActionAt-Will

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.

Tier 10ReactionAt-Will

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.

Tier 10ActionAt-Will

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