Wizard
Base Class: Wizard

The School of Chaos Magic seeks to understand, document, and control the raw chaotic side of magic that flows through the world. Many say that this is a futile endeavour, and that trying to harness the raw form of magic is too dangerous. 

Casters do this through the transcribing of ancient glyphs and symbols, manipulating the magic through them, rather than more commonly used methods (V/S/M). 

Led by the Data Priest Llyeshe and the Dragon Lord Kalashnikov, this school of teaching is relatively new, small, and not very well understood by most, with only a few mages daring enough to devote their lives to such a volatile source of magic.

Chaos Magic Surge Table

d100 Effect
01 All humanoid creatures within 30ft of you roll once on this table.
02 You slap yourself and take 1d4 damage.
03 For the next 10 minutes you know if there is an aberration within 100 feet of you, as well as where the creature is located.
04 Everyone within 100ft of you is immediately dressed in the same outfit as you.
05 You cast Eldritch Blast.
06 All of your coins become copper.
07 Bestow a character of your choice's weapon with an extra 1d6 damage in their next turn.
08 Rise up jagged rocks in a 15ft radius around you, forming difficult terrain.
09 All electronic or mechanical devices with a 100ft radius of you shut down for 1 minute.
10 Rip the heart out of the next enemy you kill. Consuming it will grant 5d10 temporary hit points.
11 Your face becomes covered in makeup giving you a clown-like visage.
12 Immediately take a second turn.
13 You constantly forget anyone's name (including your own) for the next 1d6 days. Remove Curse can end this effect early.
14 For the next hour, your jaw can unhinge like a snake and you can consume small creatures to regain 1d20 hit points.
15 For the next minute, as long as you have 1HP, you regain 2d4 HP at the start of your turn.
16 You do not need to eat or drink for the next 1d10 days.
17 You have 8 legs/arms for the next 30 minutes. Your speed doubles and you have the abilities of Spider Climb.
18 For the next minute all attacks you make have unlimited range.
19 Choose a creature you can see within 60ft. The next time it takes psychic damage within the next hour. it takes max damage.
20 You know how to speak all languages in the universe for the next hour.
21 For the next minute, creatures within 30ft of you take +1d10 force damage when they are hit by a spell or weapon attack.
22 You cast Water Walk.
23 You gain 3d10 temporary hit points. When these run out you immediately take 1d10 psychic damage.
24 You go deaf for for one minute.
25 Until your next turn you can attack or cast a cantrip as a bonus action.
26 For the next minute the closest creature to you has control over you. Each turn make a DC19 CHA check to break free of this.
27 You cast Dimension Door.
28 A masterfully-made painting of you posing nude falls from the sky and lands in your arms.
29 For the next hour, your body becomes translucent and your skeletal structure is visible within..
30 The weather changes in your location.
31 For the next minute, all creatures within 60ft of you cannot teleport.
32 Your body turns to dust and the winds blow you away. After 1 minute, reform anywhere within 1 mile.
33 For the next minute, tiny illusory dragons and colourful glitter float in the air around you.
34 Your armour becomes sentient and tries to run away. DC15 STR each turn to stop it fleeing. It returns to normal after 1 minute.
35 You cast Haste on a random creature within 60ft of you. This spell doesn't require concentration and lasts its full duration.
36 For the next minute when you try to talk, water pours out of your mouth.
37 You are immune to spells and magical effects that put you to sleep for the next 1d4 days.
38 A random enemy you can see's weapons gain the consistency of noodles for the next minute and they have disadvantage on attacks.
39 For the next minute, you must continuously hum or whistle whenever you aren't speaking.
40 Grow spikes and scales all over your body for one hour.
41 You cast Blur.
42 You are put into a trance and stab yourself with your highest damage weapon. Upon removal you are immediately put down to 1HP.
43 Every creature within 30ft of you becomes blinded until the end of its next turn.
44 For the next hour, your arms become 15ft long. Your range increases by 15ft.
45 A sonic boom explodes out from you. You and all creatures within 30ft must make a DC15 CON saving throw or take sd6 thunder damage.
46 You are encased in a block of ice for the next two turns. You cannot do anything but also cannot take damage. Gain the benefits of a short rest.
47 A random weapon within 15ft you becomes silver.
48 For the next hour, you glow softly with constantly changing colours. Gain disadvantage on stealth.
49 You can immediately take one additional action to dash, dodge, or disengage.
40 You are teleported to a tropical island. You return after 15 seconds, but for you a year has passed. Gain proficiency in Nature and increase your age by 1.
51 For the next hour, your hair floats freely as if it is underwater.
52 [DO NOT READ ALOUD] You cast Banishment on the next in-game character to speak (casting a verbal spell counts as speaking). This spell doesn't require concentration and lasts its full duration.
53 For the next minute, you cannot speak but can communicate telepathically with any creatures within 30ft you share a language with.
54 Your blood glows purple for the next 1d6 hours.
55 For the next 10 minutes, you are surrounded by beautiful orchestral music.
56 Cast Eyebite.
57 All tools and weapons within 100ft of you are gunked up with black oil that takes a short rest to clean.
58 Turn all water within 500ft into ice for 5 minutes.
59 You cast Disintegrate. If there is a creature standing before you and your original target you must target them instead.
60 Your clothes become soaking wet.
61 For the next hour, everything you say is sarcastic.
62 You are proficient in ALL SKILLS for one hour.
63 All creature within 100ft cast Lesser Restoration on themselves.
64 Cast Heroes Feast.
65 If you are reduced to 0 HP within the next 24hrs, you automatically fail your first saving throw and all creatures within 60ft take 4d10 psychic damage.
66 For the next hour, you can rotate your head 360 degrees.
67 For the next minute, you can cast Arcane Lock as frequently as you wish without expanding a spell slot.
68 A bolt of lightning strikes you. Take 1d6 damage.
69 The third most valuable item you own teleports into the possession of the enemy furthest away from you.
70 You cast Moonbeam centred on yourself.
71 For the next hour you gain a swim speed of 40ft and breathe water instead of air.
72 Create a 500ft anti-magic zone centred around you for 1 hour.
73 You cast Shatter on the most delicate object or weapon within range.
74 Cast Gaseous Form on yourself.
75 Creatures within 60ft regain any spent hit die.
76 A goat slams into the nearest enemy at terminal velocity dealing 10d6 damage.
77 For the next 10 minutes, every spell you cast is preceded by a firearm cocking sound.
78 Grow wings and gain the ability to fly for the next 1d6 hours.
79 For the next hour, you trade bodies with a random person you can see. Only your bodies change, everything else is unaffected.
80 Cast Magic Missile at level 5.
81 The last creature you killed comes back to life with half their hit points.
82 You are immediately covered from head to toe in blood. It cannot be washed off and takes 1d4 hours to flake off.
83 For the next five minutes, all of your damage changes to necrotic.
84 A tree sprouts underneath you, growing and lifting you 40ft into the air.
85 You cast Reverse Gravity centred on yourself. The spell lasts for the duration and doesn't require concentration.
86 Cast Wish using only two words. You have 10 seconds to decide upon these words.
87 You regain 1HP on your next turn, then 2HP on the next, then 3HP, and so on for 10 turns.
88 Your teeth can inject poisonous venom by biting for the next 1d4 hours. Bitten creatures take 1d4 poison damage.
89 You pass out for 30 seconds.
90 You can use a reaction on everyone else's turn until it is your turn again.
91 For the next minute, one random creature within 60ft becomes huge. If it is already huge it becomes gargantuan.
92 Cast Web at your feet.
93 If you die within the next minute, you immediately come back to life via the Reincarnate spell.
94 You transform into a random family member for the next 5 minutes.
95 Two squirming tentacles emerge from your shoulders. You cannot control them and they immediately grow back when cut off. Only Remove Curse can end this effect.
96 You gain total control of all technology within 60ft for one hour.
97 For the next minute, you and all creatures within 60ft are vulnerable to force damage and resistance to psychic damage.
98 You are 1d20ft tall for the next 1d20 hours.
99 Cast Restore Youth on the nearest creature (reduce their age by 3d10 years, min 13 years).
00 Choose one result from this table to occur.

 

Level 2: Surge of Chaos

Starting when you choose this school of magic at 2nd level, your spellcasting can unleash surges of untamed Chaos Magic.

Immediately after you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Chaos Magic Surge Table to create a random magical effect.

Level 2: Channelling Chaos

At 2nd level, you can choose to channel Chaos Magic through your glyphs to purposefully trigger a surge.

You can expend a spell slot of 1st level or higher to roll on the Chaos Magic Surge Table. This is treated as casting a spell.

At 6th level, you can channel it 2 times between rests.
At 10th level, you can channel it 3 times between rests.
At 14th level, you can channel it 4 times between rests.

You must finish a short or long rest before you can use this feature again.

Level 6: Focused Surge of Chaos

Starting at 6th level, when the DM asks you to roll on the Chaos Magic Surge Table you can instead choose which effect on the table is activated.

You cannot use this feature again until you finish a short or long rest.

This feature can not be used in conjunction with the Chaos Magic Channelling feature.

Level 10: Controlled Surge of Chaos

At 10th level you are able to both choose when to trigger a surge and what effect is chosen.

Starting at 10th level, when using the Chaos Magic Channelling feature, you can choose to select which effect on the Chaos Magic Surge Table is activated.

All other limitations still apply.

Level 14: Chaos Magic Manipulation

At 14th level you can choose any spell that is cast to trigger a surge regardless of caster.

Starting at 14th level, when a spell is being cast by a creature you can see, you can use your reaction to trigger a Chaos Magic surge. The caster must roll on the Chaos Magic Surge Table.

You must finish a short or long rest before you can use this feature again.

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