Magical chaos follows in your wake, intensifying in regions of high magical density. You are a nexus of magical energy, unintentionally absorbing and releasing it in unpredictable bursts.
In brief, this feat acts as an accompaniment or replacement to the Wild Magic table, serving to extend and enhance its functionality, or provide an analogous option for non-Wild Magic casters.
Whenever the PC is made to roll upon the Wild Magic table, or at any time based on the DM's digression, make a DC check to trigger/control Chaos Release. The effect, degree of intensity, and DC of any given Chaos Release are based on a combination of random chance and the subjective judgement of your DM, though suggested factors include:
- (On cast): The intent and power-level of the guiding spell. A hostile spell is more likely to trigger a damaging or otherwise harmful Chaos Release. More powerful spells are more likely to generate maximal effect.
- Character proximity to areas of high magical density (defined by physical location in the setting and/or nearby objects with dense magical concentration). In these areas, spellcasting shall more-frequently trigger rolls upon the Wild Magic table, and subsequently, Chaos Release.
- The character's mood and/or disposition. For instance, out of combat, a mercurial character is more likely to experience Chaos Release moment-to-moment. Acutely stressful situations, such as the loss of a party member or physical/mental duress, might also induce Chaos Release.
There are five degrees of intensity possible for Chaos Release. There are three Chaos Tables (Tables 2a, 2b, and 2c) that may be consulted and rolled upon by the player (which one they roll upon is up to the digression of the DM), to ultimately determine the effects of Chaos Release.
In combat, Chaos Release will only ever occur on the player's turn. On occurrence, the player's bonus action is consumed; however, they may attempt suppression/control of Chaos Release as reaction. If a roll upon the Wild Magic table, or any other reason for Chaos Release is deemed necessary as the player is taking their bonus action or reaction (a Sorcerer casting a Quickened Spell, for example), any attempt to suppress/control the Chaos Release will render them unable to take an action on the following turn.
In the event Chaos Release occurs, decide whether you will make an attempt to suppress or control it. Consult Table 1 for required DCs for each. The roll benefits from the player's Spellcasting Modifier (or lowest Spellcasting Modifier if they are multiclassing). In general:
- Intensity of local magic increases the DC.
- Control is more difficult than suppression.
- Negative consequences for failed checks worsen depending on the degree of failure.
In the event of successful Suppression, roll a d4. The intensity factor of Chaos Release is reduced by the result. If nullified completely, the character regains spell slots equal to the degree of suppression. They then immediately take 1d10 force damage per degree of suppression. For clarification: if a 2nd degree Chaos Release was nullified completely by a roll of '4' on the d4 - the player would regain two spell slots (two 1st level spell slots or one 2nd level spell slot) and take 2d10 force damage. If a 4th degree Chaos Release was nullified by that same roll, the player would instead regain four levels-worth of spell slots and suffer 4d10 force damage. Notably: the player will not know the degree of intensity of Chaos Release when attempting Suppression.
In the event of successful Control, roll a d8 (if applicable) and a d4 (always). Inform the player about the degree of Chaos Release intensity. The player may then add or subtract a number up to the result of the d8 roll from the d100 roll used to determine a Wild Magic table effect; they also may add or subtract a number up to the result of the d4 roll from the d10 roll used to resolve a Chaos Release effect. See Tables 2a, 2b, and 2c for Chaos Release effect details.
An example of the above in application: a Wild Magic event occurs as the player casts a hostile spell. Chaos Release is also triggered; due to the hostile nature of the spell, the DM decides to consult Chaos Table 2a. The player rolls a 66 on the Wild Magic Table and 4 on Chaos Table 2a. They decide to attempt Chaos Release Control, and succeed. They roll an 7 on their d8 and a 2 on their d4. The player now may add or subtract a number up to 7 to their earlier result on the Wild Magic Table - a total range of (59-71), determining the actual Wild Magic effect. Similarly, they may add or subtract a number up to 2 to their earlier result on Chaos Table 2a - a total range of (2-6), determining the resulting type of Chaos Release effect (this does not change it's intensity).
In the event of failed suppression/control, consult Table 1 and the relevant Chaos Table to determine harmful consequences. Note the incremental increase of 2 for the DC required for successful suppression/control of progressively more potent degrees of Chaos Release. This increment also determines the degree of failure the player suffers; up to a maximum of five degrees of failure for any roll equal to 10 or more less than the required DC. The DM may exercise some digression over the manifestation of consequences related to the rolled Chaos Release effect, though they should bear in mind that the severity and range of the consequences should thematically match the degree of failure and type of Chaos Release.
Any Chaos effect that causes character to move causes the source of the effect to also move (i.e. no outrunning an explosion).
In out-of-combat role-play, there may be warning signs that Chaos Release is imminent, and if the player does not attempt Suppression or Control, the lack of magical control does not appear to be intentional to NPC's. This does not mean that they will hold no disdain for your clumsiness, however. Enemies are unlikely to care either way.
This feat has an accompanying spell called Manage Chaos, which is available for any 9th level caster with this Magic Conduit feat. Your DM may specify additional special requirements in order to learn this spell. It enhances the degree of power and control the caster has over Chaos Release events, through temporary beneficial modification of the Control and Suppression mechanics.
Table 1: Chaos Release Occurrence and Degree Differences:
| On Cast: | Duration/Emotion Based: | |||||||
| Magic Density | Low: | Medium: | High: | Low: | Medium: | High: | ||
| Chaos Release: Occurrence DC | 12 | 16 | 20 | 10 | 13 | 16 | ||
| Chaos Release DC: Degree of Power Differences | ||||||||
| Grade 1 | Grade 2 | Grade 3 | Grade 4 | Grade 5 | ||||
| Suppression: | 14 | 16 | 18 | 20 | 22 | |||
| Control: | 16 | 18 | 20 | 22 | 24 | |||
This table provides suggested values for DC checks regarding initiation of Chaos Release, and the attempts made by the player to Control or Suppress it. The skill or ability check used for the roll may vary depending on the situation; perhaps a Wisdom/Perception check to sense oncoming Chaos Release during moments of calm, or an Arcana/Intelligence check to resist totally unbridled flow of magic during spell-release. How often checks are required and the skills/abilities used ultimately are up to the DM.
Table 2a: Hostile/Harmful Chaos Release Effects:
| Chaos Release: Hostile/Harmful Release Table | ||||||||
| Magical Effect: | On Roll: | |||||||
| Sunder: | 1 | The target's natural defenses or armor are magically weakened, reducing their AC for one round. The reduction in AC is equal to the degree of Chaos Release. | ||||||
| Launch: | 2 | The target must make a Strength Save DC 16 or be telekinetically shoved upwards, achieving vertical lift of 10ft per degree of the Chaos Release. Assign slamming/falling damage normally. | ||||||
| Stun: | 3 | The flow of energy within the target's body is magically perturbed. They must make a Constitution Save DC 16 or be stunned for one round if Chaos Release is 3rd degree or lower, or two rounds otherwise. At the end of their turn, targets may make a Constitution Save DC 14 to end the effect early. | ||||||
| Consume: | 4 | A beam of necrotic energy lances out alongside the original spell. The target must make a Dexterity Save DC 16, or the beam slams into the target for Xd10 necrotic damage, where X is equal to the degree of Chaos Release. | ||||||
| Deafen: | 5 | A sonic wave emanates from the point of impact, deafening anyone who fails a Constitution Save DC 18 within 20ft for 1 round per degree of Chaos Release. A Constitution Save DC 14 may be made at the end of any creature's turn to end this effect early. | ||||||
| Silence: | 6 | A 30ft diameter bubble of silence emerges at the point of impact, rendering verbal spells and verbal communication impossible. The bubble lasts 1 round per degree of Chaos Release intensity. | ||||||
| Confuse: | 7 | Chaotic psychic energy radiates outwards, behind the target or point of impact in a 50ft long cone. The target and anyone caught in the cone must make a Wisdom Save DC 16 or be confused for a number of turns equal to the degree of Chaos Release. A target may make an Wisdom Save DC 14 at the end of each of its turns to end the effect early. | ||||||
| Blind: | 8 | A flash of ultrabright light emanates from the point of impact, blinding anyone within 20ft who failed a Dexterity Save DC 16 for 1 round per degree of Chaos Release. A Constitution Save DC 14 may be made at the end of any creature's turn to end this effect early. | ||||||
| Hobble: | 9 | The target finds its movements to be magically hindered, reducing their movement on their next turn by 5ft per degree of Chaos Release. | ||||||
| Blast: | 10 | A localized explosion occurs at the point of spell impact. Any creature within 10ft of the target must succeed on a Dexterity Save DC 16, or take Xd6 fire damage (half on success), where X is equal to the degree of Chaos Release. | ||||||
Table 2a.This table defines what hostile/harmful Chaos Release effect takes place, based on the result of the player's d10 roll.
Table 2b: Ambivalent Chaos Release Effects:
|
Magical Effect: |
On Roll: |
Chaos Release: Ambivalent/Neutral Release Table |
|
Gush |
1 |
A mass of water jets out from the caster's hands, threatening to knock over or move individuals/objects in a 30ft cone. The base Strength Save required to resist is DC 10, but +2 per degree of Chaos Release. |
|
Shine |
2 |
A flash of light erupts at a random point within 30ft of the caster, persisting for 1 minute. The light is dim and extends out 30ft in all directions while Release Degree is ≤ 2, bright and extends out 60ft in all directions while Release Degree is > 2 and ≤ 4, and blinding while Release Degree = 5. See Table 2a-8 for the ‘Blinding’ effect. |
|
Push |
3 |
A random target within 30ft of the caster must succeed on a Strength Save DC 16 or be shoved/thrown in a random cardinal direction (see rules for Confusion), moving an additional 5ft per Release Degree. Follow rules for slamming damage for creatures colliding with objects or other creatures. |
|
Howl |
4 |
A brief, howling whirlwind emanates outwards from the caster, its diameter increasing by 5ft per Release Degree. Anyone caught in the gale must make a Strength Save DC 16 or be knocked prone. |
|
Sicken |
5 |
A wave of necrotic energy sweeps through the area surrounding the caster. All creatures within 20ft must succeed on a Constitution Save DC 16 or begin retching for a number of turns equal to the Release Degree. While retching, a creature loses its action, though it can still take a bonus action. A creature may repeat its Constitution Save at the end of each of its turns to end the effect early. |
|
Stress |
6 |
Disconcerting psychic energy arcs out from the caster’s eyes, catching all creatures who fail a DC 12 Wisdom Save, increasing by 2 per Release Degree. Any affected creature becomes tense and ornery; the likelihood of a fight or argument between affected creatures will greatly increase. The effect subsides after 1 minute. |
|
Darken |
7 |
A pit of magical darkness appears centered on the caster’s location, persisting for a number of rounds equal to the Release Degree. The pit appears opaque from the outside, and within the pit, darkvision is rendered ineffective. |
|
Call |
8 |
Psychic tendrils of communication extend out in a web around the caster, allowing any creature affected to communicate telepathically with all other affected creatures. To latch onto the web, a creature must make a DC 20 Arcana, Acrobatics, or Survival ability check. |
|
Part |
9 |
The ground at the feet of the caster quakes and splits apart, creating a square 10x10ft chasm (width/depth) and extending out an additional 5ft per Release Degree. If standing on the edge, a creature may make a Dexterity Save DC 16 to avoid falling in. |
|
Rush |
10 |
A random target within 30ft of the caster has its base speed increased by 10ft per Release Degree on its next turn. |
Table 2b. This table describes what effects may occur upon a neutral Chaos Release, based on the result of the player's d10 roll.
Table 2c: Helpful/Buffing Chaos Release Effects:
|
Magical Effect: |
On Roll: |
Magical Effect Description: |
|
Heal |
1 |
A blast of directed healing energy erupts from the caster, who must choose a creature within 60ft, healing them for 1d4 per Release Degree. The caster cannot target themselves. If the caster cannot target anything, they take an equal amount of necrotic damage instead. |
|
Empower |
2 |
The caster chooses a creature within 30ft and magically enhances their armament, granting them +2 damage per Release Degree to their next physical or magical attack. The creature may select any damage type that is being dealt as part of that attack. |
|
Focus |
3 |
The caster magically centers themselves, bringing out their full abilities. They gain advantage on any one roll they take within the next minute. |
|
Haste |
4 |
The caster channels the chaotic energy into a tailwind and may choose any creature within 30ft. That creature gains an increased walking speed of 10ft per Release Degree on their next turn. |
|
Inspire |
5 |
By magically dampening fear and doubt, the caster inspires any target they choose within 30ft. The target gains Inspiration for the next minute and may roll a 1d4 to be added to any one ability/skill check. The die used increases in denomination per level of Release Degree, up to a maximum d12 for Release Degree = 5. The caster may not target themselves. |
|
Calm |
6 |
Relaxing psychic energy arcs out from the caster’s eyes, catching all creatures who fail a DC 12 Wisdom Save, increasing by 2 per Release Degree. Any affected creature is relaxed, reducing the likelihood of a fight or argument between affected creatures. The effect subsides after 1 minute. |
|
Guide |
7 |
The caster finds order amongst the whirlwinds of magic, using it to assist all those around them. Any creature within 60ft may add 1d4 to all saving throws for a number of rounds equal to the Release Degree. |
|
React |
8 |
A supernatural burst of speed is directed towards any creature of the caster’s choosing within 20ft. That creature gains an extra reaction to be used within the next two turns. The extra reaction cannot be used in the same way as the first. Normal rules for spellcasting apply. |
|
Embolden |
9 |
Waves of positivity and resolve erupt in a 60ft cone in front of the caster. Any creature caught in the cone becomes immune to fear and charm effects for a number of turns equal to the Release Degree. If a creature is already charmed/feared, the effect is canceled. |
|
Cure |
10 |
Gentle magical tendrils snake across the ground to chosen targets within 20ft of the caster, removing the Poisoned condition. If this effect occurs at Release Degree = 5, it functions as a Greater Restoration spell. |
Table 2c. This table describes what effects may occur upon a beneficial Chaos Release, based on the result of the player's d10 roll.
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