Level
2nd
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Instantaneous
School
Conjuration
Attack/Save
Melee
Damage/Effect
Material component and cost? At higher levels? What kind of save?
Chaos Magic
Make a melee spell attack against a creature with a number of hit dice no greater than half your caster level. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, you and the creature’s current hit point totals change.
Roll d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result to both yourself and the target creature. The total it yours and the targets remaining hitpoints combined. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round/caster level.
For example, assume a 3rd‑level spellcaster who currently has 17 of her maximum 30 hp casts chaotic vitality on a creature with 58 hp and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of (17 + 54 =) 71 hp. A result of 75 indicates that both creatures get 50% of the total, so the spellcaster and the target end up with 35 hp each. In the spellcaster’s case, 5 of those hp are temporary and will last 3 rounds.
d% Hit Point Flux
01-09 Current hp changes to 0.
10-39 Current hp changes to 1.
40-69 Current hp changes to 25% of maximum hp total.
70-84 Current hp changes to 50% of maximum hp total.
85-94 Current hp changes to 75% of maximum hp total.
95-99 Current hp changes to 100% of maximum hp total.
100 Current hp changes to 200% of normal maximum hp and both creatures gain the effects of a haste spell. The hp beyond normal maximum are temporary hp that last for 1 round/caster level.