Enegalan Magic (Prestige Class)
An Enegalan magician uses the power of unchecked creation to fuel his spells. An Enegalan Mage has a Threshold equal to his level plus his Wis bonus multiplied by the number of chaotic features he has (either beneficial or detrimental). The drawback is that there is no real "Recovery" unlike with normal magic use, Threshold just continues to accumulate until a calamity occurs. Each spell cast costs 1d6-3 Threshold per point of normal Threshold that the spell would cost. A negative result on the roll is the only way that Threshold will be reduced without a calamity occurring. Once a calamity is resolved, all Threshold is recovered. A roll must be made to cast a chaotic spell, which will fail on a 5 or less, minus any Wis modifier. Any spell failure with a chaotic spell is automatically a Threat for a Fumble. On the positive side, there is no modifier for casting an improvised spell. Any result on the Fumble table that would produce a monster instead results in a chaotic feature for the caster. If the caster gains a chaotic feature, he must make a Cha save (DC 10); a failure results in a Detrimental Chaos Feature and a success resulting in a Beneficial Chaos Feature. A natural "1" results in two Detrimental Features and a natural "20" results in two Beneficial Features. A roll that succeeds by rolling exactly what was needed results in one of each type of feature. Every time you gain a Chaotic Feature you must make a DC 10 Wis check or lose a point of Wis. It should be noted that this is the Domibian equivalent of Satan worship and that it is usually frowned upon in most cultures.

These are originally from the old Runequest Chaotic Features tables, redone for d20 and Domibia.

Beneficial Chaotic Features for the d20 System

1d100

 

01-02

+2d6 STR

03

+4d6 STR

04-05

+2d6 CON

06

+4d6 CON

07-08

Increase Size by one

09-10

+2d6 DEX

11-13

+2d6 CHA

14

+4d6 CHA

15

+1d6 INT

16-17

+1d3 (x5 feet) to Move, the same 1d3 is added to Initiative.

18-19

You can make a standing broad jump of 2d6 (x5 feet), your vertical jump is 1/2 that distance.

20

You can swim (1-3) or climb (4-6) at twice your normal Move.

21-23

Regenerate 1 point of damage per level every 10 minutes.

24

Regenerate 1 point of damage per level every 2 turns.

25-26

You take subdual damage at half the normal rate from thirst, starvation and environmental effects, and are never Fatigued.

27-30

Your form is blurred so that you have One-half Concealment, which gives a 20% chance of a miss.

31

Your form is blurred so that you have Nine-tenths Concealment, which gives a 40% chance of a miss.

32-37

You have AC+1 and 1/- Damage Resistance; this is not a visible effect, just a general toughness.

38-40

You have AC+2 and 2/- Damage Resistance; this is visible armor, either plates or thick fur, etc.

41

You have AC+4 and 4/- Damage Resistance; this is very obvious armor, either huge knobby plates or bony protrusions, etc

42

You never lose your DEX bonus to your AC unless you are Helpless, in addition, (1-2) You don't Bleed or suffer the effects of Injuries. (3) You don't start to die until you go to - 1 x HP (4-5) You can only be killed by a specific substance. (6) You cause reciprocal damage to your attackers.

43-44

You are immune to (1) Fire, (2) Poison, (3) Acid, (4) A specific type of attack [piercing, slashing, etc], (5-6) Your choice.

45

If you will it you can appear as a harmless creature or object.  You must choose the form you can assume when you receive this gift.  Treat as a Change Self spell, with no Threshold cost or roll to cast. 

46

You appear invincible.  No damage you take can be perceived, unless you wish it to be seen, or you are unconscious or dead.  You will still react to damage and suffer any effects of injuries.

47-48

You can project energy, of your choice, from your mouth 1d6 times per day.  The energy does 3d6 damage, with a range of 1d6 (x5 feet).  The energy projects in a straight line and can only strike one target.

49-50

You can spit acid 1d6 times per day with a range of 1d4 (x5 feet).  The acid does 1d6 damage.

51

You can exhale a cloud of poisonous gas 1d6 times per day.  You can fill a 5-foot square with a full strength cloud or several squares at a proportionally weaker strength. 

52

You have an exotic breath, spit or audio attack (insect swarm, spit webbing, stunning scream, etc).  Discuss with GM.

53-54

You have a poisonous bite or claws.

55-56

You can heal damage by drinking blood.  For every 1 CON that you drink from a victim you heal your level in damage or twice your level in subdual damage.

57

You secrete a damaging or vile substance (resin, musk, poison, acid, etc).  You can control this function.

58

You can emit an overpowering stench, all within 10 feet must make Fortitude checks (DC = 10) or be Nauseated, a success still means they are Shaken.  All within 30 feet must make a Fortitude check (DC = 10) or be Shaken, no effect if they succeed.

59-60

You explode at death for 1d6 per level.  Radius is equal to the number of dice (x5 feet); damage is reduced by 1d6 for every 5 feet distant the target is.

61

If you are killed you can attempt to possess your killer.  Your spirit must make a CHA check with a DC = target's CHA, if successful the target takes 1d3 + (CHA modifier) "subdual damage" to their CHA.  Once the target is driven to 0 CHA he is possessed and your INT, WIS and CHA replace his.  The DM must handle individual effects of this on a case by case basis.

62-63

You can Stun one opponent as a Full Action, the target can attempt a CHA check with a DC = caster's CHA.

64-65

If you wish to, you can assume a horrific appearance and all who see you must make a Will check (DC = your CHA).  A failure results in their being Shaken, a failure by 4 or more results in their being Frightened and a failure by 8 or more results in their being Panicked.  Succeeding by less than 4 results in the target being Stunned for one turn.

66

You have a spell-like supernatural ability.  This should be worked out with the DM.

67-68

You absorb 1d3 Threshold spells and add the Threshold to your own.  Threshold cost is based on level the spell was cast at, not counting modifiers for "out-of-mind spells" or improvised spellcasting.

69-72

You reflect spells up to 1d3 Threshold back at the caster.  Use criteria from entry "67-68".

73-74

You reflect spells up to 2d3 Threshold.  You have some physical manifestation of this ability (mirrored skin, etc).

75

You cannot be detected or have any part of your personality (alignment, mood, etc) determined through magic.

76-85

You have a functional extra appendage or body part (wings, tail, tentacle, extra arm, etc).

86-90

You have an enlarged or improved body part (extra eyes, prehensile penis, bat-like ears, etc).

91-92

You have a valuable object or substance on or in your body (platinum bones, blood that heals, gems in gullet, etc)

93

You are adapted to a specific environment and have body parts and abilities that are appropriate to that situation (aquatic, etc)

94

You move very quietly and get a +10 bonus to Move Silently.

95

An existing chaotic feature is doubled in power, if you have none, roll again and double the result.

96-00

Roll twice and combine the results.  Or make something up with the DM.

 

Detrimental Chaotic Features for the d20 system

1d100

 

01-02

-2d6 STR

03

-4d6 STR

04-05

-1d6 CON

06

-3d6 CON

07-08

Decrease Size by one level.

09-10

-2d6 DEX

11-13

-2d6 CHA

14

-4d6 CHA

15

-1d6 WIS

16-17

Move is reduced to 5 feet.

18-19

You are naturally unbalanced, your DEX is treated as halved for purposes of keeping on your feet.

20

You are unable to use your legs, you may only move by dragging yourself with your arms. STR check (DC = 10) to move 5 feet.

21-23

You can only heal naturally (Heal skill will still help), magical or psionic healing will not work.

24

You can only be healed with magic or psionics, you do not heal naturally and the Heal skill does not help you.

25-26

You take x2 subdual damage from the elements, thirst and starvation.  You also go straight to Exhausted without being Fatigued.

27-30

Opponents find they hit you easily, you are -4 AC.

31

Opponents find they hit you very easily, you are -8 AC.

32-37

You take double damage from a common type of attack (piercing, slashing, etc)

38-40

You take +1 damage on each die of damage you take.  (Ex: 3d6 would become 3d6+3, 2d8+12 would become 2d8+14)

41

All attacks do double damage.

42

You have an "Achilles' Heel", on a natural 20 that is a successful Critical Hit you take damage equal to your Hit Die multiplied by the damage done from the attack.  (Ex: If a natural 20 caused 6 points of damage to your wizard, you would instead take 6d4 damage, a barbarian would take 6d12).

43-44

You take double damage from a particular substance or energy (fire, poison, magic, etc)

45

You go berserk when you take damage, but gain no bonuses to your abilities.  You only gain the +2 Will and -2 AC.

46

You are easily surprised, make a Will check (DC = 10) to avoid being Stunned every time a combat starts.

47-48

You attract all attacks of one type (missile weapons, fire, missile spells, etc) that pass within 1d4 (x5 feet).

49-50

You take 1d6 subdual damage every 2 turns from some common substance (sunlight, smoke, water, etc).  Once reduced to 0 hit points you start to take normal damage.

51-52

Your flesh is raw and easily irritated, during any 4 hour period that you wear clothes make a Fort save (DC = 10) or lose 1 CON and be Fatigued until it is healed.  More than 1 point of missing CON means you are treated as Exhausted until healed.

53-54

You are more offensive than anything else in the world to a particular type of animal (birds, cats, dogs, horses, etc).

55-56

You become a hemophiliac.  Any time you are wounded and take damage at least equal to your level you are treated as Dying, though you are not unconscious until your hit points are negative.

57

You constantly secrete a damaging or vile substance (poison, acid, flammable oil, etc), you have no control over this secretion.

58

Every hour you must make a Fort check (DC = 10) or fall unconscious for an hour.

59-60

If you are exposed to a specific substance you will explode for 1d6 per level.  Radius is equal to the number of dice (x5 feet); damage is reduced by 1d6 for every 5 feet distant the target is.

61-63

You are constantly Confused.  Roll once per hour rather than per minute.

64-65

You are constantly Shaken.

66

You have a natural, spell-like disability.  Work out the details with the DM.

67-68

Magic costs you an extra point of Threshold per level of spell.

69-72

You may not save versus spells of up to 1d6 Threshold.  Threshold cost is based on level the spell was cast at, not counting modifiers for "out-of-mind spells" or improvised spellcasting.

73

You may not save versus any spells.

74

You attract all spells that are cast within 2d6 (x5 feet).

75

All detection and scrying spells will seek you as their target, no matter what type of spell it is.

76-80

You gain some useless or hindering body part (mouths all over body, masses of short feelers, etc)

81-85

Body parts (or organs) rearranged in an inconvenient manner (Eyes on elbows, organs outside body, reverse peristalsis, etc)

86-90

Body part missing or useless (no eyes, no skeleton, no arms, etc)

91-92

You become a Shoggoth-like blob creature.  Use the Gibbering Mouther as a template, but you get none of the cool abilities.

93

You must eat a certain substance (sentient flesh/brains, excrement, precious metal, etc) or you will starve at double the normal rate. 

94

During a specific activity your body will emit agonized screams (while sleeping, eating, walking, etc).

95

A beneficial chaotic feature has its strength weakened or gains a negative side effect, if you have none, roll on this table and double the severity.

96-00

Roll twice on this table.  Or the DM can make something up.

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