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. |