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d20 Logo Chaos Magic SRD v3.5

Damage Elements

All chaos magic spells are considered to deal force damage by default. However, the chaos mage may exert his powers to deal a different type of damage with a damage spell, in order to strike hard at creatures with a weakness, or bypass some resistance of a creature by dealing another kind of damage. An additional damage type may be freely selected by the chaos mage to enhance his spell, but each will modify the Casting DC of the spell, as detailed below.

Extra Damage Type (see text)

The chaos mage can select this effect element to change the damage type of any spell he creates. Note, however, that to add this effect the spell must actually have a base damage effect included. Note, too, that if any spell includes multiple damage effects this additional element applies at all of those. All of the effects detailed below fall into the Extra Damage Type category.

Minor Elemental Damage Type (DC+1/type)

With this effect the chaos mage can alter the force damage a chaos magic spell normally deals to either fire, cold, electricity or acid damage. The chaos mage is free to choose one of these types and change any number of force damage dice dealt by the spell to this type, to a maximum of the number of dice of damage dealt by the spell. Note that multiple damage types can also be included in the spell. However, every damage type added after the first increases the DC by another point. Note that every damage die can only have a single damage type.

Major Elemental Damage Type (DC+5/type)

ith this effect the chaos mage can alter the force damage a chaos magic spell normally deals to either fire, cold, electricity or acid damage, and make the spell have a number of additional effects based on the type used. The chaos mage is free to choose one of these types and change any number of force damage dice dealt by the spell to this type, to a maximum of one-half the number of dice of damage dealt by the spell. Note that multiple damage types can also be included in the spell. However, every damage type added after the first increases the DC by another 5 points. Note that every damage die can only have a single damage type. If the spell deals any damage of the chosen damage type to the target the target must save against a Difficulty Class equal to the damage dealt. This save is a Reflex save, in the case of fire or acid damage, and a Fortitude save, in the case of cold or electricity damage. If the subject fails this saving throw it suffers additional damage effects, as described in the table below. If the spell strikes a critical hit the effects the subject suffers are worsened.

Damage Type Additional Damage Effect
Fire (normal) Ignite
Fire (critical) Blaze
Cold (normal) Chilled
Cold (critical) Rooted
Electricity (normal) Dazed
Electricity (critical) Stunned
Acid (normal) Equipment Disintregration
Acid (critical) Equipment Disintregration

Ignite:The subject catches fire. He is entitled to a reflex save against DC 13 at the beginning of every round. Taking this saving throw counts as a move-equivalent action. Making the saving throw, however, is not obligatory. Should the subject succeed the saving throw, the fire is now put out and no further effects occur. However, should he fail the saving he, and all nonmetal armor and clothing he is wearing, takes 1d6 points of fire damage.
This effect lasts until the subject succeeds his saving throw.

Blaze:All of the subject is suddenly covered in roaring flames feeding upon both him and his equipment. The subject is entitled to a reflex save against DC 17 at the beginning over every round. Taking this saving throw counts as a move-equivalent action, and ends with the subject laying prone on the ground. Making the saving throw, however, is not obligatory. Should the subject succeed the saving throw, the fire is now put out and no further effects occur. However, should he fail the saving he, and all nonmetal armor and clothing he is wearing, takes 1d6 points of fire damage for every two levels of the caster.
This effect lasts until the subject succeeds his saving throw.

Chilled:The subject's body temperature drops far below its normal levels, making the subject funtion abnormally slow, as affected by the Slow spell for 1d4 rounds. Any fire effect undo's the effects of Chilled immediatly.

Rooted:The subjects feet freeze solidly to the soil beneath the subject. The subject is unable to move, and thus loses any dodge bonus to AC. The Rooted effect lasts for 1d6 rounds. Furthermore the subjects body temperature drops so far that is counts as affected by the Chilled effect as well, however for the duration of the Rooted effect.

Dazed:The subject is shocked and needs time to recover. The subject counts as affected by the Daze spell for one round.

Stunned:The subject is shocked and needs time to recover. The subject is stunned for 1d4 rounds.

Equipment Disintegration:The acid slowly bites away the subject's equipment. Any armor and clothing worn by the subject, as well as one piece of equipment (looked up in the table for equipment affected by spell effects) suffers one-half the number of acid damage the subject suffered. On a critical hit the equipment suffers damage equal to the damage the subject suffered.

Subdual Damage (DC+5)

The chaos mage can give his damage spell a softer impact, dealing subdual instead of force damage. Note that this effect can only change dice of the force damage type to subdual damage, not any other kind of damage, like fire damage, for example. Also, this effect affects all damage die dealing force damage.

Ability Damage (DC+20-25)

This damage effect allows the chaos mage to change one die of damage per 10 levels of the chaos mage to permanent ability damage. If this effects a physical ability score the DC is increased by 20 points, and the DC is increased by 25 points if it effects a nonphysical ability score.

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