Chaos Aspects - Path of Chaos

Elemental Aspects

Skip elemental aspects already learned as a path.

Plant Aspects

1-[1-3] Tap Plant Knowledge: gain knowledge of any plant to identify it and know its properties.
2-[4-6] Physical Tap: harness any physical aspect of a plant and channel it into target, such as strength of the oak, limberness of the willow, hardness of a maple, appearance of pine bark, etc.
3-[7-9] Tap Healing Properties: channel a plant's healing properties into select target.
4-[10-12] Influence Plants: influence plants as called in area of up to +2 feet perimeter per success.
5-[13-15] Alter Plants: make a plant grow, shrink or change as called.
6-[16-18] Life Emulation: pass on mental faculties and physical aspects to a plant as called to bring it to life. One roll per aspect, plant checks up to total stamina roll. Level up to +1 per success.
7-[19-21] Conjure Aspects: conjure poisons and potions (sleep, healing, hallucinogenic, stupifying, etc), from plants.
8-[22-24] Channel Aspects: tap and channel aspects of plants that stimulate, cause stupor, elation, or sleep
9-[25-27] Tap Phosphorescence: create light by tapping the phosphorescence aspect of plants in a radius of up to +2 feet per success.
10-[28-30] Sharing: combine plant aspects with other paths.
11-[31-35] Command Plants: command life emulated or normal plants as called.
12-[36-40] if Plants Had Eyes: see what a plant would have seen if it had eyes at any time during the life of the plant to gain knowledge.

Mineral Aspects

1-[1-3] Mineral Sight: identify minerals and properties of metallurgy to gain knowledge of minerals and metals.
2-[4-6] Detect Mineral: detect called minerals within an area of +Stamina Level=feet per success radius.
3-[7-9] Tap Mineral Hardness: tap and channel mineral hardness into something else without otherwise affecting target.
4-[10-12] Alter Mineral Structure: to make it stronger or weaker.
5-[13-15] Mineral Enchantment: create a hidden door, an enchanted gem, etc. as called by willing an effect into a target mineral.
6-[16-18] Animate Mineral: bring a target mineral to life with a called objective which becomes its intelligence and will.
7-[19-21] Tap Mineral Compounds: tap and channel mineral compounds as called, whether poisons, corrosives, medicinal, chemical and combine chemical compounds, into a spell.
8-[22-24] Combine Mineral Variables: to conjure specific gems, metals, stones, and to make metal, stone, or gem items or even structures, up to +1 pound per success.
9-[25-27] Runes: carve runes into metal, stone, or gems to imbed a willed power into target mineral. Makes a power permanent and impervious to disenchantment or dispelling.
10-[28-30] Ancient Knowledge: gain knowledge by seeing echoes of what occurred near a mountain, boulder, sand dune etc. at a specific time up to the present as called.
11-[31-35] Mineral Morph: morph target into a called mineral for a called duration. if a living being is morphed their life is preserved within called mineral and will return to their original form when morph is undone, be it a thousand years from the hour they were morphed.
12-[36-40] Command the Minerals: as called.

Light Aspects

1-[1-3] Tap Light: to illuminate an area of up to +Stamina Level=feet radius per success.
2-[4-6] Dazzle: tap and channel light in ways that dazzle and confuse the senses.
3-[7-9] Blinding Light: blind select targets by directing brilliant rays of light at their eyes.
4-[10-12] Revealing Light: direct light to reveal or lead a target or self to hidden things.
5-[13-15] Repelling Light: repels light hating creatures
6-[16-18] Prismatic Illusions: channel light and its colors to create illusions that are like holograms.
7-[19-21] Lasting Light: create a lasting source of light in a radius of up to +Stamina Level=feet radius per success, or make light aspects permanent as called
8-[22-24] bind Light: use light aspects with other paths
9-[25-27] Tap Electricity: tap and channel electricity to create lightning bolts, ball lightning, electrical auras, etc.
10-[28-30] Compound Light: split light aspects to affect multiple targets.
11-[31-35] Light Vision: see as well during the night as during the day as at night.
12-[36-40] Tap Light Sources: tap and harness various light sources and their powers to create light effects as called.

Flame Aspects

All fire attacks do aggravated damage for 1, +1 turn per ace.

1-[1-3] Fire Trap: tap and channel fire to create a fire trap that is triggered by a called catalyst.
2-[4-6] Protect from Fire: tap and channel the path of fire to extinguish or redirect it before it reaches targets being protected.
3-[7-9] Fire Tap: tap and channel fire to harm targets, to start fires, etc. as called within range or radius of up to stamina level=feet per success.
4-[10-12] Reveal by Flame: enchant something to be revealed by fire alone.
5-[13-15] Imbue with Fire: create flame items by imbuing weapons and items with fire, or use to harm the living.
6-[16-18] Incendiary Fire: conjure explosive fire as called.
7-[19-21] Flame Gates: summon flame gates which harm only those selected not to pass through gate. Gates close distances through the elemental plane of fire.
8-[22-24] Fiery Illusions: tap, channel, and direct fire to create illusions such as dragons, demons, horses, etc. of fire which burn anything they contact.
9-[25-27] Molten Rock: tap and channel lava affects as called within radius or range of up to stamina level=feet per success.
10-[28-30] Fiery Wards: create flame walls, lava moats, various affects triggered by infiltration, flame seizure gates, etc.
11-[31-35] Flame Form: take a flame form which damages on contact, can command fire spells, and which can only be damaged by water or ice spells.
12-[36-40] Flames of War: harness powerful fireballs, quick-fire, and firestorms to direct at target area which will do serious harm to anyone within range. Radius or range of up to Stamina Level=feet per success. Quick fire range is contained only by walls and strong doors unless outdoors.

Shadow Weaver Aspects

1-[1-3] Shadowy Oneness: target blends into any shadows present to appear as shadows.
2-[4-6] Bend Shadows: make shadows spread, bend, or fall where called within radius or range of stamina level used=feet per success.
3-[7-9] Shadow Strider: sink into the shadow plane to close distances or to walk on the edge of the shadow veil within visual range of the upper planes.
4-[10-12] Shadow Phase: phase target through the shadow plane and displace them to alter position or phase past attacks.
5-[13-15] Shadow Illusions: conjure shadowy phantasms to trick, distract, and confound the mind.
6-[16-18] Embodiment of Shadows: take a called shadow form that can command shadow aspects at current level, but which cannot contact material things, all that is worn or carried becoming part of this form.
7-[19-21] Gateway to the Shadow World: invoke a gate which accesses the shadow plane which others can enter as well. Use to cross great distances by passing through the shadow plane as well.
8-[22-24] Imbue with Shadows: target melts into shadows to become shadows. Lasts until dispelled.
9-[25-27] Shades: weave or summon creatures from the shadow plane that will protect or support the shadow weaver. Creatures command shadow powers. Levels are +1 per success. Roll for each skill or for level as a shadow weaver.
10-[28-30] Quick Shadows: haste shadow form or next power used by +1 mvm per success.
11-[31-35] Shrine of Shadows: weave a shrine of shadows that is warded with shadow aspects as called. Only those selected to enter the shrine can see it or enter it.
12-[36-40] Shadow Weaver: weave quasi-real shadow world aspects within the shadow realm including alternate forms, shelters, gardens, forests, fortresses, creatures etc. as called in a radius of up to stamina level used=feet per success. Aspects can be raised into the upper plane to manifest as quasi-corporeal things with a shadowy appearance. Strength, Fortitude, or power of aspects is +1 per success each.

Water Aspects

1-[1-3] Locate Water Source: locate source of water in radius or range of up to +1 mile per success.
2-[4-6] Purify Water: up to stamina level used=gallons per success.
3-[7-9] Quench Thirst: of called target.
4-[10-12] Breathe Underwater: breathe underwater for up to +1 hour per success.
5-[13-15] Cleanse: cleanse a target by tapping and channeling the cleansing properties of water.
6-[16-18] Embodiment of Water: take a called water form that commands water aspects at current level, which cannot be harmed by normal means.
7-[19-21] Water Tap: tap and channel water to create water spells as called.
8-[22-24] Suffocation: tap and channel water aspects to drown a target.
9-[25-27] Hydromorphs: shape water into creatures that command water aspects as called, up to +1 level per success.
10-[28-30] Watery Mirror: gaze into water to foresee of things past, present, and soon to come.
11-[31-35] Creatures of the Sea and Water: summon and command creatures which live in and near salt or fresh water.
12-[36-40] Arch Hyrdromancer: command the oceans, seas, rivers, etc. as called.

Air Aspects

1-[1-3] Air Vacuum: snuffs the air to put out smalls fires, and candles, and snuff larger fires, or to suffocate at higher levels, at radius of up to stamina level used=cubic feet per success.
2-[4-6] Purify Air: purify air in a radius and height of up to stamina level used=cubic feet per success.
3-[7-9] Tap Air Currents: to alter, strengthen, or redirect currents.
4-[10-12] Air Assimilation: bring air effects into target as called to create weightlessness, air forms, and other air-adapted spells as called.
5-[13-15] Air Wings: translucent wings manifest on target that allow for flight
6-[16-18] Air Traps: create air traps such as bridges, stairways, and doors that only those selected can cross or pass through.
7-[19-21] Air Tap: tap and channel air aspects to create spells, level determining the power of spell.
8-[22-24] Air Elemental: summon an air elemental out of the elemental plane of air as a guardian, patron, or to support target in a fight. Elementals command air aspects up to current level. Level of each elemental is up to +1 per success.
9-[25-27] Air Morph: morph other elements into air.
10-[28-30] Wind Tap: tap and channel the wind to control its strength, power, formation, and direction, including wind sheers, wind funnels, and hurricanes.
11-[31-35] Tap Air Properties: control the mass and properties of air to improve the air, alter it for another species, or to make it poisonous to life in an area of up power of roll=cubic miles.
12-[36-40] Arch Aeromancer: command any air effect at these levels as gained. Area control is either stamina level used=cubic miles per success, or limitless area effects at level forty with a penalty of double stamina cost, and full damage backlash on failure of no aces rolled, or roll not exceeding or matching spell level used. Roll for triple backlash damage on a botch.

Spirit Aspects

Refer to Bestiary for spirit types.
1-[1-3] Spiritualism: gain complete knowledge of one spirit type with exception of its way of death.
2-[4-6] Commune with Spirits: to ask favors or discover information.
3-[7-9] Summon Spirit: summon one spirit of any kind at level up to +1 per success.
4-[10-12] Spirit Command: command summoned spirits.
5-[13-15] Patron Spirit: summon a called spirit type to protect a target. Spirit will remain with target, often returning to the spectral or dead realm to watch over target and then appear when needed, until banished or destroyed.
6-[16-18] Guardian Spirit: like patron spirit but this spirit guards a called area.
7-[19-21] Spectral Ascension: Raises spirits (such as wraiths, ghosts, or phantoms) out of the spectral plane to destroy them or to free them of earthly entrapment as called.
8-[22-24] Spirit Form: Take any chosen spirit form at present level temporarily, and enter or pass through any spectral plane to close distance or to visit the dead realm or spectral plane. See Bestiary for stats of spirit type.
9-[25-27] Projectionist: project up to +1, +1 form per ace to called destination.
10-[28-30] Spirit Tap: tap and channel any aspect, power, or ability of a called spirit type to emulate aspect in a spell or in a selected target.
11-[31-35] Spectral Fork: Apply any spirit power to effect compound targets of up to 1, +1 per ace, or to summon up to +1 additional called spirits per success.
12-[36-40] Spectral Weaver: weave phantasms-livid or ethereal, gates to a spectral realm, spectral gardens, havens, forests, etc. and create spirit types, specters and apparitions at up to +1 level per success.

Time Streamer

Harness and manipulate the time stream to redirect it; reverse time, advance time, delay time, hasten time, age, reverse age, hasten and convey target through time gates, etc. as called.

Maximum time affected is; up to +10 years per success, +100 years per ace, x ten on a crit.

Penalties: power fails with 0 aces and backlash occurs with full damage, full damage and time affect backlash occurs on a botch. This power can also anger powerful beings if time is tampered with in a dangerous way.

Physical Aspects of Chaos

Animal Aspects

Refer to Bestiary for animal types and stats of aspects applied as needed. Roll=Power of Aspect

1-[1-3] Animal Tongues: speak to animals and understand them.
2-[4-6] Animal Acumen: know all there is to know about one animal type.
3-[7-9] Bestial Charm: charm an animal to calm or mesmerize it.
4-[10-12] Animal Tap: tap one aspect of a called animal and emulate it in selected target. Aspect can be physical or virtual, such as wings, the quickness of a gazelle, the vision of a hawk, the claws of a lion, etc.
5-[13-15] Animal Presence: intimidates people (-1 AR, -1 AR per ace) while allowing command of animals.
6-[16-18] Beckon: summon up to +1 called animal per success.
7-[19-21] Shapeshifter: gain one called animal form, and up to +1 additional animal form per additional level gained. each form has telepathic speech, can command any chaos aspect learned at current levels, and has same mortality of chaotician.
8-[22-24] Animal Companion: gain a powerful, loyal, animal companion as called, up to +1 level per success as animal type allows, and communicate with animal.
9-[25-27] Forced Animal Form: target can be shifted into any called animal form or creature with called duration. These forms can speak telepathically.
10-[28-30] Trooping Beasts: summon up to +1 dangerous animal type per success to lend support in a fight. These animals will fight loyally for the target they are summoned to aid. Levels up to +1 per success each as animal type allows.
11-[31-35] Animal Guardians: summon up to +1 dangerous animal type per success to guard a haven. These animals will guard target area until they die. Levels up to +1 per success each as animal type allows. This power cannot be used again until animal guardians perish.
12-[36-40] Bestial Allies: summons up to +1 lycanthrope, shapeshifters, bestial abominations, and or therianthrope per success as called. Level of each is up to +1 per success as their character type allows. These allies will remain with chaotician as loyal allies until they perish. This power cannot be used again unless all Bestial Allies perish.

Metaphysical Aspects

1-[1-3] Identify: identify one called target.
2-[4-6] Acumen: gain knowledge of one target, up to +1 detail per success.
3-[7-9] Telekinesis: control telekinetic aspects in an area of up to power rolled=cubic feet per success, x ten on a crit.
4-[10-12] Perception: detect one target within radius of up to stamina level used=feet per success, know if a target is lying and what their general mood or intentions are.
5-[13-15] Persuasion: persuade a target to carry out an objective.
6-[16-18] Mental Channeling: telepathy, mind reading, mental control.
7-[19-21] Soothsay: foretell the future by reading someone, the environment, and the time stream.
8-[22-24] Mind Weaver: alter, erase, implant or restore up to +1 mental or memory aspects per success as called, crit required to affect all memories at once.
9-[25-27] Corporal Weaver: reshape, project (up to +1, +1 target per ace) manipulate, heal, resurrect, alter, improve or corrupt physical aspects, and recreate the body as called.
10-[28-30] Universal Insight: gain one called piece of knowledge from the universal weave.
11-[31-35] Eye of Nature: identify and know about anything in nature seen, including plants, animals, rocks, stars, etc.
12-[36-40] Oracle: metaphysicist can invoke visions of the past, present, or future by tapping the time stream but it wise enough to know that future events are never stable or certain so is careful in divulging future events.

Astrophysical Aspects

1-[1-3] Astronomer's Acumen: Allows target to identify and name types of astral bodies in a called quadrant of space, such as stars, moons, nebulas, constellations, etc.
2-[4-6] Lunar Tap: weave lunar spells and control lycanthrope with these taps.
3-[7-9] Astral Light Tap: bathe target area, direct star, nebulas, and moon light as called, or shroud a target in star, moon, or nebulas light, max radius of up to stamina level used=feet per success. Astral shroud conceals.
4-[10-12] Meteor Shower: A meteorite shower display is summoned that do not impact. Successes = Number seen, aces (6s) = spectacular meteorites.
5-[13-15] Deep Space Tap: tap and channel the aspects of deep space to weave spells that freeze and suffocate.
6-[16-18] Solar Tap: tap and channel aspects of stars, suns, and solar dust. Spells so woven can be deadly to those with sun bane, radiation, or sun intolerance.
7-[19-21] Dark Matter Tap: tap and channel dark matter to weave gravitational effects, abysmal voids and vacuums which can soak up energy.
8-[22-24] Quasar Tap: tap the aspects of a quasar to channel its astronomical potential for energy. Weave powerfully deadly spells capable of vaporizing a target, or light so radiant that it blinds a target permanently, or weave minor spells that do less damage or which light an area.
9-[25-27] Dimensional Planar: stride from dimension to dimension, and plane to plane to visit distant worlds, planes, and alternate dimensions.
10-[28-30] Wormhole Tap: tap and channel aspects of wormholes to create interstellar and hyperspace gates to lapse through time.
11-[31-35] Time Weaver: control any aspect of time that will not alter past events.
12-[36-40] Arch Astrophysiomancer: travel great distances and dimensions, gain knowledge from the Universal Web, create time pockets and time lines, command time, gain knowledge, summon creatures, command astral elements, create an inhabitable or non-inhabitable plane or world of up to +10 miles radius per success as called from the universal web, etc.

Machine Aspects

Machines can include: mechanized doors, mechanized defenses, furnaces, generators, vehicles, gates, complex weapons or creatures, war machines, robots, machine monsters, etc.
Roll=Damage, Power, Strength, or LoD of Machine

1-[1-3] Formulate: create a mental blueprint of the intended machine and project it onto paper or vellum.
2-[4-6] Material Tap: tap and channel the materials needed to formulate a called machine aspect.
3-[7-9] Fabricate: fabricate the machine parts
4-[10-12] Construct: using the fabricated framework, plates, hoses, seals, filters, levers, clockworks, mechanisms, pulleys, gears, engines, etc.
5-[13-15] Fuse: fuse together those parts of the machine that need to be joined, +1 strength, +1 per ace.
6-[16-18] Power Up: using chosen fuel such as fire, solar, steam, fusion, atomic, etc. Machine Level up to +1 per success.
7-[19-21] Catalyst: create certain catalysts which trigger the machine's defenses or performance as called. reset Machine Level +1 per success, +2
8-[22-24] Objective: give the machine an objective. reset Machine Level +1 per success, +2
9-[25-27] Artificial Intelligence: give the machine virtual intelligence. reset Machine Level up to +1 per success, +3. Intelligence based on logic, logic +2.
10-[28-30] Reconstruct Complexity: imbed how complex the machine's thought processes and mechanisms are to make it more powerful. reset Machine Level up to +1 per success, +4, logic +4.
11-[31-35] Duplicate Machine: Duplicate a machine up to +1 times per success at current level of target machine.
12-[36-40] Biomorphic Creation: generate a living machine that looks like a creature with the reparability of a machine. Call emotions, powers inherited from creature, intelligence, lifespan of the machine (immortal if the creature it is made out of is). Machine Level up to +1 per success, +5, mental checks and power of creature type (as called), Logic+5.

Creation Aspects

Stamina Cost is doubled, crit required to succeed.
Each power causes full backlash damage because of the amount of energy being channeled.
People are not included as animals.

1-[1-3] Fabricate Object: out of mineral or plant aspects of up to +10 pounds per success.
2-[4-6] Fabricate Plants: up to +1 small to medium sized plant, +1 per success as called.
3-[7-9] Fabricate Trees: up to +1 tree, +1 per success as called.
4-[10-12] Animate: create life out of an inanimate object of up to +10 pounds per success.
5-[13-15] Engender Familiar: create an animal familiar as called no larger than 4 feet tall, not including tails and wings.
6-[16-18] Engender Animal: create an animal as called weighing no more than +10 pounds per success.
7-[19-21] Engender Large Animal: create an animal as called weighing up to +50 pounds per success.
8-[22-24] Engender Monster or Sentient Animal: create monsters, people, or sentient animals as called up to +1 level per success.
9-[25-27] Landscape: create a landscape as called in an area of up to +5 miles per success.
10-[28-30] Elemental Taps: tap and channel each element as called in specific areas of up to +10 miles per success, such as water to fill lake and river beds, fire or lava beneath the ground, dirt or sand covering an area, etc.
11-[31-35] Elemental Formulation: create called structures or formations out of select elements.
12-[36-40] Deific Genesis: create an uninhabitable or inhabitable plane or world as called

Disease Aspects

1-[1-3] Detect Disease: detect the presence of diseases.
2-[4-6] Identify Disease: knowledge of disease is gained.
3-[7-9] Infect: cause someone to contract a non-communicable disease as called.
4-[10-12] Pandemic Bolt: slightly crippling, -1 AR, -1 per ace, also does aggravated damage for 1 turn, +1 per ace, and will spread to anyone within 1-3 feet of anyone hit.
5-[13-15] Cure Disease: with higher roll than LoD of disease.
6-[16-18] Disease Shield: protects from disease spells.
7-[19-21] Infectious Cloud: anyone who contacts this disease cloud
8-[22-24] Delay Disease: slows the progress of a disease for up to +1 week per success.
9-[25-27] Contagion: infect someone or up to +1 targets per ace with a contagious disease as called. Does normal damage per day, can slow actions or halt them, and halts regeneration.
10-[28-30] Disease Resistance: grants up to +10% resistance per success, duration of +1 day per success, or as called on a crit.
11-[31-35] Deadly Contagion: spread a deadly disease through up to +1 targets per ace. Does critical damage per day and halts regeneration. Fails if it does not crit.
12-[36] Epidemic: cause a mass plague as called, damage as called up to limit of roll, effects as called.
12-[37-40] Formulation: formulate powers of disease, use them to create wards, artifacts, magic items, scrolls, spells, monsters of disease etc. as called.

Arcane Weaver Aspects

Use spells in Arcane Spell Book as needed.
Arcane Weaver Penalties: Spell fails if no aces are rolled, or if successes do not equal or exceed spell level used. If a power fails full backlash damage occurs, and damage doubles on a botch.
Weave 12 spells from each aspect; skip aspects already learned as a path.
Arcane Feats: learn +1 feat free per level; factor, anti-factor, fork, loop, conceal, layer, stream, precision targeting, protect, improve power, set contingencies, smart spells, as called.

1-[1-3] Protection Taps: tap and channel sealing, signature, and marking aspects to protect applied powers.
2-[4-6] Healing Taps: tap and channel healing aspects to mend wounds.
3-[7-9] Abysmal Taps: tap and channel abysmal aspects to create voids, drain life, stamina, and strength, and to summon abysmal creatures.
4-[10-12] Tap Enchantment Aspects: to enchant weapons, items, and targets with applied power.
5-[13-15] Tap Death Aspects: tap and channel death aspects to weave or use any necromantic spells at current level.
6-[16-18] Sorcery Aspects: tap and channel aspects of sorcery to weave or use any sorcery powers at current level.
7-[19-21] Wizardry Aspects: tap and channel aspects of wizardry to weave or use any wizardry spells at current level.
8-[22-24] Curse Aspects: tap and channel aspects of dark invocation to weave or use any curses at current level.
9-[25-27] Spirit Weaver: tap, harness and channel powers of spectremancy and the dead realms.
10-[28-30] Arcane Weaver: weave spells from any arcane aspect with half the backlash damage on failures.
11-[31-35] Arch Arcane Weaver: Arcane Mastery; formulation, monster, magic item, ward, and artifact creation with no damage on 0 aces. (50% chance of becoming an Arcane Lich at level 31, with loss of wizardry and healing)
12-[36-40] Arcane Deity: Chaotician becomes an arcane god with +2 chosen forms, no longer takes penalties, and gains +4 levels when they reach level 40. (65% chance of becoming an Arcane Lich at level 36, with loss of wizardry and healing)

Mental Aspects of Chaos

Quantum Weaver Aspects

Power and Logic vs. Logic and Intelligence.

1 {1-3}: Transmute Object - alter the matter of an object to change its shape and or properties in area of up to +1 cubic feet per success.
2 {4-6}: Plant Weaver - Change the shape and or appearance of a plant or weave a plant through imagery within an area of up to +1 cubic feet per success.
3 {7-9}: Assimilate Matter - Alter the condition or shape of one called target in an area of up to +1 cubic feet per success.
4 {10-12}: Flesh Weaver - Alter the appearance of flesh and body of one called target and create alter-identities.
5 {13-15}: Quantum Weaver - Tap aspects of the universal weave to channel and control a called aspect of energy or matter.
6 {16-18}: Transmute Existence - Modify what is already present into an alternate reality through reconstructive mental imagery within a scope of up to +1 cubic yards per success.
7 {19-21}: Reality Weaver - Create something out of the universal fabric by bringing the reality of what is conceived out of the universal weave in an area of up to +1 cubic feet per success.
8 {22-24}: Quantum Form - Become pure thought energy temporarily to phase past material objects and forms and to pass through elemental and material planes.
9 {25-27}: Transfer Matter - Transport matter, energy, forces, objects, or clearly visualized target from one place to another.
10 {28-30}: Transcend Matter - Alter matter to recreate a called target, self included, as called, or see beyond matter as if through a window to behold what is beyond.
11 {31-34}: Plane Weaver - Create an alternate reality plane as called through mental imagery with an area of up to +1 cubic miles per success. A fixed gateway of access can be woven into this alternate plane of reality as well.
12 {36-40}: Arch Quantum Weaver - Create any quantum effect, condition, power, creature, reality, alternate-reality, object, quantum magic item or artifact as called.

Note: if opposing logic or intelligence defeats quantum power, quantum reality fails, as others see and experience what they know to be their own reality. if a reality is altered prior to being witnessed by another, those entering area where reality and matter has been altered must believe the quantum formulation for it to become real. Once believed by all witnesses, a quantum reality becomes a genuine reality.

Bonuses: +1 point for subtlety, +1 point for each aspect that grounds matter adaptations in probable reality, +1 point for appeal.

Penalties: -2 points for each aspect of improbability, -5 points for each aspect that is incomprehensible.

Story Teller Aspects

+1 charisma per ace, Roll=Power of Aspect applied. Similar to a bard but no song is involved. Charisma vs. WP

1-[1-3] Steal Attention: with local legends and myths or with other tales
2-[4-6] Enchant: tell and improvised stories that enchant the listener
3-[7-9] Distract: stories distract, confuse, or redirect attention
4-[10-12] Teach: story telling makes others understand something intensely
5-[13-15] Power of Suggestion: story telling is so persuasive that those story teller targets do as the story teller asks or suggests.
6-[16-18] Spooky Tales: Unnerve or terrify someone with a powerfully frightening tale.
7-[19-21] Mesmerize: tell a story while voice weaves visions of what is being told to mesmerize listeners.
8-[22-24] Boost Courage: with a tale of valor
9-[25-27] Jester: listeners laugh themselves to tears and cannot stop laughing as long as story teller continues to tell these fantastically funny stories.
10-[28-30] sleep: all who hear these soothingly bed time tales fall into a deep slumber and continue to sleep as long as the story teller speaks these fairy tales.
11-[31-35] Blinding Visuals: the visions which appear when these tales are told are so vivid that the audience is blinded to all else but the story unfolding before their eyes.
12-[36-40] Counter Pain: Story teller weaves a story that listeners become a part of, melting into the visions of rhapsody to sink into the spectral plane of dreams.

Pentacles Aspects

Tap one or more aspects (+1 tap per AR used) and Weave a spell.
Weaver Penalty: power backlashes as damage if 0 aces are rolled. If power botches, backlash damage is critical.

1-[1-3] Axis of Chaos Tap: tap and channel the command paths of chaos to weave into a harnessed tap or taps. See command paths below taps.
2-[4-6] Birth Tap: tap and channel birth aspects to control or initiate a birth as called.
3-[7-9] Tap Growth: tap and channel the aspects of growth as called.
4-[10-12] Life Tap: tap and channel life aspects to enhance, delay, emulate, or alter physical or mental aspects (checks) as called.
5-[13-15] Fortune Tap: tap and channel fortune aspects to alter or control the results of a called outcome for better or worse, to achieve balance, and perfection.
6-[16-18] Adversity Tap: tap and channel aspects of adversity to affect a target with forces that corrupt, reduce physical strengths (checks) or otherwise cause adverse consequences as called.
7-[19-21] Disease Tap: tap and channel aspects of disease as called.
8-[22-24] Death Tap: tap and channel the aspects of death to weave spells of death, corruption, terror, decay, etc. as called.
9-[25-27] Renewal Tap: tap and channel the aspects of renewal to restore, heal, revitalize, resurrect, etc. as called.
10-[28-30] Guardian of the Crossroads: command the fate of another as called. Weave also powerful fixed gates with set destinations.
11-[31-35] Creation Tap: tap and channel the forces of creation to engender life or called objects. Max start level is +1 per ace, +1 per success on a crit.
12-[36-40] Arch Chaotician: Harness Command Paths to weave powers that manipulate all of the Life Pentacle Aspects.

Path of Chaos

    Only followers, priests and practioners of the Path of Chaos can take these aspected powers.

    Command Paths: Manipulation, Change, Cycles (Loops, Connectivity), Probability (Math, Logic), Corruption, Metamorphosis, Evolution, Genesis, Creation, Renewal, Destruction, Influence, Knowledge, Neutrality, Impression, Reflection, Projection, Dormancy, Absence, Transition, Tears (rifts), Momentum, Inertia, Inexorability-Finality, Mystery (The Unknown) Unpredictability, Perpetual Anomalies, Temporal Echoes, Cyclonic Balance, and Continuums.

Contents by JD and Sparky © Copyright 2008