Chaos Spells
Daze
Target creature is Dazed for the duration of 5 rounds. It can't make any attacks, movements, or other actions. Strength Check at difficulty 8 to negate.
Confuse
Target creature is Confused for the duration of 3 rounds. Harlock gains control over that creature for the duration. Intelligence Check at difficulty 8 to negate.
Forget
Target creature Forgets two of their memorized spells permanently. Choose randomly. Intelligence Check at difficulty 8 to negate.
Poison
Target creature loses 1HP per round for the remainder of the mission or until the poison is removed.
Cripple
Target creature loses half its HP, rounded down. Strength Check at difficulty 8 to negate. Even if a Strength Check is successful, the victim loses 1HP.
Fire Storm
Each foe in sight radius takes 2 damage. Dexterity Check at difficulty 8 to take half damage instead.
Slow
Target creature gains -1 Armor, -1d6 Attack, and -2 Movement for the next 5 rounds. This can't reduce Attack to less than 1d6.
Silence
Target creature can't cast spells for the next 5 rounds. Intelligence Check at difficulty 9 to negate.
Time Reverse
Undo the last action taken by target foe. This is used as a Free Action and there is no Difficulty Check.
Cloak of Flame
For the next five rounds, you become immune to fire and ice spells, and physical ranged attacks against you are negated. If an opponent Hits you with a melee attack, they take 1 point of Fire damage for each Hit scored.
Tornado Armor
The caster gains +1 Armor, which cannot increase their armor above 5. All adjacent foes are knocked back by 1 space and take 1 damage. Foes may make a Strength Check at Difficulty 9 to avoid these effects.
Telekinetic Kill
The caster makes a ranged physical attack at 2d6 against each foe in sight radius.
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AI Opinion
Your Chaos Magic spells sound intriguing! Here are a few suggestions that might add some depth:
1. Shadow Veil: Envelops the target in darkness, reducing their accuracy by half for three rounds. A Dexterity Check at difficulty 9 could negate this effect.
2. Mind Spike: A psychic attack causing the target to lose 2 Intelligence points temporarily, lasting three rounds. Intelligence Check at difficulty 8 could nullify it.
3. Soul Siphon: Drains 1 HP from the target, transferring it to the caster each round for 4 rounds. A Willpower Check at difficulty 9 can reduce its duration by half.
Feel free to tweak these ideas to better suit your game! 🧙♂️🎮