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I really like Chaos Magic, however I have several concerns with it. With luck, one of the writers or someone from Mongoose will read this and address my concerns.

2 Given that to retreat from path level 2 back to 1 only costs me 1000xp, where as from say 6 to 5 costs me 3000xp, why would any Chaos Mage choose NOT to always retreat back to step one every time they get to step two. However, the save DC for a static spell is 10 spell level attribute bonus, and the spell level is AT BEST half caster level, or lower for a lower level spell.

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Chaos Magic: Wild Sorcery is a new offering from Mongoose Publishing, in the same gameline of D20 Magic system enhancements as Necromancy: Beyond the Grave and Demonology: The Dark Road. It outlines an entirely new system of magic for D20 (new for D20, not new in roleplaying games in general). It's a 64 page perfect bound book with the obligatory fantasy woman on the cover, in this case surrounded by a blue streaking nimbus thing that presumably represents Chaos Magic.

Contrary to what you may think from the name of the book, this is not a 3rd edition "Wild Mage" class. Chaos Magic can best be summed up as "Mage - The Ascention" magic translated to D20 (complete with Paradox of sorts).

First, I'll cover what you get, and then I'll let you know my thoughts on the system, along with some concerns I have that I'm hoping someone can provide me answers for.

The book starts off by explaining what Chaos Magic is (some flaffle about Substance and Illusion in the universe, it's not really important and I'm figuring that most readers - like me - don't care, so I must admit to not having read entirely through their description of how Substance is Chaos but is given form by sentient minds. Still sounding very like Mage - The Ascention, to be honest.)

Next, we have a section on how regular old mages (called Static Magic Users) can introduce some Chaos into their spellcasting with the introduction of Wanton talents. You can earn Wanton Talents through a variety of ways, dying and being ressurected, meeting a Chaos Mage who can teach you, and so on. They provide smallish benefits like taking HP damage instead of needing material components, that kind of thing. Essentially like feats in many ways.

Next, we move on to the Chaos Mage class itself (a base class, not a prestige class). Chaos Mages can freely multiclass with the regular classes, but if they ever take any class with static (arcane) magic, they lose all Chaos Spell abilities immediately. The class looks basically on-par with a sorceror in terms of power. And of course, you get access to Chaos spells.

There are no defined spells in Chaotic magic, and no number of spells per day etc. Instead, the Chaos Mage is free to design his spell from a predefined set of criteria. Each extra "bit" of the spell that you add increases the difficulty of being able to cast the spell. When you're done, calculate your final DC, then make a caster level check to see if the spell works. If it works, you take one point of subdual damage per 5 points of DC of the spell. If it fails, you take the same damage but in actual HP loss. Things to add that cost DC are: Basic Effect, Range, Duration, that kind of thing.

Basically, that's the meat of spellcasting. A Chaos Mage is only limited in spells they can cast by their HP (which are D4 per level). As long as you're conscious and upright, you can cast spells (thus one of my problems, see below). There is another limiter however - whenever you roll a '1' on your caster check, you risk gaining a level in your "Path of Chaos". The first time you roll a '1', you automatically get the first step on one of the eight paths presented in the book. After that, whenever you roll a '1' you roll another D20 and advance a step if you roll equal to or less than your current rank on the path (so to go from rank 1 to rank 2 you need to roll two '1's in a row). As you advance along a Path of Chaos, nasty things happen to you such as slowly losing attribute points or hit points, but occasionally you get a benefit, like gaining natural armour because your skin has turned into bark. When you reach rank ten you are dead or otherwise unplayable and must retire the character. For 500xp x your path level you can retreat one step on the path.

Continuing through the book we find some Chaos Mage feats, information on Chaos Familiars (received at level 4 rather than level 1, Chaos Familiars are made from the essence of the mage, so if either dies, the other one does too). On the plus side, they're pretty powerful for familiars.) We also find a couple of Chaos mage prestige classes (one of which requires the character to be Chaotic Evil, so there's actually only one playable prestige class and one NPC one) and finally information on Chaotic Magic items, which do not require XP to make, but only work for the person who they are attuned to, and which temporarily lower the attributes of the wearer and eventually explode.

What do I think?

I really like Chaos Magic, however I have several concerns with it. With luck, one of the writers or someone from Mongoose will read this and address my concerns.

1) For a base DC of 10 I can do my level x D8 damage to a creature (and I get to choose if it's force, fire, cold, lightning, sonic or acid damage). For 1 DC I can use it at close range. So, lets say I'm a 7th level character with a Charisma Bonus of 4 (not at all implausable). My caster check is D20 7 4, meaning that unless I roll a '1', I can hit someone up to 60 feet away for 7d8 damage every round, and all it costs me is 2 subdual damage. Or, I can bump it up to a cone effect, 35 feet long doing 7d8 damage to everyone in the area as long as I roll a 4 or more on my D20. And that will cost me a whole 3 subdual points of damage. Seems overly powerful to me.

2) Given that to retreat from path level 2 back to 1 only costs me 1000xp, where as from (say) 6 to 5 costs me 3000xp, why would any Chaos Mage choose NOT to always retreat back to step one every time they get to step two? Essentially, the whole Path of Chaos thing boils down to losing 1000xp every 400th spell you cast (on average).

3) Assuming I don't retreat back along my path of Chaos, the disadvantages very quickly screw over my character. I really don't think you can balance extreme power by making a character unplayable over time - that's cheating and will just annoy players who get attached to their characters.

4) The book states that the save DC of a Chaos spell is 10 half caster level attribute bonus, and goes on to say that this makes Chaos Spells easier to save against than Static spells. However, the save DC for a static spell is 10 spell level attribute bonus, and the spell level is AT BEST half caster level, or lower for a lower level spell. So in fact, Chaos Spells have the same DC as the most powerful spells of an equivalent level Static mage, and they always stay at that level where as the static mage who casts a lower level spell than his maximum has the DC drop accordingly. On top of all that, the Chaos Mage can increase the save DC of a spell he casts on the fly. Rather than a percieved disadvantage, it's a pretty powerful advantage.

5) One of the effects allows you to grant a creature a movement equivalent action the following round. More powerful (i.e. higher DC) versions of the same effect grant a partial action, a standard action or a Full Attack action. The same effects can deny those same actions to a target creature the following round. How exactly do you deny someone a partial action if they were going to have a Standard Action the following round? All they get is a move equivalent? OK, I can accept that I guess, but how do you deny someone a Standard Action as opposed to denying them a Full Attack Action (which is 5 DC higher). A Standard Action and a Full Attack action are interchangable! The same question applys for granting them - if I grant someone a Standard action for a round, according to the rules, they're allowed to have a Full Attack action instead, so why would I ever use the 5 DC higher version of the effect? If I deny someone a Full Attack Action, can they still have a standard action? It's confusing and poorly thought out. It smacks of poor playtesting, or they would have come across these questions.

With those concerns aside, I still must admit to really liking the book. It's a fun idea and I think will certainly be of benefit, especially to those of us who like spellcasters but are getting bored with the very similar Wizard and Sorceror classes. Chaos Magic is a favorful addition to the D20 system and although I had to buy it in Australian Dollars, using Kiwi Dollars (which made it bloody expensive) it was well worth the money. It perhaps needs a tiny bit of "rule zero"ing to fill a couple of the holes, but I will certainly be using it in my campaign. In fact, given that the entire middle of my campaign world is a "Chaos Waste" it couldn't possibly be more appropriate (http://homepages.paradise.net.nz/bleybour if you're interested).

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5) One of the effects allows you to grant a creature a movement equivalent action the following round. More powerful (i.e. higher DC) versions of the same effect grant a partial action, a standard action or a Full Attack action. The same effects can deny those same actions to a target creature the following round. How exactly do you deny someone a partial action if they were going to have a Standard Action the following round? All they get is a move equivalent? OK, I can accept that I guess, but how do you deny someone a Standard Action as opposed to denying them a Full Attack Action (which is 5 DC higher). A Standard Action and a Full Attack action are interchangable! The same question applys for granting them - if I grant someone a Standard action for a round, according to the rules, they're allowed to have a Full Attack action instead, so why would I ever use the 5 DC higher version of the effect? If I deny someone a Full Attack Action, can they still have a standard action? It's confusing and poorly thought out. It smacks of poor playtesting, or they would have come across these questions.
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