Chaos Mage (4e Class)

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Chaos Mage[edit]

Power of Aqshy destroy them!!
Class Traits
Role: Striker. You either destroy everything in your path, Deceit your foes mind, or aid your allies.
Power Source: Arcane. You cast spells by harvesting the mystical energies of the wind. Chaos Mages are the only known kind to manipulate the wind to forge spells or enchant weapons.
Key Abilities: Intelligence, Wisdom, Charisma.
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Quaterstaff, Dagger, Short sword
Implements: Staff, Orb, Rod, Wand
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana.  From the class skills list below, choose Three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int), Streewise (Cha), Thievery (Cha).
Build Options: Concealing Pyromancer and Celestial Seer.
Class Features: Wind Dancer, Casting Rate, Savage Tempest, and Currents of Mastery.

Chaos Mage's are a special breed of wizards. Normally, wizards learn new spells through knowledge from books and experiences which are very important to the most of them, however, Chaos Mage's are quite different. Where wizards use magic in a safe way, you blast your foes with extreme force. Where Wizards help their allies with the spells they've acquired, you search the Winds of Magic for inspiration. Your magic is very powerful indeed, but the Winds of Magic cannot be trusted so easily.

Chaos Mage Overview

Characteristics: Chaos Mage's are what could be considered a mixture between wizard and sorcerer. You can have many spells that confuse, weaken, or destroy your foes, along with those that aid your allies. Except, you make those spells as powerful as you'd like depending on your control over the Winds of Magic. Unfortunately, Since these winds are untamed one wrong move and it could mean your downfall.
Religion: Many Chaos Mage's do not believe in a god, but there are a few exceptions. Like those believing in knowledge might praise Ioun, or those that believe in evil would worship Tiamat.
Races: Drow, Human, Deva, Gnome, Githzerai, Shardmind, Changeling, Githyanki, and Shadar Kai are all very good at being a Chaos Mage. Eladrin and Elves also make exceptional Chaos Mage's due in part to their heritage. They might be sent off to study at the five college's of magic which excel at the art of the Winds of Magic.

Chaos Mage Class Features[edit]

All Chaos Mages share these class features.

Elemental Flow: You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd level, you choose a new at-will attack power from this class. At 7th, 13th. 17th, 23rd, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower.

Wind Dancer: The Winds of Magic are unsteady and hard to control. At the beginning of each round roll 1d6. The result is the number of Casting Dice you have for that round. Casting Dice are d6's that resemble the random flow of the winds. The higher the roll the stronger the winds become.

Casting Rate: Whenever you use a power with a Casting Value you must roll the casting dice you are allowed for that round. Your result is applied to the table below:

You rolled Your Power is an Effect
Double or higher Casting Value Attack The Attack Automatically Hits (even if you roll a natural 1).
Double or higher Casting Value Utility If the target is you or an ally, the target gains 5 temporary hit points. If the target is an enemy, the target gets a -2 penalty on all defenses until the end of your next turn.
Equal to Casting Value Attack/Utility Treat the Attack/Utility as normal
Lower than Casting Value Attack You get a -5 penalty to your attack roll.
Lower than Casting Value Utility If an enemy is the target, you grant combat advantage to it until the end of your next turn. If you or an ally are the target, you or the ally gets a -2 penalty to all damage rolls until the start of your next turn.

Savage Tempest: Whenever you roll your casting dice and the result includes two or more natural 6, the power counts as an Irresistable Force. An Irresistable Force Attack Power counts as if it is a Critical hit (even if you roll a natural 1 on your Attack Roll). An Irresistable Force Utility Power allows the target, if it is you or an ally, to gain hit points equal to your Intelligence modifier. If the target is an enemy they get a 1d4 penalty to all of their defenses until the end of your next turn.


Currents of Mastery: There are many Winds of Magic all around us. Each wind is specialized in a different kind of magic. It is almost immpossible to control all the Winds of Magic, so Chaos Mages only specialize in three of the Winds of Magic. Whenever you create a Chaos Mage, choose one of the following masteries.


Concealing Pyromancer: They study the control over Aqshy, Chamon, and Uglu which are the metal, fire, and shadow elements of the wind utilized by pyromancers to summon magical flames, create whirling fireballs, transmutate the elements through alchemy, control mechanical creatures, and study sorcerous elixirs. They have studied at Bright College of Magic, Grey College of Magic, and the gold order of the Imperial College of Magic learning about the fiery temperament's of the gusts and lore of the alchemic metal, including the illusions that are forged from shadows to create glamours and nightmarish terrors. Concealing Pyromancer's are masters of illusion and displacement, able to melt away into the mist as if they had never been there at all. Under their command plates, links and rivets turn molten searing their wearer. Armor is easy to bypass against a skilled alchemist. You also gain the Class Features Kindleflame, Metalshifting, and Smoke and Mirrors. You are given the Fireball Barrage and Searing Doom At-Will, Melkoth's Mystifying Miasma Encounter, and Wyssan's Wildform Daily powers for your starting level.


Celestial Seer: They study the control over Azyr, Hysh, and Ghyran the elements of wind that are governed by the stars, moons, suns, and all life and renewal. Celestial Seer's bring with them prophecy and foresight taught to them at the Imperial College of Magic. The Wind of Hysh is a fickle energy but for those that can trap and direct it are gifted with great powers. They can use its energy to heal or harness destructive might to blind or sear foes. Celestial Seer's mostly study at the Jade College of Magic in which learned in all things natural. From the language of plants to the secrets of the rocks the Wind of Ghyran possesses many sources of power that can bend and transform at the will of a Celestial Seer. You also gain the Class Features Roiling Skies, Exorcism, and Lifebloom. You are given the Burning Gaze and Iceshard Blizzard At-Will, Earthblood Encounter, and Wyssan's Wildform Daily powers for your starting level.




Concealing Pyromancer Mastery Feature and Powers

Kindleflame: Fire feeds fire, and two blazes together are more dangerous than two flames apart. Whenever you attack with a power using the fire keyword against an enemy that has been dealt fire damage during the current round you get a +2 bonus to your attack roll against the target.

Level 11: +3 bonus
Level 21: +4 bonus

Metalshifting: Some spells don't deal damage normal they rely on the alchemy you can formulate. You gain the bonus feat Alchemist. When you consume an Alchemical Item add your implements enhancement bonus to the attack and damage rolls.

Smoke and Mirrors: Their spells often have minor cantrips of teleportation woven into the larger sorcery, unoticed and unseen by the enemy. After you hit with a power with a Casting Value of 15+ you have concealment until the beginning of your next turn.



Fireball Barrage Chaos Mage Attack 1
The wizard conjures flaming missiles from his hand and hurls it towards the enemy where it explodes and showers the foe with magical flames.
At-Will Star.gif Arcane, Chaotic, Implement, Fire
Standard Action Ranged 20
Target: One creature
Attack: Intelligence Vs. AC
Hit: 1d6 + Intelligence modifier Fire damage
Casting Value: 10+; 15+; 20+
Special: If this power is cast with 15+: Increase the damage to 1d10. If this power is cast with 20+: Increase the damage to 2d6.


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Searing Doom Chaos Mage Attack 1
A scintillating spray of sizzling silver slivers skips from the Wizard's outstretched fingers.
At-Will Star.gif Elemental, Chaotic, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d8 + Intelligence modifier fire damage
Casting Value: 10+; 20+
Special: If you cast this power on 20+: The target takes 5 ongoing fire damage (save ends).


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Melkoth's Mystifying Miasma Chaos Mage Utility 1
The Wizard creates a numbing fog that causes his foolish foe to stitlessly stagger and stumble.
Encounter Star.gif Elemental, Chaotic
Minor Action Ranged 10
Target: One creature
Effect: Choose one of the following:
  • The target gains a -2 penalty on attack rolls until the end of your next turn.
  • The target gains a -2 penalty to their Reflex until the end of your next turn.
  • The target is slowed until the end of your next turn.
Casting Value: 10+; 20+; 25+
Special: If you cast this power on 20+: You can choose two effects. If you cast this power on a 25+: You can choose three effects.


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Wyssan's Wildform Chaos Mage Utility 1
The Wizard unleashes the beast within, shaping its fury to transform his allies into ravaging beasts!
Daily Star.gif Elemental, Chaotic
Minor Action Ranged 10
Target: One ally
Effect: The target gets a +5 power bonus to their next skill check or attack roll.
Casting Value: 10+; 20+
Special: If you cast this power on 20+: You can choose two targets for this power.


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Celestial Seer Mastery Features and Powers

Roiling Skies: Spells from the Lore of Heavens manipulate the ethers of the skies. Even a simple cantrip can upset the delicate balance of the heavens, unleashing waves of force that buffet and pummel skybound creatures. No creatures within 20 squares of you that are flying or hovering can attack you (unless they land on the ground).

Lifebloom: Life needs little excuse to porpagate, and even the casting of the simplest of spells can bring forth the full bloom of reneweal. Its wholesome energies can reinvorgate and heal, reknitting broken bones and staunching blood loss. Whenever you use a power with the healing keyword, you may select an ally within 10 squares of you. That ally gets temporary hit points equal to your Wisdom modifier.

Exorcism: Light Magic excels at the scourging and destruction of supernatural creatures - foul creatures from the Realm of Chaos and the unquiet dead can all be banished back to whence they came by its blinding beams. When you hit a target with an attack that has the radiant keyword, and the target has the keyword Demon, Devil, Shadow, or Undead, then deal an extra 1d6 radiant damage.

Level 11: 2d6 radiant damage.
Level 21: 3d6 radiant damage.


Iceshard Blizzard Chaos Mage Attack 1
Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe
At-Will Star.gif Elemental, Chaotic, Implement, Cold
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage
Effect: The target takes a -2 penalty on all attack rolls until the end of your next turn.
Casting Value: 10+; 25+
Special: If you cast this power on 25+: This power becomes an Area Burst 1 within 10 squares.


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Burning Gaze Chaos Mage Attack 1
The pure white light of the sun streams from the wizard's eyes in an indadescent beams that burn and slay anything that comes under his forbidding gaze.
At-Will Star.gif Elemental, Chaotic, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Will
Hit: 1d6 + Intelligence modifier radiant damage and the target is blinded until the end of your next turn.
Casting Value: 5+; 15+
Special: If you cast this power on a 15+: The target cannot attack you until the end of your next turn.


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Earthblood Chaos Mage Utility 1
Tapping into the Winds of Magic, the Wizard creates a charm of rebirth that bestows great resilience upon himself and its companions.
Encounter Star.gif Elemental, Chaotic, Healing
Minor Action Ranged 5
Requirement: Target is bloodied
Target: One Ally
Effect: Until the target is no longer bloodied it gains regeneration 5.
Casting Value: 5+


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Wyssan's Wildform Chaos Mage Utility 1
The Wizard unleashes the beast within, shaping its fury to transform his allies into ravaging beasts!
Daily Star.gif Elemental, Chaotic
Minor Action Ranged 10
Target: One ally
Effect: The target gets a +5 power bonus to their next skill check or attack roll.
Casting Value: 10+; 20+
Special: If you cast this power on 20+: You can choose two targets for this power.


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Level 2 Utility Disciplines[edit]

Windshield Chaos Mage Utility 2
The Winds of Magic are under your control as you bend their will towards a single area using their collective strength as a blockade.
Daily Star.gif Elemental, Chaotic
Standard Action Close burst 5
Target: You or an ally
Effect: You or an ally gain a +5 bonus to all defenses until the end of the encounter.
Casting Value: 5+; 20+; 30+
Special: If you cast this power on 20+: Choose an extra target. If you cast this power on a 30+: Target all allies (including yourself) in the burst.


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Psychic Shaper Chaos Mage Utility 2
Use your teachings at the Imperial College of Magic and delve into the mystical energy of the celestial elements to catch a glimpse of the future.
Encounter Star.gif Elemental, Chaotic, Psychic
Immediate Interrupt Ranged 10
Trigger: An enemy attacks you or an ally within 10 squares and rolls for their attack.
Target: Triggering enemy
Effect: Roll 1d20. Decrease the targets attack roll by your result.
Casting Value: 5+; 15+
Special: If you cast this power on 15+: The target cannot attack you until the end of their next turn.


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Gale of Transmutation Chaos Mage Utility 2
Gather together the Winds of Magic to forge an enchantment upon your alchemical abilities.
Encounter Star.gif Elemental, Chaotic
Minor Action Personal
Effect: Choose an Alchemical Item you can produce. It automatically appears in your personal inventory (ignore the creation time). The item disappears at the end of the encounter if not used.
Casting Value: 10+; 20+
Special: If you cast this power on 20+: The next time during this encounter when you consume an Alchemical Item increase the damage dealt equal to your Intelligence modifier.


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Level 3 At-Will Disciplines[edit]

Aqshy's Vortex Chaos Mage Attack 3
Summons the fiery winds of Aqshy to engulf your target in flames.
At-Will Star.gif Elemental, Chaotic, Implement, Fire
Standard Action Ranged 20
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 1d6 + Intelligence modifier fire damage
Effect: If this attack hits on a critical hit the target takes 5 ongoing fire damage (save ends).
Casting Value: 10+; 20+
Special: If you cast this power on 20+: If this attack hits the target takes an additional 1d6 fire damage.


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Hysh's Light Chaos Mage Attack 3
The surging Winds of Hysh glow with radiance as they hone in one their target with destructive and blinding force.
At-Will Star.gif Elemental, Chaotic, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d6 + Intelligence modifier radiant damage, and the target is blinded until the end of your next turn.
Casting Value: 10+; 15+
Special: If you cast this power on 15+: All creatures that make an attack roll against the target gain a +2 power bonus to their attack rolls until the end of your next turn.


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Ghyran's Renewal Chaos Mage Attack 3
Nature itself bestows its magical properties onto the Winds of Ghyran causing great damage to your enemies and gentility to all whom you protect.
At-Will Star.gif Elemental, Chaotic, Implement, Healing, Radiant
Standard Action Close burst 3
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 1d8 + Intelligence modifier radiant damage
Casting Value: 10+; 25+
Special: If you cast this power on 25+: You and all allies within burst regain hit points equal to your intelligence modifier.


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Level 5 Daily Disciplines[edit]

Piercing Breath Chaos Mage Attack 5
As you dodge your enemy's attack you exhaust a slight breath into the air using the Winds of Magic to manipulate it giving you the chance to break their defenses, striking through their body.
Daily Star.gif Elemental, Chaotic, Implement, Cold
Standard Action Melee touch
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 2d8 + Intelligence modifier cold damage
Miss: Half damage
Effect: If the target is slowed (save ends).
Casting Value: 15+; 30+
Special: If you cast this power on 30+: Double the enhancement bonus from your implement that increases your attack and damage rolls for this attack.


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Uglu's Devious Whirlwind Chaos Mage Attack 5
Winds of Uglu conceal your movement as you sneak upon your foes with its deadly gale!
Daily Star.gif Elemental, Chaotic, Implement, Teleportation
Standard Action Burst 5
Target: One, two, or three creatures in burst
Attack: Intelligence Vs. Reflex
Hit: 1d10 + Intelligence modifier
Miss: Half damage
Effect: You teleport 5 squares.
Casting Value: 10+; 30+
Special: If you cast this power on 30+: You have total concealment and gain a +3 power bonus to all of your defenses until the end of your next turn.


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Azyr's Gleam Chaos Mage Attack 5
The Winds of Azyr shine brightly as you beckon them to answer your call from the skies and reveal to you the answer to your plight.
Daily Star.gif Elemental, Chaotic, Implement, Radiant, Healing
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Will, Casting Value: 10+; 25+.
Hit: 2d6 + Intelligence modifier radiant damage, and the target is slowed (save ends).
Miss: Half damage and the target is slowed until the end of your next turn.
Celestial Seer: An ally adjacent to you may spend a healing surge.
Special: If you cast this power on 25+: An ally within 10 squares of you gains a +3 power bonus to damage rolls against the target until the end of the encounter.


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Level 6 Utility Disciplines[edit]

Nimble Rejuvenation Chaos Mage Utility 6
The Winds of Ghyran hear your call and surround you with their divine healing to rid you of the most vile of ailments.
Encounter Star.gif Elemental, Chaotic
Immediate Reaction Personal
Trigger: You are affected by an effect that a save can end.
Effect: You make a saving throw with a bonus equal to your Intelligence modifier against the effect.
Casting Value: 5+; 25+
Special: If you cast this power on 25+: The saving throw's result is 20.


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Breeze of Contemplation Chaos Mage Utility 6
With meditation focusing on The Winds of Magic you harvest their mystical energy with great concentration.
Daily Star.gif Elemental, Chaotic
Minor Action Personal
Effect: Until the end of the next round increase your Casting Dice roll by 3.
Casting Value: 10+; 20+
Special: If you cast this power on 20+: Increase the Casting Dice roll by 5.


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Flint of Aqshy Chaos Mage Utility 6
Your hands stretch out to guide the Winds of Aqshy towards your desired target blasting them in flame.
At-Will Star.gif Elemental, Chaotic, Fire, Zone
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You create a zone of Area Burst 3 centered on the target of burning flames until the end of the encounter or you may dismiss the zone as a Minor Action. Any creature entering or ending their turn in the zone takes 5 fire damage.
Casting Value: 5+


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Level 7 At-Will Disciplines[edit]

Stealth Breach Chaos Mage Attack 7
You blast the foe quickly with the Winds of Magic then vanish before you're seen.
At-Will Star.gif Elemental, Chaotic, Implement, Teleportation
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Reflex, Casting Value: 15+; 25+.
Hit: 1d8 + Intelligence modifier damage
Concealing Pyromancer: If you hit with this attack you may teleport to an unoccupied square that is adjacent to one ally within 5 squares of you.
Special: If you cast this power on 25+: You gain a +2 bonus to your AC until the end of your next turn.


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Twilight Hurricane Chaos Mage Attack 7
The stars are under your command as they aid their mystical elements inside the Winds of Azyr. Using their astrological touch they strike with a burning vengeance under your guidance.
At-Will Star.gif Elemental, Chaotic, Implement, Radiant, Fire
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. Fortitude
Hit: 1d8 + Intelligence modifier fire and radiant damage
Casting Value: 10+; 30+
Special: If you cast this power on 30+: The target is immobilized (save ends).


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Jade Roots Chaos Mage Attack 7
Tapping into nature by the Winds of Ghyran your focal point becomes your enemies whom surround you ensnaring them with roots from the earth.
At-Will Star.gif Elemental, Chaotic, Implement, Healing
Standard Action Close burst 1
Target: All enemies in burst
Attack: Intelligence Vs. Reflex, Casting Value: 10+; 25+.
Hit: 1d8 + Intelligence modifier damage
Celestial Seer: One ally in burst may make a saving throw against an effect that can save an end.
Special: If you cast this power on 25+: You may spend a healing surge.


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Level 9 Daily Disciplines[edit]

Cyclone Fist Chaos Mage Attack 9
When faced with a physical decision a foe rushes after you leaving the wizard within ready to match blow with blow.
Daily Star.gif Elemental, Chaotic, Implement, Force
Standard Action Melee touch
Target: One creature
Attack: Intelligence Vs. Reflex
Hit: 2d10 + Intelligence modifier force damage and the target is immobilized until the end of your next turn.
Effect: The target takes a -2 penalty to their attack, damage, and skill check rolls until the end of your next turn.
Casting Value: 10+; 25+
Special: If you cast this power on 25+: The target is dazed while immobilized.


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Aerial Grasp Chaos Mage Attack 9
Your abilities are impeccable as you force the Winds of Magic to wisp your ally in the wings of safety while knocking your foes to their feet by great force.
Daily Star.gif Elemental, Chaotic, Teleportation, Implement, Radiant
Standard Action Close blast 5
Target: One creature in blast
Attack: Intelligence Vs. Reflex
Hit: 2d8 + Intelligence modifier radiant damage
Miss: The target is knocked prone (save ends).
Effect: One ally in burst may teleport 10 squares.
Casting Value: 15+; 25+
Special: If you cast this power on 25+: The target takes a -3 penalty to all defenses until the end of your next turn.


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Domineering Typhoon Chaos Mage Attack 9
No one sees the power of the typhoon roar or how it sneaks past life alluding its enemies, but your gift with the celestial forces allow you to reveal this enigma's power first hand.
Daily Star.gif Elemental, Chaotic, Implement, Psychic
Standard Action Ranged 20
Target: One creature
Attack: Intelligence Vs. Will
Hit: 3d8 + Intelligence modifier psychic damage, and you slide the target 3 squares.
Effect: If this attack is considered an Irresistible Force the damage dealt becomes 3d12 + Intelligence modifier psychic damage and you teleport the target 6 squares.
Casting Value: 15+


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Level 10 Utility Disciplines[edit]

Widespread Contamination Chaos Mage Utility 10
The essence of toxins fill the air nearby using them to your will.
Daily Star.gif Elemental, Chaotic, Poison, Zone
Minor Action Area burst 2 within 5 squares
Prerequisite: You consumed an Alchemical Item during this encounter.
Target: One unoccupied square
Effect: All squares within the burst are now in a poisonous zone. The zone lasts until the end of the encounter or until you disperse the zone. You may disperse the zone as a Minor Action. Any creature that steps into the zone takes 5 poison damage.
Casting Value: 10+


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Gift of the Azyr Chaos Mage Utility 10
Your knowledge of the celestial forces grow as you begin to hail towards the deity Sehanine, the god of love and the stars, and Celestian the Wanderer. Together they compel you to question your abilities and hone them.
Daily Star.gif Elemental, Chaotic
Standard Action Close burst 3
Prerequisite: Celestial Seer Currents of Mastery
Target: Each ally in burst
Effect: Each target may spend up to two healing surges and gains a +3 power bonus to all skill checks until the end of your next turn.
Casting Value: 5+


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Valor of Divine Essence Chaos Mage Utility 10
You come to the aid of your fellow allies blanketing them by the Winds of Magic.
Daily Star.gif Elemental, Chaotic, Conjuration
Immediate Interrupt Personal
Trigger: An enemy makes an attack roll against one of your allies.
Effect: You conjure a wind spirit surrounding your ally that the enemy must attack instead. The wind spirit cannot attack, move, or make any actions. The wind spirit has 30HP and when it reaches 0 it disappears. All enemies attacking an ally must attack the wind spirit instead.
Casting Value: 10+


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Level 13 At-Will Disciplines[edit]

Radiance Kunai Chaos Mage Attack 13
Your alchemical skills multiples the dagger in your wind using the Winds of Magic to create a severe cyclone shooting down the aisle at your foe piercing them one by one.
At-Will Star.gif Elemental, Chaotic, Implement, Fire, Radiant
Standard Action Blast 3
Prerequisite: Holding a melee weapon.
Target: All enemies within blast
Attack: Intelligence Vs. Fortitude
Hit: 2[W] + Intelligence modifier fire and radiant damage, and the target is takes ongoing 5 damage (save ends).
Casting Value: 10+; 30+
Special: If you cast this power on 30+: Your next power you use during this encounter has its Casting Value reduced by 5 (to a minimum of 1).


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Chamon's Enchantment Chaos Mage Attack 13
Using your skills as an Alchemist you mystify the metal around you with the Winds of Chamon to aid your allies.
At-Will Star.gif Elemental, Chaotic, Implement
Standard Action Close burst 5
Target: One creature in burst
Attack: Intelligence Vs. Will
Hit: 1d8 + Intelligence modifier damage, and the target grants combat advantage until the start of your next turn.
Effect: Target one weapon wielded by an ally adjacent to the target. It has now been enchanted. The weapon gives its bearer a +2 bonus to attack and damage rolls until the end of your next turn.
Casting Value: 10+; 25+
Special: If you cast this power on 25+: Target weapon gives its bearer a +4 bonus.


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Imperial Hammer Chaos Mage Attack 13
Your rage built up inside is unleashed as you dominate the Winds of Chamon with ease striking them down onto the ground creating a residual sound wave of extreme vibration.
At-Will Star.gif Elemental, Chaotic, Implement, Thunder
Standard Action Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Intelligence Vs. Reflex
Hit: 1d8 + Intelligence modifier thunder damage, and the target is deafened until the end of the next turn.
Casting Value: 10+; 30+
Special: If you cast this power on 30+: The target is stunned (save ends).


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Level 15 Daily Disciplines[edit]

Orb of Nature's Strength Chaos Mage Attack 15
Convene with nature to become one with the elements around you.
Daily Star.gif Elemental, Chaotic, Implement, Radiant
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Intelligence Vs. Will
Hit: 1d10 + Intelligence modifier radiant damage, and the target gains the undead keyword until the end of the encounter.
Miss: Half damage and the target gains the undead keyword until the end of the encounter.
Effect: An adjacent ally may shift 2 squares as a free action.
Casting Value: 10+; 20+
Special: If you cast this power on 20+: The targets gain vulnerable 5 radiant until the end of your next turn.


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Natural Disaster Chaos Mage Attack 15
In a blind rage you send all the elements of wind to shatter upon all whom stand and blow them all away.
Daily Star.gif Elemental, Chaotic, Implement, Fire, Cold, Lightning, Thunder
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Intelligence Vs. AC
Hit: 2d8 + Intelligence modifier fire, cold, lightning, thunder damage, and the target is considered to be flying until the end of the encounter.
Miss: Half damage
Effect: You gain a +4 power bonus to your Arcana until the end of the encounter.
Casting Value: 15+; 30+
Special: If you cast this power on 30+: The target is weakened (save ends).


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Solstice Blizzard Chaos Mage Attack 15
When in a pinch your powers are not bound, but instead, they gather the surrounding elements of nature even that of the four seasons.
Daily Star.gif Elemental, Chaotic, Implement, Cold, Healing
Standard Action Ranged 10
Attack: Intelligence Vs. Will, Casting Value: 15+; 25+.
Hit: 2d8 + Intelligence modifier cold damage, and the targets space and all squares adjacent become difficult terrain until the end of your next turn.
Miss: Half damage
Celestial Seer: One creature within 10 squares from you may spend a healing surge.
Special: If you cast this power on 25+: the target is immobilized (save ends).


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Level 16 Utility Disciplines[edit]

Firestorm Chaos Mage Utility 16
The great winds of Hysh rip through the skies with their scorching claws dragging down any whom dare escape your wrath.
Encounter Star.gif Elemental, Chaotic
Minor Action Ranged 20
Target: One flying creature
Effect: The target is knocked prone.
Casting Value: 10+; 25+
Special: If you cast this power on 25+: The target is dazed (save ends).


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Nature's Tongues Chaos Mage Utility 16
You were educated at the fine institution of the Jade College of Magic. There your ability to tap into the living environment of nature was ordained. By such you can speak in many languages granted to you by her earthly gift.
At-Will Star.gif Elemental, Chaotic
Minor Action Personal
Effect: Choose 1 language. You can speak that language for 6 hours.
Casting Value: 10+; 25+
Special: If you cast this power on 25+: You can speak that language until the end of your next extended rest.


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Mistral Dominance Chaos Mage Utility 16
You were taught to concentrate your mind and control the flow of the Winds of Magic.
Daily Star.gif Elemental, Chaotic
Immediate Interrupt Personal
Trigger: You roll for your Wind Dancer class feature.
Effect: The Casting Dice you roll for this round increases by 1d6.
Casting Value: 10+; 25+
Special: If you cast this power on 25+: Until the end of the encounter when you roll your Casting Dice to use a power you may roll an additional 1d6.


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Level 17 At-Will Disciplines[edit]

Level 19 Daily Disciplines[edit]

Level 22 Utility Disciplines[edit]

Level 23 At-Will Disciplines[edit]

Level 25 Daily Disciplines[edit]

Level 27 At-Will Disciplines[edit]

Chaos Mage Feats[edit]

Gulfs of Aqshy

Prerequisite: Concealing Pyromancer Currents of Mastery

Benefit: You gain a +3 feat bonus to attack rolls with the fire keyword. (+4 feat bonus at level 11, +5 feat bonus at level 21).


Chaotic Devastation

Prerequisite: Int 16, any elemental class

Benefit: If your Casting Value result for any of your elemental chaotic powers is 20 or higher, gain a +2 feat bonus to the damage roll (if an attack power), or an adjacent ally gains +2 feat bonus to all defenses until the end of the next round (if a utility power).


Stars of Rejuvenation

Prerequisite: Celestial Seer Currents of Mastery

Benefit: Once per encounter as a minor action, all adjacent allies gain 5 hit points when you hit using a power with the radiant keyword.


Winds of Magic [MULTICLASS CHAOS MAGE]

Prerequisite: Int 13, Wis 13

Benefit: You gain the chaos mage's Wind Dancer, Casting Rate, and Savage Tempest features. Choose one 1st-level at-will chaos mage attack power. You can use that power once per encounter.


Pyromancy [MULTICLASS CHAOS MAGE]

Prerequisite: Any multiclass chaos mage feat

Benefit: You gain the Kindleflame and Smoke and Mirrors Concealing Pyromancer Mastery features.


Seer's Judgment [MULTICLASS CHAOS MAGE]

Prerequisite: Any multiclass chaos mage feat

Benefit: You gain the Exorcism and Lifebloom Celestial Seer Mastery features.


Melkoth's Disciple [MULTICLASS CHAOS MAGE]

Prerequisite: Level 11, Pyromancy chaos mage multiclass feat

Benefit: Twice per encounter as a Minor Action, you may mark all enemies within 10 squares of you. The mark lasts until the enemy is killed or the end of the encounter. When an enemy marked by you triggers your Kindleflame chaos mage feature, they take ongoing 5 fire damage (save ends).


Wyssan's Bestial Rage [MULTICLASS CHAOS MAGE]

Prerequisite: Level 11, Seer's Judgment chaos mage multiclass feat

Benefit: Your Exorcism feature triggers whenever an ally within 10 squares of you deals radiant damage to any Demon, Devil, Shadow, or Undead target.

Paragon Paths[edit]

Covert Alchemist

"The Winds of Magic blanket my path as I call upon them."

Prerequisite: Chaos Mage, Concealing Pyromancer Currents of Mastery

While the Winds of Magic have called you to arms at an early age you were destined for greatness. Now upon your path you have become a shadow in the night where none may seek you. Your ninja-like techniques are finely crafted by the Winds of Uglu that upon seeking those whom oppose you they not flare the temper which has been calmed. So swift are the feet you wisp upon the night that one might believe you to be nothing more than a figment of their deepest mind at work.

In following this path, you emphasize control over Aqshy, Chamon, and Uglu, the Winds of Magic you have grown to be as one with. Your abilities as an Alchemist have yet to be mastered but you are closely on your way there as the alchemy you initiate are steadfast when preparing a spell of their power. When using your Casting Dice your foes flee before you to avoid great confrontation as your control over the Winds of Magic have become reinforced as a blade that strikes its foe without warning. Their armor is nothing but that as if a tree to chop down in a single swift blow. You have begun to vow your allegiance towards the deity Bahamut and he answers with the aid to grant you one of his kind for your journey.


Covert Alchemist

Path Features

Alchemic Philosophy (11th Level): When you create an Alchemical Item the Creation Time is reduced by 20 minutes.

(At level 21 the Creation Time is reduced by 40 minutes)

Quick Stance (11th Level): You gain training in Stealth. Your Stealth gains a +3 bonus.

Wind Casting (11th Level): You gain a +3 bonus to your Casting Dice roll.

(Level 21: +5 bonus)

Winds of Action (11th Level): When you spend an action point to take an extra action, until the end of the next round the Casting Value's on your powers reduce by 3.

(Level 21: reduce by 5)

Covert Alchemist's Dragon (16th Level): You are given a Bronze Dragon as a mount. The Bronze Dragon has Speed 6, Fly 8, and Capacity 1200lbs. While flying, the Bronze Dragon grants its rider a +2 bonus to all defenses.


Flaming Cyclone Covert Alchemist Attack 11
As you sneak past your enemies with swift movement Aqshy obeys you and reigns its flaming currents upon them without notice.
Encounter Star.gif Elemental, Chaotic, Implement, Fire
Standard Action Close blast 5
Target: One or two creatures in blast
Attack: Intelligence Vs. AC
Hit: 3d8 + Intelligence modifier fire damage
Effect: If you have consumed an Alchemical Item during this encounter this attack deals an additional 1d8 fire damage.
Casting Value: 15+; 30+
Special: If you cast this power on 30+: Select all enemies in the blast as targets.


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Tornado of Torment Covert Alchemist Utility 12
The Winds of Magic are called to alert others of your enemy's location.
Encounter Star.gif Elemental, Chaotic, Zone
Immediate Reaction Personal
Trigger: A bloodied enemy moves, shifts, or teleports adjacent to you.
Effect: The Winds of Magic create a zone where the enemy now stands until the end of the next round. While in the zone that creature grants combat advantage.
Casting Value: 10+; 20+
Special: If you cast this power on 20+: The enemy gains a -4 penalty to all attack and damage rolls while in the zone.


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Aerial Shadow of Metallic Dragon Covert Alchemist Attack 20
Your body and soul are one with the Winds of Chamon as you transform into the very Winds of Magic themselves. As an entity of the wind you glide your dragon through the sky ready to fell a beast most foul with your dragon's sting.
Daily Star.gif Elemental, Chaotic, Polymorphic, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence Vs. AC
Hit: 4d8 + Intelligence Modifier damage and the target is stunned (save ends).
Miss: Half damage and the target is knocked prone.
Effect: Until the end of the encounter all enemies that attack you gain a -2 penalty to their attack and damage rolls while you are mounted.
Casting Value: 10+; 35+
Special: If you cast this power on 35+: Double the damage the target is dealt.


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Seraphic Oracle

"Not just through the Celestial Temple but with grace they bestow upon me great foresight and premonition."

Prerequisite: Chaos Mage, Celestial Seer Currents of Mastery

[Enter info here]


Seraphic Oracle

Path Features

Ghyran's Blessing (11th Level): Once per encounter as a free action, when you use a power with the heal keyword, one ally you can see may spend a healing surge.

(At level 21 ?)

? (11th Level): ?

Wind Casting (11th Level): You gain a +3 bonus to your Casting Dice roll.

(Level 21: +5 bonus)

Winds of Action (11th Level): When you spend an action point to take an extra action, until the end of the next round the Casting Value's on your powers reduce by 3.

(Level 21: reduce by 5)

? (16th Level): ?

Epic Destiny[edit]

Ethereal Herald

Prerequisite: Chaos Mage

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