Deities: Aasterinian (CN), Aerdrie Faenya (CG), Alobal Lorfiril (CG), Andrew (CN), Angharradh (CG), Bahgtru (CE), Beltar (CE), Beshaba (CE), Corellon Larethian (CG), Cyric (CE), Dallah Thaun (CN), Dark Six (Pantheon) (NE), Deep Sashelas (CG), Diirinka (CE), Dol Dorn (CG), Doresain (CE), Dugmaren Brightmantle (CG), Eilistraee (CG), Elebrin Liothiel (CG), Erevan Ilesere (CN), Erythnul (CE), Evening Glory (N), Fenmarel Mestarine (CN), Finder Wyvernspur (CN), Garagos (CN), Garyx (CE), Ghaunadaur (CE), Great Mother (CE), Grolantor (CE), Gruumsh (CE), Haela Brightaxe (CG), Haku (CG), Hanali Celanil (CG), Hlal (CG), Iborighu (CE), Istus (N), Iuz (CE), Kiaransalee (CE), Konkresh (CN), Kord (CG), Labelas Enoreth (CG), Laogzed (CE), Lirr (CG), Llerg (CN), Lliira (CG), Lolth (CE), Lurue (CG), Maglubiyet (NE), Malar (CE), Merrshaulk (CE), Nadirech (CE), Nephthys (CG), Olidammara (CN), Orcus (CE), Procan (CN), Rillifane Rallathil (CG), Sehanine Moonbow (CG), Selune (CG), Selvetarm (CE), Set (LE), Sharess (CG), Shargaas (CE), Sharindlar (CG), Shaundakul (CN), Shevarash (CN), Solonor Thelandira (CG), Sovereign Host (pantheon) (NG), Stronmaus (CG), Sune (CG), Syeret (CG), Talona (CE), Talos (CE), Telchur (CN), Tempus (CN), Thard Harr (CG), Tharizdun (NE), The Shadow (CE), The Traveler (CN), Thrym (CE), Trithereon (CG), Tuilviel Glithien (CG), Tymora (CG), Umberlee (CE), Urdlen (CE), Uthgar (CN), Valkar (CG), Valkur (CG), Vaprak (CE), Vatun (CN), Vhaeraun (CE), Zagyg (CN), Zoser (CN), Zuggtmoy (CE)
Granted Power: You cast chaos spells at +1 caster level.
|School||Casting Time||Source Book|
|Save - Res||Level||Comps|
|Protection from Law|
|Abjuration [Chaotic]||1 standard action||SRD|
|Will negates (harmless) - No; see text||Adp 1, Arc 1, Chaos 1, Clr 1, HB 1, Sor/Wiz 1, Wuj 1||V, S, M/DF|
|1 min./level (D)||Touch||5 minutes|
|Target: Creature touched|
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawfulcreatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from law effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
|Evocation [Sonic]||1 standard action||SRD|
|Will negates (object); Will negates (object) or Fortitude half; see text - Yes (object)||Arc 2, Blk 2, Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2, Wmg 2||V, S, M/DF|
|Target or Area: 5-ft.-radius spread; or one solid object or one crystalline creature|
Sonic vibration damages objects or crystalline creatures.
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
|Magic Circle against Law|
|Abjuration [Chaotic]||1 standard action||SRD|
|Will negates (harmless) - No; see text||Arc 3, Chaos 3, Clr 3, Sor/Wiz 3, Wuj 3||V, S, M/DF|
|10 min./level||Touch||4 hours|
|Area: 10-ft.-radius emanation from touched creature|
As protection spells, but 10-ft. radius and 10 min./level.
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.
All creatures within the area gain the effects of a protection from law spell, and no nonchaotic summoned creatures can enter the area either. You must overcome a creatures spell resistance in order to keep it at bay (as in the third function of protection from chaos), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against chaos can be focused inward rather than outward. When focused inward, the spell binds a nonchaotic called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circles boundaries. If a creature too large to fit into the spells area is the subject of the spell, the spell acts as a normal protection from chaos spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creatures extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagrameven a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from law and vice versa.
|Evocation [Chaotic]||1 standard action||SRD|
|Will partial; see text - Yes||Chaos 4||V, S|
|Instant (1d6 rounds); see text||Medium||General|
|Area: 20-ft.-radius burst|
Damages and staggers lawful creatures.
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.
|Abjuration [Chaotic]||1 standard action||SRD|
|See text - See text||Arc 5, Chaos 5, Clr 5||V, S, DF|
|1 round/level or until discharged, whichever comes first||Touch||General|
|Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object|
+4 bonus against attacks by lawful creatures.
Shimmering, yellow, chaotic energy surrounds you. This power has three effects.
First, you gain a +4 deflection bonus to AC against attacks by chaotic creatures.
Second, on making a successful melee touch attack against a chaotic creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by a chaotic creature or any one good spell. Exception: Spells that can't be dispelled by dispel magic also can't be dispelled by dispel chaotic. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.
|Transmutation||1 standard action||SRD|
|None - No||Arc 6, Brd 6, Chaos 6, Clr 6, Life 6, Sor/Wiz 6||V, S|
|Targets: One Small object per caster level; see text|
Objects attack your foes.
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any non-magical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.
|Word of Chaos|
|Evocation [Chaotic] [Sonic]||1 standard action||SRD|
|None or Will negates; see text - Yes||Arc 7, Chaos 7, Clr 7, Drow 7||V|
|Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you|
Kills, confuses, stuns, or deafens nonchaotic subjects.
Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Stunned: The creature is stunned for 1 round.
Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos. The banishment effect allows a Will save (at a 4 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by word of chaos.
|Cloak of Chaos (F)|
|Abjuration [Chaotic]||1 standard action||SRD|
|See text - Yes (harmless)||Arc 8, Chaos 8, Clr 8, Orc 8||V, S, F|
|1 round/level (D)||20 ft.||General|
|Targets: One creature/level in a 20-ft.-radius burst centered on you|
|Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.|
+4 to AC, +4 resistance, and SR 25 against lawful spells.
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
|Summon Monster IX|
|Conjuration (Summoning)||1 round||SRD|
|None - No||Arc 9, Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9, Wuj 9||V, S, F/DF|
|1 round/level (D)||Close||General|
|Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart|
Calls extraplanar creature to fight for you.
This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list (summon monster VIII), or 1d4+1 creatures of the same kind from a lower-level list (summon monster I, summon monster II, summon monster III, summon monster IV, summon monster V, summon monster VI, summon monster VII).
1) May be summoned only into an aquatic or watery environment.