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Principle of Chaos

Keywords: Change, Entropy, Destruction, Tricks, Oxymorons, Hypocrisy

Characters who follow the Principle of Chaos believe that all things must change, for good or worse change is inevitable. How far a character’s regard for Chaos is entirely up to the character in question. Some attempt to hoard tons of tricks up their sleeves and create unexpected situations. Others skirt the law attempting to bend it just before it breaks, while others will break it entirely and without hesitation or question. The benefits of Chaos is its unpredictability and in some cases viciousness in innocence.

For Priests and particularly devout characters

All who draw from the powers of Chaos and by extension the paths of Freedom and Anarchy should not be afraid of breaking things, in fact it should be encouraged. Breaking things is a very good way of changing things, breaking things could be interpreted as avoiding, cheating and destroying the old and unfit. It’s really up to how chaotic the character is. In normal cases the character should refuse any beneficial durational Order miracles such as Harden or Strengthen except in dire circumstances. Instant miracles, such as Heal Wounds, are left to the character to decide.

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Discern Order Power Sight Discern Path
Drain Wounds 4 Drain Wounds 9 Drain Wounds 14 Drain Wounds 20 Drain Wounds 26
Disruption 2 Disruption 4 Disruption 6
Destroy (T) Destroy (R) Disintegrate (T) Disintegrate (R)
Curse 1 Curse 2 Curse 3 Curse 4 Curse 5
Mass Curse 1
Weakness Double Weakness
Poison Touch 0 Poison Touch 1 Poison Touch 2
Chaos Blade 1 Chaos Blade 2 Chaos Blade 3 Chaos Blade 4 Chaos Blade 5
Dispel Miracle 0 Dispel Miracle 1 Dispel Miracle 2 Dispel Miracle 3 Dispel Miracle 4
Mass Dispel Miracle 0
Disruptive Aura 0 Disruptive Aura 1 Disruptive Aura 2
Order Resistance 1 Order Resistance 2
Chaos Gift 1 Chaos Gift 2 Chaos Gift 4
Miracle Gift 0 Miracle Gift 1 Miracle Gift 2 Miracle Gift 3 Miracle Gift 4
Chaos Lace 4 Chaos Lace 8 Chaos Lace 12 Chaos Lace 16 Chaos Lace 20
Remove Slow (T) Remove Slow (R) Remove Paralysis (T) Remove Paralysis (R)
Dexterity 1 Dexterity 2
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Drain Wounds 32 Drain Wounds 39 Drain Wounds 46 Drain Wounds 53 Drain Wounds 60 Drain Wounds 68
Mass Drain Wounds 4 Mass Drain Wounds 9 Mass Drain Wounds 14 Mass Drain Wounds 20 Mass Drain Wounds 26 Mass Drain Wounds 32
Shrivel (T) Shrivel (R) Permanent Shrivel
Disruption 8 Disruption 10 Disruption 12 Disruption 14 Disruption 16 Disruption 18
Shatter (T) Shatter (R)
Mass Destroy Mass Disintegrate
Fracture
Curse 6 Curse 7 Curse 8 Curse 9 Curse 10 Curse 11
Mass Curse 2 Mass Curse 3 Mass Curse 4 Mass Curse 5 Mass Curse 6 Mass Curse 7
Triple Weakness Quadruple Weakness Quintuple Weakness
Poison Touch 3 Poison Touch 4 Poison Touch 5 Poison Touch 6 Poison Touch 7 Poison Touch 8
Chaos Blade 6 Chaos Blade 7 Chaos Blade 8 Chaos Blade 9 Chaos Blade 10 Chaos Blade 11
Dispel Miracle 5 Dispel Miracle 6 Dispel Miracle 7 Dispel Miracle 8 Dispel Miracle 9 Dispel Miracle 10
Mass Dispel Miracle 1 Mass Dispel Miracle 2 Mass Dispel Miracle 3 Mass Dispel Miracle 4 Mass Dispel Miracle 5 Mass Dispel Miracle 6
Disruptive Aura 3 Disruptive Aura 4 Disruptive Aura 5 Disruptive Aura 6 Disruptive Aura 7 Disruptive Aura 8
Order Resistance 3 Order Resistance 4 Order Resistance 5
Chaos Gift 8 Chaos Gift 16 Chaos Gift 32
Miracle Gift 5 Miracle Gift 6 Miracle Gift 7 Miracle Gift 8 Miracle Gift 9 Miracle Gift 10
Chaos Lace 24 Chaos Lace 28 Chaos Lace 32 Chaos Lace 36 Chaos Lace 40 Chaos Lace 44
Remove Petrification (T) Remove Petrification (R) Remove Grip (T) Remove Grip (R)
Dexterity 3 Dexterity 4 Dexterity 5
Discern Order

Range: Self
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items, active miracles and followers of the Paths of Order, Might, Justice or Balance within 10’.

Power Sight

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items or active miracles which he can see.

This is a passive miracle. In order to see power, you must Concentrate and call “Power Sight”.

A Paladin’s Dedicated Weapon would be seen, as it is a miraculous item (Strengthen or Bless). A Paladin’s Power/Normal armour bonus would not be seen.

If you have both Magic Sight and Power Sight active at the same time, you can tell the difference between what is magical and what is miraculous.

Discern Path

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person, Object
Effect:
The caster will be able to determine the Path of the target (which may be a person or a miraculous item). The caster learns how many miracles and of what level and from which Path are active on a specified target with 20’. The target can be a person or an object.

If a person has not learnt any miracles, ceremonies, runesets or consecration skills then he has no Path. A person who has learnt Druidic miracles is a follower of the Path of Nature and additionally gives their primary sect.

Drain Wounds <n>

Range: Touch
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Power armour
Power: Chaos
Effect:
Causes <n> Power Body Damage to the location touched.
Drain Wounds cannot take a location below -10 as there’s effectively no location beyond that point.

Mass Drain Wounds <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Power armour
Prerequisite: Drain Wounds <n>
Power: Chaos
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Drain Wounds <n> (the damage going to their least injured location).

Shrivel (T)/(R)

Range: Touch/20’
Duration: 15 minutes
Type: Offensive
Target: Person
Resisted by: Power armour
Prerequisite: Drain Wounds 39/Drain Wounds 46
Effect:
Shrivel puts the effected location on half the maximum Body Points plus any Power Armour. If the location is already on less than half Body Points, this miracle has no effect.

Example: Aramis has 28 Body Points on his Chest and is currently in a Harden 3, when he is struck by a Shrivel to his Chest. The Body Points on this location immediately drop to 17 (half 28 plus the Power protection supplied by the Harden). After fighting for a few more minutes, his Chest Body Points have been further reduced to 5 when he is again struck by a Shrivel to his Chest. However, as his Body Points on this location are less than half, it has no effect.

The effect of the Shrivel lasts for 15 minutes or until the Order miracle Restore is cast (or Dispel Miracle 6 – Shrivel) on the effected location. Any other curing on a Shrivelled location will only take the Body Points to half the character’s maximum Body Points for the location.

Example: Aramis decides he needs to fix his Chest and casts Heal Wounds 20 on it. However, due to the Shrivel, he can only raise the Body Points on this location to 14.

To learn Shrivel (T), a character must first learn Drain Wounds 39. To learn Shrivel (R), a character must first learn Drain Wounds 46.

Permanent Shrivel

Range: Touch
Duration: Permanent
Type: Offensive
Target: Person
Resisted by: Power armour
Prerequisite: Drain Wounds 68
Effect:
This has the same effect as Shrivel above, except that the effect is permanent and can only be removed by a Restore miracle (or Dispel Miracle 10 – Permanent Shrivel).

To learn Permanent Shrivel, a character must first learn Drain Wounds 68.

Disruption <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Power armour
Power: Chaos
Effect:
Causes <n> Power Body Damage to each location of the chosen target and <n> Life Point damage. Unlike the “Dart” spells, this miracle does not shoot anything at the target, instead the effect manifests directly in the targets body. Thus Dexterity and other dodge related abilities (such as Displacement) cannot be used to reduce the damage.

Destroy (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type: Offensive
Target: Object
Resisted by: Protective castings
Effect:
Destroys any one non-living object touched or up to a range of 20’.

Mass Destroy

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Protective casting
Prerequisite: Destroy (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and a type of item (Shield, Weapon, Armour). One item of the specified type on all characters within 10’ of the point is affected by a Destroy. The Destroy targets items currently being used first, but continues to other items of the specified type until it takes effect. If a type of Armour is specified, each location is treated as a separate item and the Destroy progresses from the strongest to the weakest.

In addition, all non-owned items of that type within 10’ of the point are affected by a Destroy.

Example: A party of brave adventurers are fighting a group of Orcs, and have nearly finished defeating them when a Priest of Chaos turns up and casts Mass Destroy Weapon. Each character in the area will have the weapon he is currently using affected by a Destroy.

In the case where two weapons are being used, the primary weapon is affected first. If the weapon is protected, the Destroy will move to another weapon owned by the character, targeting a secondary weapon followed by all other weapons starting with the largest (i.e. most damage).

The Destroy stops affecting each character once it runs out of targets or it destroys a weapon.

The Destroy also destroys all the weapons from the fallen as they are currently unowned.

Disintegrate (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type: Offensive
Target: Object
Resisted by: Protective castings
Effect:
Destroys any one non-living object touched or up to a range of 20’.

The pieces take 15 man-minutes of collecting before they object can be mended.

Mass Disintegrate

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Protective casting
Prerequisite: Disintegrate (R)
Effect:
As Mass Destroy, except that the items are targeted by a Disintegrate instead of a Destroy.

Shatter (T)/(R)

Range: Touch/20’
Duration: 15 minutes
Type: Offensive
Target: Object
Resisted by: Protective casting
Effect:
Destroys any one non-living object touched or up to a range of 20’.

The target of the Shatter cannot be repaired by any means for 15 minutes (unless the Shatter is dispelled/cancelled).

Fracture

Range: Touch
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by:
Prerequisite: Shrivel(R), Shatter(R).
Effect:
This miracle fractures a bone in the touched location.

Location Effect
Head Headache – making it difficult to cast spells or miracles.
The level of the spells/miracles the target can cast is limited by his Willpower.
Chest Some discomfort.
Bleeding at 1/minute while moving.
Arm Character cannot effectively use his weapon.
Normal damage from a 1H Weapon in the held arm is reduced by 8. Normal damage from a 2H Weapon is reduced by 4 (if both arms are fractured, the damage for 2H Weapons is reduced by 8). The character can ignore this penalty for one attack, but this breaks the fractured location(s).
Leg Character cannot move as effectively.
Character is reduced to a walking speed. Character’s Dexterity is reduced by 4 for each fractured leg. Character can ignore this penalty for one attack, but this breaks the fractured location(s).

A Heal Wounds 14 miracle on the location will repair the Fracture, but not heal any other damage (also any healing over 14 is wasted). If both Bind Wounds and Set Broken Bone skills are used, the effects are removed, though any strenuous activity (fighting, running, casting spells/miracles above level 1, etc) will cause the injury to re-occur. Assuming no strenuous activity, the location will fully recover in 24 hours.

To learn Fracture, a character must first learn Shrivel(R) and Shatter(R).

Curse <n>

Range: 20’
Duration: 15 minutes
Type: Offensive
Target: Person
Resisted by:
Effect:

A character casting Curse can make a target more vulnerable to damage. Curse may be cast as either Normal Curse or Power Curse.

For Normal Curse:

All Normal defense the target has is reduced by <n> (to a minimum of 0). When a character is under the effects of a Normal Curse, the character’s best normal defense against an attack is calculated as usual and then reduced by the amount of the Normal Curse to a minimum of 0. Dexterity is unaffected.

For Power Curse:

All Power armour the target has is reduced by <n> (to a minimum of 0). When a character is under the effects of a Power Curse, the character’s best defense against an attack is calculated as usual and then reduced by the amount of the Power Curse to a minimum of 0. Dexterity is unaffected.

A target can only be affected by one Curse. This is the highest level Curse, and in case of a tie the Curse cast most recently.

Mass Curse <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by:
Prerequisite: Curse <n>
Effect:

The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is targeted by a Normal or Power Curse <n>. The choice of Curse must be the same for all targets.

<Strength> Weakness

Range: Touch
Duration: 15 minutes
Type: Offensive
Target: Person
Resisted by: Strength
Effect:
Drains the target of Strength/Double Strength/Triple Strength/Quadruple Strength/Quintuple Strength.

If the target drops below normal Strength he collapses and most obey the following:

  • Cannot fight or cast spells/miracles (but can activate items).
  • Generally should talk at a whisper (but can summon the energy to talk loud enough to activate an item).
  • Can only move at a slow crawl.
  • Can rest, sleep, pray & meditate and regain Life/Standing/Mana as appropriate.

Weakness effects are not cumulative.

Poison Touch <n>

Range: Touch
Duration: 24 hours
Type: Offensive
Target: Person
Resisted by:
Effect:
Poison Touch creates a slow acting poison in the target, which will last for 24 hours. The type of poison is determined by the caster when learning the miracle, by choosing another miracle or spell of level <n>, that he knows. The effect of the Poison Touch must be cleared with the Character Ref.

Example: Muerte learns Poison Touch 0 ([Normal/Power] Curse 1), a miracle he has already learnt, after checking with the Character Ref that this is allowed. During an adventure, he casts Poison Touch ([Normal/Power] Curse 1), on an opponent, who is effected by a poison that increases his chances of taking damage for 24 hours. However, as his opponent has a Toughness Skill of 2, the poison only affects them after 2 hours.

To learn higher levels of Poison Touch with a particular effect, the character must have learnt the lower level versions. Effectively, the character must learn chains of Poison Touch with a particular effect. Characters can learn Poison Touch multiple times at each level, with each poison having a different effect.

Example: Muerte wants to improve his poison creation abilities. He can improve his Curse poison by learning Poison Touch 1 ([Normal/Power] Curse 2), he can learn Poison Touch 0 with a new effect e.g. Poison Touch 0 (Drain Wounds 4), or he can do both.

Damaging poisons, such as Poison Touch (Drain Wounds <n>), take effect every hour. Physical damage is spread evenly over all locations, in the order of Body, Arms, Legs and Head (right before left for Arms and Legs). This damage is really spread over the hour, but for ease of book keeping, especially where miracles such as Life Shield are in play, it should be done at the end of the hour.

Example: Muerte has learnt Poison Touch 0 (Drain Wounds 4), and casts this on an opponent. Every hour the target will take 4 Body Points of damage. In the first hour, he will lose 1 point from his Body, both Arms and his Right Leg. The second hour, the cycle continues, and he loses 1 point from his Left Leg, from his Head, from his Body and his Right Arm.

When a poison is based on a miracle/spell with gaps in the chain is used, the intermediate Poison Touch miracles must still be learnt, and take the lowest level effect. This also holds for using spells as poison effects.

Example: Muerte has also learnt Weakness and decides to use this effect in a poison. He must learn Poison Touch 0 (Weakness) [no effect] and Poison Touch 1 (Weakness) [no effect], before finally learning Poison Touch 2 (Weakness) that will cause a target to lose one category of Strength for 24 hours. He also branches out into magic, learning Sleep 1 for the sole purpose of creating a sleeping poison. Sleep 1 is level 1 and so Muerte has to learn Poison Touch 0 (Sleep 1) [no effect], before learning Poison Touch 1 (Sleep 1).

The effects of a Poison Touch miracle can be created from a combination of different miracles and spells, provided that the character has learnt the Poison Touch miracle for the effects separately. The total levels of the combined effects are counted when determining the level of the Poison Touch required. For each extra level in the chain, one of the effects in the combination can be improved.

Example: Muerte decides to create a Poison Touch that combines Sleep 1 with Curse 1. This requires a Poison Touch 2 (Sleep 1, Curse 1). In order to learn this miracle, Muerte will have to learn Poison Touch 0 (Sleep 1, Curse 1) [no effect], etc., up to Poison Touch 2 (Sleep 1, Curse 1), in the normal way. When Muerte learns Poison Touch 4 for this miracle, he can either chose an effect of Sleep 2, Curse 1 or Sleep 1, Curse 3.

A Poison Touch written as a ceremony, must have the spell/miracle it is based of previously written by the writer as a ritual/ceremony (and must involve the same Casters).
A Poison Touch learnt as an instant-cast, must have the spell/miracle it is based of known by the caster as a instant-cast spell/miracle.

Higher level Poison Touch miracles can be cast down, with each level doubling the duration. The number of levels required to cast down is based on the miracle/spell used for the effect.

Example: Muerte has learnt Poison Touch 3 (Drain Wounds 20), and can cast this miracle as Poison Touch 2 (Drain Wounds 14) with a base duration of 48 hours, Poison Touch 1 (Harm 8) with a base duration of 96 hours or Poison Touch 0 (Drain Wounds 4) with a base duration of 192 hours. Muerte has also learnt Poison Touch 4 (Double Weakness), and can cast this as Poison Touch 2 (Weakness) with a base duration of 48 hours.

Finally, Poison Touch can be cast upon a creature to become venomous. The creature is under the effect of the poison, but can transmit it by a single touch. This can be done by casting down 6 levels. High levels of Recognise Creature will be able to tell if a creature is currently venomous.

Example: An evil Chaos Priest casts Poison Touch 8 (Quadruple Weakness) as a Cause Venom 2 (Weakness) on some Trolls and tells them to go cause mayhem. The cultists can hit for Poison Touch 2 (Weakness), or use it as a hand attack as long as they are poisoned.

See Poisons and Diseases for more details.

Chaos Blade <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Weapon
Power: Chaos
Effect:
Chaos Blade can be cast on any weapon, imbuing it with Chaos. The weapon causes <n> points of Power damage.

Every time a Chaos Blade is cast on a weapon, it suffers damage. The weapon loses 1 from its base damage at a set duration and when the Chaos Blade expires. The duration depends on the quality of the weapon.

Quality Duration
Normal 24 hours
Superior 1 week
Master 1 month
Legendary 1 year
Artefact 100 years

Example: The Raven wields a normal 2H sword with Specialisation and no Strength. Calamity casts a standard (15 minute duration) Chaos Blade 2 on it. Hence The Raven is doing 8 Chaos 2. After 15 minutes, the Chaos Blade expires and the base damage for The Raven’s 2H sword is now 6, so he is doing 7 Chaos 2.

In the next fight, liking the extra power damage, The Raven asks for another Chaos Blade on his sword. Again Calamity casts another standard Chaos Blade 2 on it. After 15 minutes, the Chaos Blade expires and the base damage for The Raven’s 2H sword is now 5.

In the next fight, Calamity tires of casting a standard Chaos Blade 2 on the Raven’s sword, so down-casts a Chaos Blade 6 as a Chaos Blade 2 for 64 hours. After 24 hours the base damage for The Raven’s 2H sword is 4. After 48 hours the base damage for The Raven’s 2H sword is 3. After 64 hours, the Chaos Blade expires and the base damage for The Raven’s 2H sword is 2.

When the weapon is damaged such that its Normal damage reaches 0, it is destroyed.

A weapon damaged/destroyed by Chaos Blade can be repaired using the Mend spell/miracle. When repaired it returns to its full base damage.

If the weapon also has a protective spell running on it, then it will not be damaged/destroyed for the period of time when the protective spell is running.

Example: The Raven’s 2H sword is currently down to a base of 2. The Mend spell is cast on it, taking it back up to a base of 7. Calamity again down-casts a Chaos Blade 6 as a Chaos Blade 2 for 64 hours, but this time Jecub also casts a Fire Blade 0 on it for 15 minutes. During this time it is protected, hence the base damage of the sword only goes down to 6 after 24 hours and 15 minutes.

Note that Chaos Blade does not protect against destructive spells and miracles.

The call for the additional damage is “Chaos <n>”.

Dispel Miracle <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person, Object
Resisted by: -
Effect:
Removes any miracle of level <n> or less. This spell can also dispel spells of 2 levels lower. The caster must decide as the miracle is cast whether he is removing a miracle or spell (i.e. Dispel Miracle 3 can be cast as Dispel Magic 1). The caster can nominate a particular miracle/spell, a location or item or just the target character, and in the latter two cases, the highest level miracle/spell targetable by the Dispel will be removed.

Example: “Dispel Miracle on that Chaos Blade” Cast on a particular miracle running on a weapon. If the Dispel Miracle is not of sufficient level, it will have no effect.

Example: “Dispel Miracle on your body” Cast on a target’s body to remove the highest level miraculous protection possible by the Dispel Miracle.

Example: “Dispel Miracle on you” (this is the default if nothing is specified) Cast on a target or any of his carried items to remove the highest level miraculous protection possible by the Dispel Miracle.

Mass Dispel Miracle <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area
Resisted by: -
Prerequisite: Dispel Miracle <n>
Effect:
As per Dispel Miracle <n>, but with a 10ft radius centred around a nominated point or person.

Example: “Mass Dispel Miracle on all Chaos Blades” Cast on a particular miracle running on all weapons with 10’ of the target point. If the Dispel Miracle is not of sufficient level, it will have no effect.

Example: “Mass Dispel Miracle on all bodies” Cast on all target’s bodies with 10’ of the target point to remove the highest level miraculous protection possible by the Dispel Miracle.

Example: “Mass Dispel Miracle on all people” (this is the default if nothing is specified) Cast on all target’s or any of their carried items with 10’ of the target point to remove the highest level miraculous protection possible by the Dispel Miracle.

Disruptive Aura <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
The target (and armour he is wearing, weapons he is wielding and magical/miraculous items been worn/wielded) are immune to spells and miracles of level <n> or less, including beneficial ones (e.g. heals, protections, etc). Any spell or miracle of level <n> or less already on the target is dispelled.

Disruptive Aura only gives you immunity to spells/miracles that directly affect you.

Example: Disruptive Aura 2 will not stop you being affected by a Gale spell.

Example: Disruptive Aura 2 will not stop you being affected by a Repel Life miracle.

Example: Disruptive Aura 4 will not stop you being affected by a Flaming Hands 6 spell.

Note: unlike Clear Mind & Remove Fear, this miracle can be used to remove a mental effect on the caster.

Order Resistance <n>

Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Person
Effect:
The caster and his possessions gains immunity from the next <n> Order, Might, Balance and Justice miracles cast at him, whether or not they are beneficial. The Order Resistance takes effect before all other protections are taken into account. The player should call “Bounce” when a Resistance takes effect.

Chaos Gift <n>

Range: Self
Duration: 15 minutes
Type: Not stackable
Target: Person
Effect:
Allows the caster to give <n> points of Standing per minute to another person with the following restrictions:

1. The caster cannot have any other Gift active.
2. The caster must touch the person, if contact is broken then the Gift ends.
3. The caster must have no Path or follow the Path of Chaos, Freedom, Anarchy or Balance.
4. The caster cannot go below 0 standing, when reached the Gift ends.
5. The person must follow the Path of Chaos, Freedom, Anarchy or Balance.
6. If the person is a follower of the same Path as the caster, the transfer rate is doubled. N.B. The transfer rate is not doubled if the caster has no Path.
7. The person cannot gain more Standing than his normal maximum – any Standing currently active in miracles, when reached the Gift ends.

Example: Cal has a maximum of 30 Standing, he has cast 5 instant Heal Life 4’s (total 5 Standing) and a Bless 2 for 15 minutes (2 Standing). So he currently has 23 Standing. If he was to be the recipient of a Chaos Gift he could currently only go up to 28 Standing.

Chaos Gift can be extended, but you cannot make permanent items of it.

Miracle Gift <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Miracle Gift <n> allows the caster to pass knowledge of a Chaos (not Freedom, Balance or Anarchy) miracle of level <n> or lower to another. For the duration of the miracle, the recipient can cast the miracle using his own Standing (he does not need to know, nor does he gain any prerequisites). However, for the duration of the miracle, the giver loses all knowledge of the miracle and also all knowledge of miracles which require it to be known.

A Chaos miracle can be gifted to any character who does not follow the Path of Nature, though the recipient may have to answer to his Path if it is not appropriate to do so.

Example: Glyph, a Human Priest of Anarchy can use Miracle Gift 1 to transfer Drain Wounds 9 to any character who does not follow the Path of Nature. For 15 minutes, he loses all knowledge of Drain Wounds 9 and also the miracles above it, such as Drain Wounds 14. He still knows Drain Wounds 4, however. The receiver can cast Drain Wounds 9 only, he cannot cast Drain Wounds 4 or Drain Wounds 14.

Miracle Gift can be cast by ritual, but you cannot gift miracles that you only know as rituals. Only instant-cast miracles can be gifted.

You cannot Miracle Gift Miracle Gift.

Chaos Lace <n>

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Person
Resisted by: Power armour
Effect:
Forces Chaos into a target. This has the effect of draining <n> points of Standing if the target follows the Path of Order and <n>/2 (round down) if the target follows the Path of Justice or Might (N.B. followers of the Path of Nature are not affected). Both of these are after Power Armour has been taken into consideration.

Example: An Order follower is in 3 Power Armour and hit by a Chaos Lace 8. Therefore he is drained of 5 Standing. If he was a Justice follower he would be drained of 2 Standing.

The target can regain Standing as per normal.

When cast on a Demon when it is not on its home plane, Chaos Lace heals it of <n> Life Point damage, regardless of Power Armour.

Remove Slow (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type:
Target: Person
Effect:
Removes the effects of Slow from the target character. This miracle can also be used to remove Halt and Freeze effects.

Remove Paralysis (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type:
Target: Person
Effect:
Removes the effects of Paralysis from the target character, as well as the effects removed by Remove Slow.

Remove Petrification (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type:
Target: Person
Effect:
Removes the effects of Petrification from the target character, as well as the effects removed by Remove Paralysis.

Remove Grip (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type:
Target: Person
Effect:
Removes the effects of Grip and Entangle from the target character, as well as the effects removed by Remove Petrification.

Dexterity <n>

Range: Touch
Duration: 15 minutes
Type:
Target: Person
Effect:
Dexterity <n> increases the target’s Dexterity by <n>. Note that the Dexterity penalties for wearing armour and armouring spells/miracles still apply.

The Dexterity miracle enhances your natural dexterity, so if you’re not moving it doesn’t work i.e. if you’re paralysed or frozen, it will not help.