![]() Chaos Weaver When Malachive tore the chains from the world, not every link fell cleanly. Some were left hanging: loose threads where cause no longer quite leads to effect, where a wound is not certain it was ever made, and where a doorway may forget which room it belongs to. Seanan, once Master of the Conclave and now Malachive's servant, was the first to learn to pull on them. The spellcasters he trained in the Warp call themselves Chaos Weavers. A Weaver does not ask a god or a school for power. They take it from the world's own uncertainty, and the more they take, the less certain the world around them becomes. Each Weaver spell builds Entropy. A Weaver at high Entropy is frighteningly strong, and the world around them begins to slip: time hiccups, spells fork, costs reverse themselves. A Weaver who lets it reach its peak will find reality snapping shut on them unless they spend it first. Their spells leave Reality Scars on their enemies. The Scars do nothing on their own, but a Weaver who has laid enough of them can pull every loose thread at once and Collapse their foe. Between the Scars and the finisher, a Weaver can hold a rival's protections out of existence, bend a room so that fleeing leads back into it, undo part of their own wounds, or borrow strength from tomorrow at the price of paying it back. The weave answers only to Chaos. A Weaver who leaves the Warp, or is cast out of it, can cast no spells at all, not even the common magic they learned beside the weave. Their Entropy drains to nothing and the Scars vanish from their sight. Scrolls, wands and staves still work for them, as they do for anyone. If they return to Chaos, the weave returns too.
Weavers also keep a mage's common magic, without its greatest destructive spells; acid blast, chain lightning, tornado and their like are left to the schools of the Conclave. Who can be a Chaos Weaver?
Must be level 51 and not yet reclassed, and only the Everchosen may perform the reclass.
ArmorChaos Weavers can only wear cloth armor, and can use shields.
Experience by RaceHow much experience a chaos weaver of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a chaos weaver is listed under Becoming a Chaos Weaver below.
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Skills & Spells Free at CreationEvery chaosweaver starts with these, at no creation point cost.
Chaosweaver Default Package (40 creation points)Taking the default package at creation gives you all of the following:
Spell groups: Chaos Weaving, Beguiling, Combat, Detection, Enhancement, Illusion, Maladictions, Protective, Transportation, Weather (see Spell Groups below) SkillsSkills a chaosweaver can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.
Skill GroupsWeaponsmaster (40 cp): Axe, Dagger, Flail, Mace, Polearm, Spear, Staff, Sword, Whip Spell GroupsChaos Weavers cannot buy spells one at a time; spells come in groups. Each group lists the level at which a chaosweaver can cast each spell.
Racial SkillsOnly chaos weavers of the listed race receive these.
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Becoming a Chaos Weaver Base class: any of Warrior, Thief, Mage, Cleric or Bard. Clan: Chaos. Requirements:
A character may reclass only once. See help reclass in the game for full details. |
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