Bathed in the energies of chaos, Chaoscasters have little regard for their own well-being...only interested in serving the interests of Chaos.
Chaoscasters must have taken Mage at least once, must have the Chaoschild trait, must have at least one talent from the Chaos talent tree, and Alignment (Chaos)
Chaoscasters increase these skills;
+1 Rank to Arcana, Spellcasting, Symbology, Remember Detail, Chemistry, and Constellations.
Chaoscasters receive the following skills;
Cosmos (Outer Realms), Nature (Humanoids), and Direction Sense at Competent Rank.
Chaoscasters receive a unique item which must be able to fit into the palm of a person's hand, this item is tainted with Chaos and has a surreal dust-like substance always blowing off of it, almost as if it were in a constant state of disintegration. This item helps the Chaoscaster stabilize their powers; once per day they can use the item to reroll any check they make and take the better result. If they lose this item they reroll all d% rolls and take the worst result. In order to replace this item they must spend 20 MP and 10 Sanity.
Chaoscasters increase their wage per month by 5 Silver.
Chaoscasters learn Spells which are drawn from Chaos itself, and can cast them despite their potential danger.
Ny'hatrarou's Depths
MP Cost: 8 | Duration: Instantaneous | Range: 6 squares
Choose a target within the spell's range and who you can see, and make a Spellcasting attack against their Mental Defense. On a successful hit the target loses all sense of self; they take 2d8 Sanity damage per round for a number of rounds equal to your Primary Attribute. If they reach 0 Sanity they lose the ability to utilize any spells, talents, weapon techniques, occupation abilities, or any other special power they may have which isn't simply attacking or moving.
Crijwva Tsxqezil
MP Cost: 15 | Duration: Instantaneous | Range: 4 square radius
From the depths of your shadow reality begins to distort and twist as the 2-Dimensional form of the shadow gains depth and becomes detached from you as if it were its own living entity. It then shoots out in a 4-square radius centered on you and envelops all within the radius in a darkness and makes an attack against the Physical Defense of all within the radius (excluding yourself) and on a successful hit the darkness envelops them dealing 10 damage directly to Hit Points and inflicting them with Blindness at Severe Intensity which lasts for 2d4+2 rounds.
Chaoscasters are mages who have forgone traditional spellcasting in favor of the erratic energy of Chaos and costs 6 TP in order to take it as a Promotion to the Mage.
Chaoscasters also do well when combined with any Magician occupations.
Chaotic Spell: When casting a spell you can choose to sacrifice Sanity points in place of the Stamina point cost of the spell. This can only be used on spells which have a Stamina cost above 0 associated with them.
When doing this roll a d%;
1-5: Spell is cast but nothing happens. The MP is wasted.
6-25: Spell is cast at 0.5x strength. Damage, modifiers, bonuses, and penalties attached to the spell are halved.
26-51: Spell is cast normally.
51-75: Spell is cast at 1.5x strength. Damage, modifiers, bonuses, and penalties attached to the spell are increased by 1.5 times.
76-99: Spell is cast at 2x strength. Damage, modifiers, bonuses, and penalties attached to the spell are doubled.
100: Spell is twisted with chaos - in addition to doubling as per the (76-99) effect, all rolled dice are maximized and no to-hit roll is required with the spell. It always hits its mark.
Chaos Aura: You can emanate a 3 square aura of chaos, where everyone within the radius roll twice on attack rolls however you get to choose which result they keep. If you choose to emanate this aura it costs 5 MP per round and you also roll twice but only ever take the second result.