Probability/Entropy (Color = Black, Associated Stat = Luck): This school gives the mage power over order, chaos, and by extension, fate & fortune. A mage can sense where elements of chance influence the world and manipulate them to some degree. At lower ranks, a mage can find weak points in concepts, ideas, and organizations, and with the addition of other spheres (Earth and Life) in objects and creatures. He can increase the chance to hit or pick a pocket and influence games of chance. Experts and Masters of Probability can craft self-propagating predictions or curse entire family lines with blight. The only requirement of the Probability school is that all interventions work within the general flow of natural entropy – Probability cannot cause something impossible to happen; it can cause things to happen within the realm of possibility, however remote the chances might be. Upper ranks in Entropy can break down objects, wither away limbs, or disintegrate virtually anything.
The School of Probability, a mystical and enigmatic branch of magic, held its roots in the profound understanding of chance, fate, and destiny. Among the ten revered schools of magic, the School of Probability stood as a testament to the manipulation of randomness and the harnessing of entropy's darker facets. Its practitioners, known as Probabilists, delved into the intricate tapestry of possibility, weaving the threads of destiny to favor their desires or sow discord upon their adversaries.
The Probabilists were characterized by their deep connection to the ebb and flow of chance in the world. They studied the patterns of chaos and sought to master the subtle energies that governed probability. Initiates of this school underwent rigorous training to attune their minds to the intricate dance of fate, learning to decipher the whispers of destiny in the chaos of the universe.
At the heart of the School of Probability was the ability to influence the outcomes of random events. Probabilists could tip the scales in their favor, turning seemingly arbitrary occurrences into carefully crafted strokes of fortune or misfortune. This mastery over probability extended beyond mere luck manipulation. Champions of this school could peer into the fabric of destiny and selectively enhance or curse specific events, ensuring that the tides of fortune favored their objectives.
One of the school's most formidable abilities lay in its practitioners' command over entropy. Masters of Probability could tap into the fundamental force of chaos, unleashing it with devastating consequences. They wielded the power to disintegrate their foes, disrupting the natural order and bringing about chaotic destruction. This dark aspect of their abilities made Probabilists both feared and respected, as they could alter the very essence of existence itself.
The Probabilists weren't limited to immediate effects; their influence transcended time and space. They could bestow generational blessings or curses, shaping the destinies of bloodlines for centuries to come. Through intricate rituals and incantations, they could manipulate the course of history, creating ripples that echoed across the ages.
Despite the immense power at their disposal, practitioners of the School of Probability walked a precarious path. The forces they harnessed were as volatile as they were potent, and the manipulation of destiny carried its own set of consequences. The ethical implications of tampering with the natural order weighed heavily on the minds of Probabilists, as they navigated the thin line between wielding their powers responsibly and succumbing to the allure of unchecked chaos.
First Rank - The mages have opened their eyes to chance & fate and have learned to see the various aspects of Probability in action. A mage with this School may be able to determine if someone is cheating at a game of chance. They can see very strong blessings or curses on people when using Probability with Life or find the weak point in a brick wall with Probability and Earth. Dimension & Distance, and Time might help them find the time and place where something significant will happen – maybe a miracle, maybe a murder. Spells at this rank are considered cantrips.
Examples of 1st Rank:
Count - gain an exact count of a visible pile of coins
Luck - gain a +1 to any one non-weapons skill check that can be accomplished in 1 combat round. Applies to the mage only
Enhance Resistance - gain a +1 to any one resistance roll on the following combat round. Applies to the mage only
Conditions – in conjunction with other schools, the wizard can place command words, triggers, or keys to wards. A limit of one condition is allowed per rank of Probability.
Second Rank - The mage can now subtly and gently tug at Fate. Although fine control over advanced Probability effects is out of reach, the mage can manipulate events where random chance or pure probability plays a part. He can pull a good poker hand from a shuffled deck of cards or pull out the one odd sock in the sock drawer. The more complex the event, the harder it is to make it happen. The mage at this level does not directly affect any objects/creatures around him – he just increases/decreases the chance that a likely thing will happen.
Examples of 2nd Rank:
Chance - gain a +1 to any one non-weapons skill check that can be accomplished. Can be used upon allies.
Martial Luck - Gain a +1 to Hit or Damage for one attack - Applies to self only
Evil Eye - impose a -1 to a non-weapon skill check of an opponent by touch.
Third Rank - The mage has now learned to touch others directly. He can increase the order or disorder in predictable events/objects. The mage can now impose bonuses to his allies and/or penalties upon his enemies. Although Patterns such as Life, Spirit, and Time are too complicated for this level of Probability, there are advantages to reducing the chances for a fumble, or having a crossbow that will never jam. The mage can begin to set conditions on spells allowing the refinement of various aspects.
Examples of 3rd Rank:
Fate's Push - gain a +2 to any one non-weapons skill check that can be accomplished with in 2 combat round. Can be used upon allies.
Martial Chance - Gain a +1 to Hit or Damage for one combat round - Can be used on allies
Misfortune - impose a -2 to a non-weapon skill check of an opponent in the immediate area, resistance rolls apply.
Lock in Chance – allows the wizard to add “+” to magical item rituals allowing the creation of items like a +1 magical sword, armor, clothing, etc. The reverse also holds true imposing “-“ to cursed items.
Fourth Rank - The mage can now start to affect complex patterns by increasing randomness or retarding it. The mage can now impose bonuses/penalties to advance skills such as spellcasting. With the addition of Dimension & Distance, the mage can create zones of chaos, enhance a specific skill in a room, or increase the rate of decay. On the other hand, he can ward off those effects.
Examples of 4th Rank:
Superior Luck - gain a +3 to any one non-weapons skill check that can be accomplished with in 2 combat round. Can be used upon allies.
Martial Expertise - Gain a +2 to Hit or Damage for one combat round - Can be used on allies
Curse - impose a -3 to a non-weapon skill check of an opponent in the immediate area, resistance rolls apply.
Caster's Luck - gain a +1 to spell casting skill checks - Can be used on allies (requires Primal Essence school).
Fifth Rank - The mage can affect the very flow of chaos and fate in Life Patterns. School of Life still remains complex, but the mage has found where he can affect it – causing sudden decay or protection from harm and blessing or cursing an entire family line for generations with the additions of Life and Time schools. The mage can be a great destroyer, bringing disease and bad luck to others. He can also ward off similar effects.
Examples of 5th Rank:
Exceptional Luck - gain a +4 to any one non-weapons skill check that can be accomplished with in 2 combat round. Can be used upon allies.
Martial Superiority - Gain a +3 to Hit or Damage for one combat round - Can be used on allies
Curse - impose a -4 to a non-weapon skill check of an opponent in the immediate area, resistance rolls apply.
Caster's Curse - Impose a curse with specific effects, ‘Loose all wealth the next time you Gamble’, ‘You will be stricken with hives when you eat strawberries.’
Sixth Rank - The mage has learned to take the School beyond mere physical realms to the bounds of thought, space, and time itself. He can now affect the very changes of universal concepts. Probability, in conjunction with time, can be used to foretell a probable future. Now, the mage can affect complex patterns directly without the use of associate spheres. He can cause plants to decay or cause damage to creatures or structures. Probability and Time used in conjunction can manifest hundreds of years of decay in a few combat rounds.
Examples of 6th Rank:
Unbelievable Luck - gain a +5 to any one non-weapons skill check that can be accomplished with in 2 combat round. Can be used upon allies.
Martial Dominance - Gain a +4 to Hit or Damage for one combat round - Can be used on allies
Greater Curse - impose a -5 to a non-weapon skill check of an opponent in the immediate area, resistance rolls apply.
Seventh Rank - A Master of Probability, given time, brings new things to a person’s attention, and old things are forgotten. Ideas can be changed, evolved, or discarded. With Thought, he might create an idea so strong that it creates change in any who think about it. Nearly any aspect of change is under the Mage’s control at this point, and it may be combined with other Schools for incredible effect.
Examples of 7th Rank:
Martial Mastery - Gain a +5 to Hit or Damage for one combat round - Can be used on allies
Power of Prophecy - invoking Probability, the mage can set generation long prophecies in affect.
Conditions: The table above can also be used to place conditions on magical effects. At rank 1, the mage can make himself immune to his own magic. At rank 2 he can make a small group of allies immune to his magic. Each rank simply allows the mage to add an additional condition to a given spell. Thus, if a mage wants to summon stone, it would not require probability at all, but if he wanted to summon white marble with blue and green streaks, that summoning spell would also require Probability rank 3. The same applies to summoning animals. Summoning horses would not require probability, but summoning a white stallion would require Probability rank 2.
Resistance Bonuses/Penalties: This school is also used to augment ‘fate’ (read as dice rolls) either to enhance/buff allies or penalize enemies. As a general rule, each rank in probability used within the spell/ritual formula can be used to make such modifications in addition to the base effects of the spell. Thus, a spell designed to create a Wall of Fire to which party members are immune (Probability 2), that wall can also impose a penalty (-2) to the resistance rolls of the enemy as an added feature of probability.