Description
You tamper with the threads of fate to sow chaos in the area of effect. Targets in the area of effect must roll a 1d6 before acting. For 1 MP, there is a 1 in 6 chance the effects will be chaotic; for 2 MP, a 2 in 6 chance; and for 3 MP, a 3 in 6 chance. Targets subject to chaotic effects make a success check after taking their action: if they do not roll a clean success, a chaos surge occurs and affects the encounter, as determined by the GM. Roll a d6: on a 1, there is collateral damage; on a 2, the action has unintended targets; on a 3, something is gained and something is lost; on a 4, there is a transformation or reversal; on a 5, the action is out of control; on a 6, the action "costs" twice as much to enact. You must concentrate on the spell for its duration, or else the chaos subsides.