CHAOS
Chaos Storm
Cost: 9 Chaos MP
Description: Building upon chaos, a large storm is summoned, complete with green lightning, striking anyone in its path.
Effect: Flip a coin for each person or animal on the field. On heads, the person or animal takes 5 points of Electric damage.
Panic
Cost: 5 Chaos MP
Description: The opponent panics, making it impossible for them to attack for a brief time.
Effect: The opponent is unable to attack or defend for 2 rounds.
Touch of the Incubi
Cost: 1 Chaos MP
Description: The user can cast it on a target, be it living or even an object. The spell allows it to share the sense of touch between the caster and target for about two hours or until dismissed. But the use for it? Well.. I’m sure you can think of something for it.
Effect: No effect in battle, see description.
Curse of Sleep Sickness
Cost: 5 Chaos MP
Description: The opponent starts to feel rather tired all of a sudden, enough so that they might even fall asleep at the most crucial of times possible!
Effect: The user casts a spell on their opponent. For three turns to see if they are awake, flip a coin each turn, if Heads, they can fight just at the nick of time. If Tails, opponent falls asleep and skip their turn in battle. Essentially the target gets the ability ‘Sloth’ for the duration of this spell.
Lure of the Incubus
Cost: 5 Chaos MP
Description: For some reason your scent becomes stronger and more pleasing to the nose, its such a relaxing aroma, what did you do? It smells like my favorite scent!
Effect: Caster releases a relaxing aroma that lower the opponents guard by using their favorite scents against them. Lowers the opponents resistance by 2 until the end of battle, or until four hours have passed.
Basic Biosense
Cost: 3 Chaos MP
Description: You can feel the chaos that makes life... Well, life! By pulling on the electricity in those around you minutely, you can sense how many living things larger than a shrew are in what directions and approximately how far away up to fifty feet from your body.
Effect: You can sense how many living things larger than a shrew are around you up to fifty feet away without having to see them visually. Good for dungeons perhaps?
Advanced Biosense
Cost: 7 Chaos MP
Description: You can feel the chaos that makes life... Well, life! By pulling on the electricity in those around you minutely, you can sense how many living things larger than a shrew are in what directions and approximately how far away up to one mile from your body.
Effect: You can sense how many living things larger than a shrew are around you up to one mile away without having to see them visually. Good for dungeons, or finding hidden enemies perhaps?
Chaos Bolt
Cost: 3 Chaos MP
Description: You can fire a bolt of electricity from your palms or mouth for a quick jolt of damage.
Effect: Deals 2 Electrical Damage to a single opponent.
Shocking Skin
Cost: 2 Chaos MP
Description: Your skin has a bit of a shocking effect when you are directly touched for a small amount of time.
Effect: Deals 1 Electrical Damage for the next 2 turns if you are touched.
Venomous Skin
Cost: 2 Chaos MP
Description: Your skin has a venomous effect when you are directly touched for a small amount of time.
Effect: Deals 1 Acid Damage for the next 2 turns if you are touched.
Helical Blast
Cost: 12 Chaos MP
Description: A helical blast is fired from the palm of the caster's hand, dealing some rather odd damage to an opponent.
Effect: Deals 3 Acid Damage and 3 Electrical damage to an opponent, unaffected by resistance.
Bolt from the Blue
Cost: 9 Chaos MP
Description: You can call a bolt of lightning from the sky; magically!
Effect: Casts 'Call the Lightning' on a single opponent as per the move, complete with all the caveats the move has.
Chaos Splash
Cost: 5 Chaos MP
Description: You can splash an opponent with an acid cast from your palms.
Effect: Casts 'Acid Spit' from your palms on a single opponent as per the move, complete with all of the caveats the move has.
Incubi's Eyes
Cost: 5 Chaos MP
Description: As long as you maintain visual contact after casting this spell; it keeps an opponent under your grasp!
Effect: You MUST keep eye contact with the opponent while using this; the moment that ends the opponent has control of their body again. While you maintain eye contact, as long as you do not attack an opponent during that time; you have complete control over your opponent's actions. In battle, this only lasts for 3 turns. Only affects one target at a time.
Mass Seizure
Cost: 12 Chaos MP
Description: Hits all targets on the battlefield, causing them massive damage.
Effect: All targets on the battlefield lose 1 turn and take 2d4 worth of damage, not affected by resistance. Electrical Resistance negates this spell.
Mass Euphoria
Cost: 12 Chaos MP
Description: Hits all targets on the battlefield, causing them to become docile.
Effect: Roll 1d4. All targets on the battlefield now have 0 dexterity for the duration of that roll. Acid Resistance negates this spell.
Chaotic Leap
Cost: 4 Chaos MP
Description: The user is teleported in a random direction 1 Mile away from their current location. Only the things on their body come with them (clothes and such).
Effect: Teleports the user to a random place 1 Mile away from their current location. This goes first regardless of turn order; allowing for a quick (if not clumsy) escape in a near-death situation.
Strobelights
Cost: 10 Chaos MP
Description: The user is suddenly covered by flashing lights that may cause seizures in some individuals...
Effect: Flip a coin for each creature on the battlefield. If heads, the individual loses the next 1d3 rounds. If tails, the individual reacts to the user as if the user has bioluminescence for 1d3 rounds.
Bane of Order
Cost: 10 Chaos MP
Description: Creatures of Order are horrified and forced away.
Effect: This spell can only effect creatures that know "Order" magic, or have swallowed an "Order" node. If effected, the targeted "order" creature is affected by 'terror' and their mentality drops to 0. They are induced to flee the battlefield under any circumstances and do not stop trying to run away until they pass out from exhaustion (0 stamina).
Elemental Scattering
Cost: 5 Chaos MP
Description: A quick hit of magic takes the opponent and turns their magic into something completely unpredictable!
Effect: The target's next attack or spell does electrical and acid damage (can only be resisted with both resistances). Flip a coin; heads it goes through to hit the intended target, tails it hits the caster instead.
Energy Galvanization
Cost: 6 Chaos MP
Description: Trying to heal using chaos magic is a bad idea... Unless you have nothing to lose.
Effect: Choose an opponent, ally, or creature and flip a coin. If heads, you gain +3 Stamina and they lose -3 Stamina. If tails, you lose -3 Stamina and they gain +3 stamina.
Chaos Mirror
Cost: 7 Chaos MP
Description: A chaotic 'mirror' of magic is called forth, quite a decent defensive spell!
Effect: This spell hits first regardless of turn order. The opponent's next attack is reflected back at them, doing a random element of equivalent damage if the opponent's attack or spell would have dealt damage this turn, and otherwise negating the move/ability/spell for the turn.
Chaotic Inspiration
Cost: 5 Chaos MP
Description: You are suddenly struck with a super random, but very interesting barrage of ideas! Good for those that need to come up with new things, that is for sure.
Effect: For the next 24 hours, the caster can act as if they have +1 level of cunning higher than what they have.
Borrowed Inspiration
Cost: 7 Chaos MP
Description: The user strikes another target, usually a creature, with the chaotic inspiration! Good for those that need to teach a creature a difficult concept, but are having a hard time with their witt.
Effect: For the next 24 hours, the target can act as if they have +2 levels of cunning higher than what they have. Can only target creatures.
Lucky Boon
Cost: 20 Chaos MP
Description: The user is suddenly a lucky dog for sure!
Effect: For the next 24 hours, the user basically has 'Rabbit's Luck' when doing anything requiring luck behind the scenes. This does overwrite a character's 'Cursed' trait only for the duration of the spell.
Chaos' Curse
Cost: 20 Chaos MP
Description: Suddenly, as if hit by a bolt from the blue, creatures hate the opponent. It as if Chaos himself has something against that individual!
Effect: For the next 1d3 turns, the target becomes the 'center of attention' for all attacks from all creatures on the field; including their own.
Chaos Drain
Cost: 5 Chaos MP
Description: Chaotic individuals are not as good at draining as others are, but this drain works well enough as long as enough life sources are... Present.
Effect: Every individual on the field loses 1 stamina. The caster gains up to their 'max health' of this stamina, and the rest is simply lost from those it was taken from.
Kiss of the Incubi
Cost: 4 Chaos MP
Description: Caster consumes a tiny amount of energy from their target and adds it to their own. It might hardly be noticeable!
Effect: Drains about 2 stamina worth of their victim’s health and adds the stamina on top of their own. Should that exceed their maximum stamina they will keep the extra points until they are lost from damage.
Circle of Chaos
Cost: 5 Chaos MP
Description: A ring of writhing shapes, and a dancing electricity of every color surrounds the caster (and perhaps friends that are within' touch distance of the caster), protecting them from chaos-related attacks entirely, and twisting all who attempt to harm them.
Effect: Lasts 3 turns. Caster cannot leave the circle, or the effect ends. Grants Electrical Immunity (and immunity to chaos spells) to all within' the circle. Any who attempt to enter the circle receive 4 points in electrical damage.
Berserk
Cost: 5 Chaos MP, 2 Hollow MP
Description: Caster can cast this spell on themselves, enemies, creatures, etc. This will put the affected into a berserk state, causing their strength and dexterity to increase and randomly attack, but they have no sense of ally nor enemy, so they will attack anyone and anything they see.
Effect: Target gains +5 to it's Strength, +2 to it's Dexterity, and -5 to it's Mentality. During the Berserk, the target cannot be controlled - and will "fight to kill" against all "moving" targets. Berserk ends in 5 turns, or when the Berserking is killed or unconscious. The effected cannot cast spells.
Madness
Cost: 3 Chaos MP
Description: Caster can cast this spell on themselves, enemies, creatures, etc. This causes the effected target to forget who their friends are.
Effect: Effected target has all loyalty (if applicable) drop to 0. They no longer will obey their masters, and will not be able to tell who is "friend" or "foe". The effect ends after 5 turns.
Desecrated Ground
Cost: 3 Dark MP, 3 Chaos MP
Description: Corrupts the ground around you to protect against light and the pure. Land turns back to how it was after 24 hours.
Effect: Creates an area that increases the damage of Chaos magic by 50% and Dark magic by 100%
Benevolent Chaos
Cost: 2 Light MP, 1 Chaos MP
Description: A weak healing essence is released onto the field, restoring the energies of those it touches as it flies rapidly around before disappearing, seemingly randomly
Effect: Everyone on the field has a 50% chance of healing half of their lost stamina.
Faerie Sparks
Cost: 1 Chaos MP
Description: A few random tiny, brightly colored shapes dance around near the caster's fingertips wildly for a moment, then vanish.
Effect: No effect in battle, but it sure looks cool!
Voices
Cost: 2 Chaos MP, 3 Hollow MP
Description: The target begins to hear things, strange voices speaking in its ears, talking to it, distracting it, but nothing seems to be there. What's going on? They whisper random things, and you get the distinct feeling they're not of this world.
Effect: The target's dexterity is cut in half for two turns- however, their mentality has a 50% chance of going up by 1 each turn it is effected. Increase in mentality lasts until end of battle.
Seizure
Cost: 5 Chaos MP
Description: The caster causes the target's brain to misfire wildly, causing them to writhe and twitch and such- it's truly not the most pleasant of things to watch.
Effect: Opponent loses their attack this turn, and takes 2 six-sided dice rolls of damage, minus resistance, of course.
Hallucinate
Cost: 2 Chaos MP, 2 Hollow MP
Description: The target sees strange, twisted creatures of all sorts in front of them, rushing at them, even though they really aren't there. This drives them into a defensive sort of rage, swiping out at invisible enemies.
Effect: The target has a 50% chance of attacking its fake enemies instead of its real ones for the next two turns- these attacks do nothing. However, their strength is raised by 2 points for the duration of the spell's effect.
Infecting Swarm
Cost: 1 Wind MP, 2 Chaos MP
Description: Summons a swarm of many nipping insects to annoy the foe
Effect: Does 2 acid damage to the foe, but this cannot bring them lower than a quarter of their full stamina OR two stamina (whichever is higher). Has a 10% chance of sickening the foe and causing them to take 1 acid damage every other turn for the battle's remainder.
Locust Swarm
Cost: 3 Earth MP, 2 Chaos MP
Description: Summons a swarm of hungry locusts to devastate crops and cause overall trouble.
Effect: Locusts devour the plant-based food and crops in the area, and crawl over meat, tainting it, if they can get to it. Destroys plant-based spells and does 3 earth damage to plant creatures.
Shifting Blast
Cost:3 Chaos MP, 2 Hollow MP
Description: An ever-changing sphere of magic energy flies through the air, doing an unknown amount or type of damage to the opponent- so much left to chance, indeed.
Effect: Does damage of a completely random type. Roll a six-sided dice to determine amount of damage done. As well as the intended target, damages any other creatures within 5 feet of said target, so stay a bit away!
Thunderstorm
Cost: 3 Water MP, 1 Wind MP, 2 Chaos MP
Description: A storm is summoned, pouring rain and with lightning ready to spark down at any second, so watch out or you might get zapped.
Effect: Lasts for three turns. Everyone in the storm takes 1 water damage per turn. In addition, each target has a 10% chance each turn of being hit by lightning and taking 3 electrical damage. For the tallest target on the field, this is raised to 20%.
Mass Panic
Cost: 15 Chaos MP
Description: A hideous, twisted visage appears for a moment, frightening all on the battlefield, even those without vision- it strikes terror into their hearts. This vissage appears differently to each individual, but will always strike terror into their hearts.
Effect: For the next two turns, all creatures and humanoids on the battlefield have half dexterity but double their usual strength. Creatures will disobey commands and attack opponents (and allies) blindly, and humanoids will be terrified beyond belief. Does not effect creatures with the "Iron Will" ability.
Shriek
Cost: 8 Chaos MP
Description: A tortured, unearthly scream tears through the immediate area, followed by another, and another... with no visible source of all the noise.
Effect: For two turns, all creatures on the battlefield will have a 25% chance to attempt to run away, not attacking or dodging or listening to commands. All non-fleeing creatures will also half of either their strength or dexterity (flip a coin).
Summon Chaotic Fleshlings
Cost: 5 Chaos MP
Description: Summons a hoard of tiny, rat-sized creatures... Oh lord, those aren't rats... They'll scare anyone, caster included, and run around rapidly, biting entirely at random or, on other occasions, healing instead, the odd little things. After a few turns, though, they disappear.
Effect: Chaos Fleshlings remain for two turns. On the first turn only, everyone has -2 dexterity. On both turns, roll a twenty-sided dice for each person in the battle. If 1-7 is rolled, the person takes 2 acid damage. If 8-13 is rolled, they heal 1 stamina. Otherwise, nothing happens.
Debilitating Euphoria
Cost: 6 chaos MP
Description: The caster inflicts a magical euphoric feeling upon their foe. The opponent meanwhile is completely wrapped up in their euphoric feeling and is unable to move so long as the euphoria is in effect.
Effect: Roll a four-sided die to determine how many turns the euphoria will last, and then reduce the opponent's dexterity to 0 for that duration.
Sway of the Incubi
Cost: 16 chaos MP
Description: The caster can sway the target to "follow" them; and in the process, convince them not to attack. This does not allow the caster "control" over the target, but does greatly effect the outcome of battle - or everyday life.
Effect: The target cannot attack the caster, and is more receptive to requests made by the caster. The effect ends after two turns in combat, or ten minutes outside of combat. The effect also ends if the caster directly attacks the target.
Chain Lightning
Cost: 6 Chaos MP
Description: Unpredictable lightning bursts forth, causing damage to a random target and those around him.
Effect: Hits one random target on the battlefield (including the caster and her allies) for 4 electrical damage. Creatures nearest the target (up to 3) are hit for 2 electrical damage.
Butterfly
Cost: 2 Order MP, 2 Chaos MP
Description: This spell takes the opponent's last move, and turns it back on them for some... interesting effects. It copies everything about the opponent's most recent move, and inflicts it upon the original attacker in a vicious turnabout.
Effect: This spell allows the caster to use an exact copy of the opponent's last move. Damage is re-calculated with the caster's stats. All special and secondary effects are also copied with this spell.
Accretio Cauda
Cost: 2 Chaos MP, 2 Hollow MP
Description: A long flexible tail of you're own imagination sprouts at the spot where normally you're tail bone is located, hopefully you know what to use it for? Lasts for 2 hours (or 6 turns) than disappears like it was never there in the first place.
Effect: *no effect in battle*
Trick of the Incubi
Cost: 4 Chaos MP, 2 Hollow MP
Description: Changes the caster's body to that of the opposite of their current gender. Other than basic physical anatomy, does not alter the caster's appearance. Lasts 3 hours.
Effect: *no effect in battle*