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Chaosmancer

Chaosmancer Iconic

Eladrin Chaosmancers are Elves of the Feywild attuned to magical ability. They are charismatic, excellent at arcane spellcasting, and their seasonal magic can twist the very strands of Wild Magic itself. They start with one level of Wild Mage Sorcerer.

Eladrin are the Elves of the Feywild, and their attunement to seasonal magic allow them to tailor their playstyle to nearly any type of situation or gameplay.

Stat Notes:

Eladrin Chaosmancers start with higher Charisma.

Strengths: Their Seasonal magic allow them to adjust their abilities based on the situation. They also gain bonuses from their Elven ancestry.

Weaknesses: Situational, as their Seasonal magics can ebb and flow to shore up defenses or attain great combat prowess.

Str 0
Dex 0
Con 0
Int 0
Wis 0
Cha +2

Automatic Feats 9

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Elves and Half-Elves are naturally immune to magical sleep effects.
  • Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
  • Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
  • Elf
    You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.
  • Seasonal Toggle: You are attuned to the magic of spring. You gain +1 Charisma.
  • Seasonal Toggle: You are attuned to the magic of summer. You gain +1 Strength.
  • Seasonal Toggle: You are attuned to the magic of autumn. You gain +1 Wisdom.
  • Seasonal Toggle: You are attuned to the magic of winter. You gain +1 Intelligence.
  • Your fey nature touches all your spells with Wild Magic. Wild Magic - When you cast spells, you have a small chance to have additional strange effects occur around you called Wild Surges.

    Wild Surges vary greatly from helpful, dangerous to just silly.

    Grants a 5% chance of a Wild Surge every time you cast. These will also manifest over time passively. Wild Surges do not occur in public spaces.

Enhancements Full tree →

The Eladrin Chaosmancer tree. Hover a cell for what it does; the full page has every rank and description.

Nothing is Hidden 0/3
Nothing is Hidden
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12 penalty.
Keen Senses 0/3
Keen Senses
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, and Spot
Eladrin Chaos Control I 0/1
Eladrin Chaos Control I
Ranks: 1 Cost: 2 AP Requires: 1 AP
Very bad Wild Magic Surges shift to just bad for you.
Arcane Fey Step 0/1
Arcane Fey Step
Ranks: 1 Cost: 2 AP Requires: 1 AP
Disappear and reappear several feet in front of you. You start with 2 charges per Rest. Based on your season, this has an additional effect:

Spring: You gain a +3 to Universal Spell Power per Character Level for 10 seconds.

Summer: You gain a +20% bonus to Spell Cost Reduction for 10 seconds.

Autumn: You gain +5 bonus to Magical Resistance Rating and Magical Resistance Rating Cap, +1 per Character Level for 10 seconds.

Winter: You gain a +2 bonus to Spell Penetration, with an additional +1 per 5 Character Levels, for 10 seconds.
Step Through The Fade 0/3
Step Through The Fade
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 charge of Fey Step per rest.
Minor Spring Attunement 0/3
Minor Spring Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Electric and Sonic Spell Power. Your Spring Affinity grants you an additional +3 Electric and Sonic Spell Power.
Minor Summer Attunement 0/3
Minor Summer Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Fire and Light Spell Power. Your Summer Affinity grants you an additional +3 Fire and Light Spell Power.
Arcanum 0/3
Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Minor Autumn Attunement 0/3
Minor Autumn Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Acid and Poison Spell Power. Your Autumn Affinity grants you an additional +3 Acid and Poison Spell Power.
Minor Winter Attunement 0/3
Minor Winter Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Cold and Negative Spell Power. Your Winter Affinity grants you an additional +3 Cold and Negative Spell Power.
Major Spring Attunement 0/1
Major Spring Attunement
Ranks: 1 Cost: 2 AP Requires: 10 AP
The Quicken Metamagic costs 1 SP less. Your Spring Affinity grants an additional +1 Charisma.
Major Summer Attunement 0/1
Major Summer Attunement
Ranks: 1 Cost: 2 AP Requires: 10 AP
The Maximize Metamagic costs 1 SP less. Your Summer Affinity grants an additional +1 Strength.
Fey Sight 0/1
Fey Sight
Ranks: 1 Cost: 2 AP Requires: 10 AP
While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
Major Autumn Attunement 0/1
Major Autumn Attunement
Ranks: 1 Cost: 2 AP Requires: 10 AP
The Empower Metamagic costs 1 SP less. Your Autumn Affinity grants an additional +1 Wisdom.
Major Winter Attunement 0/1
Major Winter Attunement
Ranks: 1 Cost: 2 AP Requires: 10 AP
The Heighten Metamagic costs 1 SP less. Your Winter Affinity grants an additional +1 Intelligence.
Spring Storm 0/1
Spring Storm
Ranks: 1 Cost: 2 AP Requires: 15 AP
A spell-Like Ability that creates dark storm cloud over the target which blasts it and nearby enemies with lightning for 1 to 6 +2 electric damage for every caster level. If targets are immune to electric damage they become vulnerable to it for 15 seconds. Reflex save for half damage vs Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom.

Can only be used if you have Spring Affinity Active.
Invoke Attunement 0/1
Invoke Attunement
Ranks: 1 Cost: 2 AP Requires: 15 AP
A spell-Like Ability that sends a wave of scorching fire from the cast dealing 1 to 6 +2 fire damage for every caster level. If targets are immune to fire damage they become vulnerable to it for 15 seconds. Reflex save for half damage vs Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom.

Can only be used if you have Summer Affinity Active.
Eladrin Chaos Control II 0/1
Eladrin Chaos Control II
Ranks: 1 Cost: 2 AP Requires: 15 AP
Bad Wild Magic Surges shift to just neutral for you.
Invoke Attunement 0/1
Invoke Attunement
Ranks: 1 Cost: 2 AP Requires: 15 AP
A spell-Like Ability that sends out an acidic blast of rotting air dealing 1 to 6 +2 acid damage for every caster level. If targets are immune to acid damage they become vulnerable to it for 15 seconds. Reflex save for half damage vs Conjuration DC 15 using the highest of Intelligence, Charisma or Wisdom.

Can only be used if you have Autumn Affinity Active.
Winter Hail 0/1
Winter Hail
Ranks: 1 Cost: 2 AP Requires: 15 AP
A spell-Like Ability that creates a hail storm at the target location dealing 1 to 6 +2 cold damage for every caster level. If targets are immune to cold damage they become vulnerable to it for 15 seconds. Reflex save for half damage vs Evocation DC 15 using the highest of Intelligence, Charisma or Wisdom.

Can only be used if you have Winter Affinity Active.
Core Enhancements
Wild Magic I 0/1
Wild Magic I
Ranks: 1 Cost: 1 AP
You gain a plus 2 Wild Surge Luck bonus increasing your chances of a Good or Very Good Wild Magic Surge.
Eladrin Ability 0/1
Eladrin Ability
Ranks: 1 Cost: 2 AP
Choose between Wisdom, Intelligence, or Charisma
Wild Magic II 0/1
Wild Magic II
Ranks: 1 Cost: 1 AP
Your Wild Surge Luck bonus increases to plus 3.
Eladrin Ability 0/1
Eladrin Ability
Ranks: 1 Cost: 2 AP
Choose between Wisdom, Intelligence, or Charisma
Wild Magic III 0/1
Wild Magic III
Ranks: 1 Cost: 1 AP
Your Wild Surge Luck bonus increases to plus 6.

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Active: Fey Step: Disappear and reappear several feet in front of you. You have maximum charges equal to your number of Eladrin Wild Mage past lives.

    Passive Bonus: +3 Universal Spell Power per stack of this past life. Also grants a charge of Fey Step. This feat can be stacked up to three times.