spell name:
CHAOS PRESENCE * .
list name:
chaos mastery
level:
2
realm:
channeling
type:
chaotic lord base
spell class:
u*.
duration:
-
range:
self
area of effect:
10' r/lvl
sourcebook:
rolemaster companion 3
description: (no pp cost) allows the caster to immediately become aware of all chaos within the area of effect.

spell name:
DISSOLVE CHAOS
list name:
chaos mastery
level:
5
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
1 minute / level
range:
10'
area of effect:
1' r
sourcebook:
rolemaster companion 3
description: allows the caster to dissolve a 1' r area of chaos every round that he concentrates. the chaos continues to grow at a rate of a 1' r area per round. so basically, this creates a stand off.

spell name:
MINOR IMPROBABILITY
list name:
chaos mastery
level:
7
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
varies
range:
10'
area of effect:
sourcebook:
rolemaster companion 4
description: this spell is intended for use by Chaos Lords (RMC3 2.2.3). With this spell the caster causes something to happen that is entirely improbable, such as a brand new rope breaking, someone tripping when there is nothing to trip upon, etc. Due to the nature of chaos upon which this spell is based, the event will tend to take orderly objects and break them down into chaos, rather than the reverse. So this spell will never repair broken objects, turn a gas to solid, etc. The effects of this spell should be very minor, dealing with objects that weigh no more than 10 pounds as a general rule. The events should also be improbable, not impossible. While the caster can specify a general target and basic intent (to cause weal or woe), the exact improbable event is up to the GM.

spell name:
CHAOS BOLT
list name:
chaos mastery
level:
8
realm:
channeling
type:
chaotic lord base
spell class:
e
duration:
-
range:
100'
area of effect:
sourcebook:
rolemaster companion 4
description: This spell is intended for use by Chaotic Lords (RMC3 2.2.3). This spell fires a bolt of chaos (which soon after dissolves on its own) out of the caster's palm. The attack is resolved on the Plasma Bolt Attack Table (RMCIII 13.1) substituting physical alteration criticals or acid criticals (both in RMCIII, GM must decide which to use) rather than plasma criticals. An additional pair of spells identical to this spell but with longer ranges are "Chaos Bolt 300""' and ""Chaos Bolt 500'"" at 13th and 18th levels respectively."

spell name:
CREATE CHAOS
list name:
chaos mastery
level:
10
realm:
channeling
type:
chaotic lord base
spell class:
fe
duration:
-
range:
10'
area of effect:
1' r
sourcebook:
rolemaster companion 3
description: allows caster to create a 1' r sphere of chaos. unless controlled immediately, it begins growing at a rate of 1' r per round. it dissolves everything in its path. the chaos does damage determined by the plasma table, with all criticals being acid criticals.

spell name:
CONTROL CHAOS
list name:
chaos mastery
level:
12
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
1 minute / level
range:
10'
area of effect:
chaos
sourcebook:
rolemaster companion 3
description: allows the caster to stop the growth of the chaos for 1 minute per level as long as he maintains concentration.

spell name:
MAJOR IMPROBABILITY
list name:
chaos mastery
level:
14
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
varies
range:
10'
area of effect:
sourcebook:
rolemaster companion 4
description: this spell is intended for use by Chaos Lords (RMC3 2.2.3). With this spell the caster causes something to happen that is entirely improbable, such as a brand new rope breaking, someone tripping when there is nothing to trip upon, etc. Due to the nature of chaos upon which this spell is based, the event will tend to take orderly objects and break them down into chaos, rather than the reverse. So this spell will never repair broken objects, turn a gas to solid, etc. This event can affect objects up to 100 pounds and can even effect magical objects (they get a RR, however). Magical weapons can be broken, boulders can be made to fall , the wheels of a chariot can be made to all fall off and other such improbable events can be initiated.

spell name:
DIMINISH CHAOS
list name:
chaos mastery
level:
15
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
permanent
range:
10'
area of effect:
1' r
sourcebook:
rolemaster companion 3
description: allows the caster to dissolve a 1' r area of chaos every round that he concentrates. the chaos stops growing and is condensed back to nothingness by the use of this spell.

spell name:
MASTER CHAOS
list name:
chaos mastery
level:
16
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
1 minute / level
range:
10'
area of effect:
chaos
sourcebook:
rolemaster companion 3
description: allows the caster to stop the growth of the chaos for 1 minute per level. no concentration is necessary.

spell name:
MANIPULATE CHAOS
list name:
chaos mastery
level:
20
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
1 minute / level
range:
10'
area of effect:
chaos
sourcebook:
rolemaster companion 3
description: allows the caster to handle and manipulate chaos material, limiting damage to 1d10 hits a turn. caster can shape chaos into an inanimate, non-intelligent, magical object. the chaos material is extremely difficult to work with. its hardness is variable (roll 1d10 +1); its magical bonus is +[1d100 (open ended) divided by 5]; and it radiates the most prevalent emotion/mental state of the caster at the time the object is shaped. this spell will manipulate enought material to create a magical dagger of its equivalent in weight. a gm may wish to give powerful "dispelling"" spells and fields a chance of causing a chaos object to revert to its base state of uncontrolled chaos. a chaos object also serves as a power stabilizer (i.e., the wielder of the object nver drops below his intrinsic pps, the chaos object draws power from the caster's concussion hits: the caster takes 1d10 hits and his pps return to his intrinsic pp total (i.e., his pp total ignoring any spell multipler). for example: korwin, who wields a chaos object, has an intrinsic pp total of 9. anytime korwind's pp total drops below 9 points, he will take 1d10 concussion htis and his pp total will be restored to 9."

spell name:
MASTER CHAOS TRUE
list name:
chaos mastery
level:
25
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
1 hour / level
range:
10'
area of effect:
chaos
sourcebook:
rolemaster companion 3
description: allows the caster to stop the growth of the chaos for 1 hour per level. no concentration is necessary.

spell name:
EXPEL CHAOS
list name:
chaos mastery
level:
30
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
permanent
range:
10'
area of effect:
ten 1' r
sourcebook:
rolemaster companion 3
description: allows the caster to dissolve ten 1' r area of chaos every round that he concentrates. the chaos stops growing and is condensed back to nothingness by the use of this spell.

spell name:
CHAOS MASTERY
list name:
chaos mastery
level:
50
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
1 minute / level
range:
10'
area of effect:
chaos
sourcebook:
rolemaster companion 3
description: allows the caster to handle and manipulate chaos material, limiting damage to 1d10 hits a turn. caster can shape chaos into an inanimate, non-intelligent, magical object. the chaos material is extremely difficult to work with. its hardness is variable (roll 1d10 +1); its magical bonus is +[1d100 (open ended) divided by 5]; and it radiates the most prevalent emotion/mental state of the caster at the time the object is shaped. this spell will manipulate enought material to create a magical dagger of its equivalent in weight. a gm may wish to give powerful "dispelling"" spells and fields a chance of causing a chaos object to revert to its base state of uncontrolled chaos. a chaos object also serves as a power stabilizer (i.e., the wielder of the object nver drops below his intrinsic pps, the chaos object draws power from the caster's concussion hits: the caster takes 1d10 hits and his pps return to his pp total (i.e., his including any spell multipler)."

spell name:
IMPOSSIBILITY
list name:
chaos mastery
level:
50
realm:
channeling
type:
chaotic lord base
spell class:
f
duration:
varies
range:
100'
area of effect:
sourcebook:
rolemaster companion 4
description: this spell is intended for use by Chaos Lords (RMC3 2.2.3). With this spell the caster causes something to happen that is completely impossible, rather than just improbable. Buildings can be swallowed up by the ground, a magical sword can be reverted back to its original one, a person can grow a new limb, an object or being can be summoned/banished from/to another place, etc. The more impossible and/or creative the effect, the better.