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Chaos Mages know random spells. The random selection can be modified by using their only class-specific spell, Chaos Tradition. The spells they are given that way can be upgraded using level up points, like with any class; these points are returned to you when you use Chaos Tradition again.

All spells cost 20% more mana for the Chaos Mage. Combined with their ability to generate mana very quickly, this can easily afflict them with debilitating levels of Arcane Weakness. The Enlightened trait, and cost reduction enchantments, are extremely useful.

Stat Modifiers[]

  • Global learning factor +25%
  • Research speed -20%
  • Global work speed -10%
  • Psychic sensitivity +50%
  • Immunity gain speed -5%

Default Spells[]

  • Chaos Tradition - Rerolls the Chaos Mage's spell list. Can be upgraded to get more spells (starting with two, up to five), to get mana back on use, to get a mood boost on use, and to make Wild Surges more favorable.

Wild Surges[]

Good: (spell completes)

  • Healing wave - heals all pawns 4 cells around the caster for 1 wound x 10 health
  • Zero Cost - refunds spell cost
  • Ability Reset - sets cooldown of ability to 0

Neutral: (spell does not occur)

  • Teleportation: instantly moves pawn to nearby position within 16 cells
  • Flowers: turns the spell into a flower shower (consumes mana and sets cooldown of ability)
  • Mass Poison: all pawns on the map with a food need experience food poisoning
  • Mass Exhaustion: all pawns on the map with a rest need have rest set to 0

Bad: (spell does not occur)

  • Explosion: spell backfires setting off a 5 cell radius explosion around the caster (8-12 damage)
  • Delay magic: all pawn abilities go into cooldown as if they were just used
  • Muted: pawn is unable to cast spells for a period of time (2.5-4 game hours)
  • Time Field: all pawns (excluding the caster) within 6 cells are trapped in a time bubble

Default Spells[]

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