Whenever a magic-user casts a spell (successfully or not), he rolls 1d100, and in a 1, he reduces his Charisma by one point, representing the gradual loss of his ability to connect to other people.
When magic-users lose a point of Charisma they also suffer a change, and expression of magic’s chaotic nature. The referee rolls 1d3, or chooses one category. 1 = Physical, 2 = Behavior, 3 = Metaphysical. Then rolls 1d10 to know the actual change.
|1||warts||bad temper||casts bestial shadow|
|2||skin color change||alcoholic or addicted||shadow moves oddly|
|3||rash of sores||careless||crows follow you|
|4||odd smell||bad language, can’t control it||an imp suckles you in public|
|5||magic healing won’t work||berserk (save vs magic or attack evident lawfuls)||dogs bark at you all the time|
|6||vestigial fingers sprout from knuckles||can’t talk without screaming||roll CHA tests twice, choose the worse result|
|7||hirsute hair on the back of the neck||fear of the dark||shiny red eyes watch you from dark corners|
|8||insectile eyes||you hate dogs, really hate them||wandering monsters appear in 2 in 6*|
|9||miniature ears all over the body, partial ecolocation||develops an antisocial or disturbing obssession||faith symbols harm you|
|10||face scarred with symbols||you think everyone are stupid and don’t hide it||¡the voices! ¡the voices!|
* If wandering monsters appear in a 1 in 6 chance, now they appear in a 2 in 6 chance; adjust this accordingly.
If you have another takes on how chaos manifests on their servants, give us a comment and I’ll gladly include them in a future entry.