Chaos Spells


Chaos Spells

Acid Spray
The caster sprays acid at a Hero in line-of-sight, dealing 1 Body Point if they have five or more points of armor or 2 Body Points if they have 4 or less points of armor. It also destroys 2 armor points. The Hero must permanently destroy two 1-point armor items, one 2-point item, or downgrade one higher-value item to reduce their overall armor by 2. If cast on a character with less than 2 points of armor they must immediately be healed (spell or potion) or the acid will continue to do 2 points of damage per turn. Artifacts are unaffected.

Ball of Flame by: MB
This spell can be cast on any one target. It will inflict 2 body points of damage. Target immediately rolls 2d6, damage reduced by 1 point for each 5 or 6 rolled.

Bane
This spell will create a cloud of poisonous gas that will envelope one room. All characters in that room will suffer 2 Body Points of damage, unless they can immediately roll a 1 on 1D6, one per Mind Point.

Black Widow
This spell creates 1D6 magical spider-shaped blades. When thrown, these blades do 1 Body Point of automatic damage to any creature in the casters line of sight. In addition for characters with more than 1 B.P., the blades do 1 Body Point of defendable* poison damage each round until the character dies. These blades will last 2 turns per blade created. One blade may be thrown at the time of casting, and the rest may be thrown one per turn. Only the caster may touch or throw these blades. * Poison is non-magical, and is defendable by rolling a black shield on one combat die. Once the poison is defended, it is eliminated from the victim's system. May also be removed by pure potions or spells.

Chaos Bolt
This spell conjures up 3 magical missiles, which may be fired at any target the spellcaster can "see". The missiles do 3 Body Points of damage. The missiles doe not have to be cast at the same Hero. The Hero rolls 1D6 for each missile they are hit with, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.

Chaos Chains
The caster summons chains from the warp to bind all Heroes in a 2x2 square within line-of-sight. Each Hero is immobilized (no movement) and rolls 1D6 per Body Point; if no 6 is rolled, they lose 1 Body Point per turn until freed. An adjacent ally may forgo their turn to free a Hero by rolling 1D6 (4+ succeeds). Chains vanish after 2+1D4 turns or if the caster dies.

Chaotic Magical Curtain
The caster targets a spell casting ally in line-of-sight, doubling their next spell’s power. The ally chooses to either double the spell’s duration (double the die roll) or double the damage (if the damage is defendable the damage is calculated after defense rolls).

Chaotic Perceptions*(1)
The caster causes one character's perceptions to become completely warped for 1D6 turns. The target must be within sight of the caster when the spell is cast. The target moves in a random direction each turn (roll 1D4, 1=N 2=E 3=S 4=W) and may not attack or cast offensive spells until the spell is broken. Characters defend by rolling one combat die per Mind Point. By rolling 2 black shields, the spell is broken.

Chill by: MB
This spell causes 1 Body Point of Undefendable damage to any one Hero or monster the spellcaster can touch. (One space adjacent to the caster.)

Cloud of Chaos by: MB
This spell paralyzes all Enemies in the same room or corridor with the spellcaster (or within a three-space radius outdoors). A paralyzed character is move, attack, or defend himself. This spell can be broken at once or on a future turn by the victim rolling 1d6 for each of his mind points. broken on a 6.

Command*(2) by: MB
This spell puts any one character under the control of the spellcaster. The spell can be broken immediately or on a future turn by the character rolling 1D6 for each Mind Point. If a 6 is rolled, the spell is broken. However, until the spell is broken, the spellcaster can, on his/her turn, move the Hero as a monster, or vice versa, and make them attack their allies. Chaotic Spellcasters defend with both 5's and 6's.

Confuse
This illusionary spell causes all Enemies in the same room with the spellcaster to become confused, and will attack whatever is closest to them (if there is a tie the caster chooses). This spell may be broken on the victim's turn by rolling 1D6 for each Mind Point. If a 6 is rolled, the spell is broken.

Crimson Lash
The caster conjures a whip of blood-red energy that strikes all characters in a 3-space line (horizontal, vertical, or diagonal). Each character takes 2 Body Points of damage and rolls 2D6; for each 6, damage is reduced by 1 BP. Heroes taking damage are pushed 1 space away from the caster (if possible) starting with the furthest one away.

Curse
This spell is very destructive, but does not cause any immediate damage. All of the statistics of a cursed character are cut in half except Body Points. When attacking or defending, a cursed character throws half his/her dice. Mind Points are cut in half (Spellcasters lose half their mana), and any positive magical effects on the character are cut in half, such as spells cast on them or potions they drink. The spell may be defended by rolling 1D8 per Mind Point, and by rolling an 8 the spell is defended. If the spell is not immediately defended, it may only be removed by a sacred artifact or a Blessing (see
Prayers).

Dispel by: MB
This special spell may be cast by a Chaos spellcaster during the Hero's turn. It is used in an attempt to cancel a spell cast by a Hero. This spell can be used immediately after the Hero casts a spell. First the Chaos spellcaster rolls 1d6 and adds the result to their Mind Points. Then the Hero does the same. If the Chaos spellcaster's total roll is higher, the Hero's spell is canceled. This does not count as the Chaos spellcaster's action for the turn.

Doppelganger
This spell will create an "evil double" of any character the caster can "see". All the technical specifications of the character duplicated are identical, including weapons, artifacts, remaining manna, potions, remaining Body Points, and remaining Mind Points.
DM note: If character is killed, Heroes will likely gain doubled artifacts & weapons etc. This can bring in some interesting gaming possibilities. Do artifacts work correctly? Are they cursed? etc.

Evil Eye
This spell blinds all Enemies in the room. Characters defend by rolling 1D6 for each Mind Point. In order to break the spell, characters must roll 2 sixes (rolls are cumulative, both sixes do not have to be rolled on the same turn). A blind character cannot attack, defend, or cast a spell that targets anyone but themselves.

Escape by: MB*(3)
This spell allows the spellcaster to disappear and instantly teleport destination known only to Zargon. This place is marked on the quest map.

Fear by: MB
This spell causes any one character to become so fearful that his/her attacks are reduced to one combat die. The character can break spell on a future turn by rolling 1d6 for each of his/her current Mind Points. If a 6 is rolled the spell is broken.

Fatigue
This spell weakens each character in the room with the caster. All characters have their movement reduced by 5 squares, and they lose one Combat Die in both 1 Attack and Defend (will not reduce lower than 1). Characters defend by rolling 1D6 for each Mind Point. On a roll of 6, the spell is defended.

Fetid Miasma
The caster exhales a noxious cloud in a 3-space cone, affecting all characters. Each character loses 5 movement squares and rolls 1 Combat Die, and unless they roll a White Shield they lose 3 Body Points due to choking fumes.

Firestorm by: MB
This spell creates a roomful of fire that inflicts 3 BP damage on all characters in the room with the Spellcaster (or within a three space radius outdoors). All characters in the room roll 2D6, and for each 5 or 6 rolled, the damage is reduced by one Body Point.

Gnashing Shadows
The caster summons writhing shadows that lash out at one Hero in line-of-sight, dealing 2 Body Points of damage. The Hero defends by rolling 1D6 per Mind Point; each 6 reduces damage by 1 BP. If damage is taken, the Hero’s next attack roll uses 1 fewer combat die (minimum 1) due to lingering fear.

Ice Storm by: MB
This spell creates a blizzard of ice that affects a 2x2 square. Each monster and Hero in that area is attacked separately by the spellcaster with 3 Combat Die. This spell is undefendable. Cannot be used in corridors.

Ice Wall by: MB
This spell creates up to 4 squares of solid ice. (Use the single-square Magic Ice Tiles.) These squares block movement, but not line of sight. The squares need not be adjacent, but they must all be within the line of sight of the spellcaster. Each ice square lasts until the spellcaster dies, cancels the spell, or can no longer see the square. Each ice square has 5 Body Points and do not defend against attacks.

Lightning Bolt by: MB
This spell may be cast vertical, horizontal or diagonal direction. The bolt will travel in a straight line until it strikes a wall or closed door. It will inflict 2 BP of damage on any character that is in its path.

Lycanthropy Curse by: MB
This spell may be cast on any Hero. The Hero rolls 1D6. A roll of 6 means the spell has no effect. Any other result means the Hero is now afflicted with Lycanthropy. (See "Turning Heroes into Werewolves")

Mind Blast by: MB
This spell paralyzes one Hero the spellcaster can see. This Hero cannot move or attack. The Hero defends the first round by rolling 1D6, and the spell is broken on a 5 or a 6. If the Hero fails to break the spell immediately, they must spend their entire next turn attempting to break free. They roll 1D6 for each Mind Point they currently have. If a 6 is rolled on any die the spell is broken and the Hero can move and attack normally on their next turn.

Mind Freeze by: MB
This spell ravages the mind of any Hero. The Hero rolls 1 Combat Die for every Mind Point they possessed before the attack. If 1 or more White Shields are rolled, the Hero survives with a single Mind Point. If no White Shields are rolled, the Hero has been temporarily reduced to zero Mind Points and goes into "shock". [See the Mind Points section of the Barbarian Quest Pack ("Frozen Horror") quest book.]

Mirror Magic by: MB
This spell may be cast by a Chaos spellcaster during a Hero's turn. It enables the spellcaster to reflect any Hero's spell back at them. This spell can be used immediately after the Hero casts a spell at the Chaos spellcaster. The Hero then suffers the effect of the spell that was intended for the spellcaster. This does not count as the spellcaster's action for their turn.

Quick Sand
This spell will open up a quicksand pit beneath any character in the spell caster's line of sight. The character then rolls one combat die for each of his body points. If he rolls a black shield, he is allowed to move one space adjacent. If there are no adjacent spaces available, or if he fails to roll a black shield, he is trapped and cannot move. Additionally, the victim's attack and defend are lowered by one combat die. The quicksand also takes off one Body Point per round. An adjacent ally my forgo their turn in order to pull the victim out on a successful Feat of Strength.

Reanimation by: MB
This spell allows the spellcaster to reanimate all defeated monsters in the same room as the spellcaster. Roll 1D6 for each monster. On ones and twos the monsters reanimate as skeletons, on threes and fours the monsters reanimate as zombies, and on fives and sixes the monsters reanimate as mummies. (Skeletons, Zombies, and Mummies always reanimate as the same monster.) These monsters rise from the floor with the appropriate amount of starting Body Points and immediately attack.

Restore Chaos by: MB
This spell may be cast only on Monsters. It restores up to 6 lost Body Points to either the spellcaster or any monster the spellcaster can see.

Rock Shards
This spell conjures up razor sharp shards of rock, which may be magically hurled at any one character the caster can "see". They will inflict 3 Body Points of damage. The victim then rolls 2D6. For each 6 rolled, the damage is reduced by 1 Body Point.

Rust by: MB
This spell causes any one metal weapon or piece of armor to become brittle and useless that it can be never used again. Not effective against Artifacts.

Shattermind Pulse
The caster emits a pulse of chaotic energy in a 3-space radius, targeting all Heroes. Each Hero rolls 1D6 per Mind Point; if no sixes are rolled, they lose 2 Body Points and cannot attack next turn due to mental overload.

Skate by: MB
This spell enables the spellcaster to move quickly through icy caverns and corridors. The spellcaster may skate up to 12 squares and may pass through Heroes and monsters during movement. The spell lasts only 1 turn.

Sleep by: MB
This spell puts any one character into a deep sleep. A sleeping character is unable to move attack or defend himself. The spell can be broken immediately or on a future turn by the victim rolling 1d6 for each of his mind points. If 6 then spell is broken.

Sooth by: MB
The healing coolness of this spell restores up to 3 lost Body Points to the spellcaster or any one monster.

Summon Orcs by: MB*(4)
This spell conjures up a group of Orcs to surround and protect the spellcaster. Roll 1d6:
1-3= 4 Orcs
4-5=5 Orcs
6=6 Orcs

Summon Undead by: MB*(4)
This spell conjures up a group of undead to protect and surround the spellcaster. Roll 1D6:
1-2= 4 skeletons
3-4= 3 skeletons, 2 zombies
5-6= 2 Zombies, 2 mummies

Summon Warriors *(4)
This spell conjures up a group of Chaos Warriors to surround and protect the spellcaster. Roll 1D8:
1 - 2: 2 Warriors
3 - 4: 4 Warriors
5 - 6: 6 Warriors
7 - 8: 8 Warriors

Summon Wolves by: MB
This spell conjures up a group of wolves to surround and protect the spellcaster. Roll 1d6:
1-2: 1 Giant Wolf
3-4: 2 Giant Wolves
5-6: 3 Giant Wolves

Tempest by: MB*(5)
This spell creates a small whirlwind that envelops one character the caster can "see". The victim will then miss their next turn.

Tremble*(6)
The caster causes the walls of the dungeon to tremble, creating confusion and chaos. All characters, monsters and heroes, with the exception of the caster, miss one turn while they reorient themselves. Characters defend by rolling 1D6 per Mind Point, and if they roll 2 sixes they are not affected by the spell.

Vile Spark
The caster hurls a sparking mote of chaotic energy at one character in line-of-sight, dealing 1 Body Point of automatic damage and 4 movement squares next turn due to disorientation.

Wailing Echoes
The caster unleashes a haunting wail that reverberates through the room, affecting all Heroes. Each Hero rolls 1D6 per Mind Point; if no 6 is rolled, they lose 1 Mind Point (minimum 1) and cannot cast spells next turn due to mental strain.

Warp
This spell summons up a surge of chaotic energy which warps 3 monsters in the same room with the spellcaster, causing them to evolve into a more dangerous monster, growing larger muscles, bigger teeth, longer claws, etc. Evolved monsters go up by 2 Body Points, and gain two additional Combat Die in both attack and defense. Has no effect on Undead, Elementals, Chaos Forces, or Drow.

Wilt
This spell causes a force which will draw all of the moisture out of any one living character, lowering it by 5 Body Points. Characters defend by rolling 1d6 per Mind Point, and for every 6 rolled the damage is reduced by 1 Body Point. Undead are immune. See Elemental resistances for the effect on Elemental Monsters.

Character specific:
Spectral Chaos Warlock



Petrification
This spell will allow the warlock to wrap the Tao Cloak around him and petrify himself for 1D6 turns. The spellcaster cannot move or attack, but spellcasting ability is not restricted. The spellcaster's defend is tripled to both attacks and spells, and the spell may be voluntarily ended at any time.

Disguise
This spell will allow the Tao Cloak to take on the shape of any humanoid monster or character that the spellcaster has seen that game. None of the caster's spells, points, or actions are affected. Only a creature with +5 Mind Points can see through the disguise. Characters with +5 Mind Points defend by rolling one combat die per each Mind Point over four. By rolling a black shield, the character sees through the disguise. The disguise will last for 5 turns.

Invisible
This spell allows the Warlock to blend the Tao Cloak in with the surroundings. The invisibility lasts for 1D8 turns, or until the Warlock attacks or casts a directional spell. While invisible, the Warlock cannot be attacked.

Phase Shift
This spell will allow the Warlock to become intangible for 1D8 turns. While intangible, the character may not attack or be attacked. Magical proficiency and resistance are not affected. While intangible, you may ignore all unsprung traps, walls, doors, monsters, etc. which stand in your path. If the Warlock becomes tangible in rock, the character is trapped forever.


Footnotes

The first note I want to make before I start is that one of the changes that I have made to all of J.D.'s originals is that I have used the terminology of 1D6 to indicate the roll of 1 "red die", which is the same as a D6.

1. This spell in J.D.'s original was called "Warp", but because I did not list my spells in alphabetical order I inadvertently created two spells with the same name. I decided that this "warp" spell was the easiest one to re-name. The original was also undefendable by monsters. I thought this was unfair, so I leveled the playing field. I also put the defense in the wording of the spell rather than in the prologue.
2. With the addition of the Spectral Chaos Warlock as a character, I was faced with the concept that the Warlock may use this spell on the boss monster, and it bothered me greatly, so I have given Chaotic spellcasters greater defense from the spell.
3. May not be used by Spectral Chaos Warlock.
4. When cast by the Spectral Chaos Warlock: Undead, Warriors, and Orcs remain loyal until they die, the spellcaster dies, or the end of the game.
5. Original by MB. Reworded, line-of-sight required for casting.
6. This spell in J.D.'s original, was undefendable by monsters. I thought this was unfair, so I leveled the playing field. I also put the defense in the wording of the spell rather than in the prologue.
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