Tome of Magic
Chaos Spells
Chaos Magic — Flat Spell Pool Chaos Magic does not follow the structured levels of other colleges. All spells are drawn from a single pool and cast by any Chaos spellcaster with sufficient Manna. Spells marked Counter may be cast during a Hero's turn and do not count as the caster's action.

All of J.D. Frazer's original spells have been updated to use the terminology of 1D6 to indicate the roll of one red die.
Acid SprayUpdated
Sprays acid at a Hero in line-of-sight. Deals 1 Body Point of damage if the Hero has 5 or more armor points, or 2 Body Points if they have 4 or fewer. 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. If cast on a character with fewer than 2 armor points, they must be healed immediately (spell or potion) or the acid continues to deal 2 Body Points of damage per turn. Artifacts are unaffected.
Ball of FlameMB
Cast on any one target. Inflicts 2 Body Points of damage. The target rolls 2D6 — damage is reduced by 1 for each 5 or 6 rolled.
Bane
Creates a cloud of poisonous gas that envelops one room. All characters in the room suffer 2 Body Points of damage unless they can immediately roll a 1 on 1D6 per Mind Point.
Black Widow
Creates 1D6 magical spider-shaped blades. When thrown, each blade deals 1 Body Point of automatic damage to any creature in the caster's line of sight. In addition, for characters with more than 1 Body Point, the blades deal 1 Body Point of defendable poison damage each round until the character dies. Blades last 2 turns each. One blade may be thrown at the moment of casting; 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 defended, the poison is eliminated. May also be removed by purification potions or spells.
Chaos BoltUpdated
Conjures 3 magical missiles that may be fired at any target(s) the caster can see — they need not all target the same character. Each missile deals 1 Body Point of damage. For each missile that hits, the target rolls 1D6 — a 5 or 6 reduces that missile's damage by 1.
Chaos ChainsNew
Summons chains from the warp to bind all Heroes in a 2×2 square within line-of-sight. Each Hero is immobilized 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 or higher succeeds). Chains vanish after 2+1D4 turns or if the caster dies.
Chaotic Magical CurtainUpdated
Targets a spellcasting ally in line-of-sight, doubling the power of their next spell. The ally chooses either to double the spell's duration (double the die roll) or double the damage — if the damage is defendable, it is calculated after defense rolls.
Chaotic Perceptions ✦1Updated
One character's perceptions become completely warped for 1D6 turns. The target must be in sight when 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 1 Combat Die per Mind Point — 2 black shields break the effect.
ChillMB
Deals 1 Body Point of undefendable damage to any one Hero or monster the caster can touch. (One space adjacent to the caster.)
Cloud of ChaosMB
Paralyzes all enemies in the same room or corridor as the caster (or within a 3-space radius outdoors). A paralyzed character cannot move, attack, or defend. The spell may be broken at once or on a future turn by the victim rolling 1D6 per Mind Point — a 6 breaks it.
Command ✦2MB
Puts any one character under the control of the caster. The spell may be broken immediately or on a future turn by rolling 1D6 per Mind Point — a 6 breaks it. Until broken, the caster may on their turn move the affected character as a monster (or vice versa) and force them to attack their allies. Chaotic spellcasters defend with both 5s and 6s.
ConfuseUpdated
All enemies in the same room as the caster become confused and attack whatever is closest to them (caster chooses on ties). The spell may be broken on the victim's turn by rolling 1D6 per Mind Point — a 6 breaks it.
Crimson LashNew
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 — each 6 reduces damage by 1. Heroes taking damage are pushed 1 space away from the caster (if possible), starting with the one furthest away.
CurseUpdated
Highly destructive but deals no immediate damage. All the target's statistics are cut in half (except Body Points) — attacking and defending characters throw half their dice, Mind Points are halved (spellcasters lose half their Manna), and all positive magical effects on the character are halved. Defend by rolling 1D8 per Mind Point — an 8 defends. If not immediately defended, the curse may only be removed by a sacred artifact or a Blessing.
DispelMBCounter
May be cast during a Hero's turn immediately after the Hero casts a spell. The Chaos caster rolls 1D6 and adds the result to their Mind Points; the Hero does the same. If the Chaos caster's total is higher, the Hero's spell is cancelled. Does not count as the Chaos caster's action for the turn.
Doppelganger
Creates an evil double of any character the caster can see. All technical specifications are identical — weapons, artifacts, remaining Manna, potions, remaining Body Points, and remaining Mind Points.

DM Note: If the original character is killed, Heroes will likely gain doubled artifacts, weapons, etc. — which can create interesting gameplay. Do the artifacts work correctly? Are they cursed?
Escape ✦3MB
The caster disappears and instantly teleports to a destination known only to the DM, marked on the quest map. May not be used by the Spectral Chaos Warlock.
Evil EyeUpdated
Blinds all enemies in the room. Characters defend by rolling 1D6 per Mind Point — two 6s (cumulative, not required on the same turn) break the spell. A blind character cannot attack, defend, or cast any spell that targets anyone other than themselves.
FatigueUpdated
Weakens all characters in the room. Each character has their movement reduced by 5 squares and loses 1 Combat Die in both attack and defense (minimum 1 each). Characters defend by rolling 1D6 per Mind Point — a 6 defends.
FearMB
Any one character becomes so fearful that their attacks are reduced to 1 Combat Die. The character may break the spell on a future turn by rolling 1D6 per current Mind Point — a 6 breaks it.
Fetid MiasmaNew
The caster exhales a noxious cloud in a 3-space cone, affecting all characters within. Each character loses 5 movement squares and rolls 1 Combat Die — unless they roll a White Shield, they lose 3 Body Points from choking fumes.
FirestormMB
Creates a roomful of fire that inflicts 3 Body Points of damage on all characters in the same room (or within a 3-space radius outdoors). All characters roll 2D6 — each 5 or 6 reduces damage by 1.
Gnashing ShadowsNew
Writhing shadows lash out at one Hero in line-of-sight for 2 Body Points of damage. The Hero defends by rolling 1D6 per Mind Point — each 6 reduces damage by 1. If damage is taken, the Hero's next attack uses 1 fewer Combat Die (minimum 1) due to lingering fear.
Ice StormMB
Creates a blizzard of ice that affects a 2×2 square. Each monster and Hero in the area is attacked separately by the caster with 3 Combat Dice of undefendable damage. Cannot be used in corridors.
Ice WallMB
Creates up to 4 squares of solid ice. These squares block movement but not line of sight. The squares need not be adjacent, but must all be within the caster's line of sight. Each ice square lasts until the caster dies, cancels the spell, or can no longer see the square. Each ice square has 5 Body Points and does not defend against attacks.
Lightning BoltMB
Cast in any vertical, horizontal, or diagonal direction. The bolt travels in a straight line until it strikes a wall or closed door, inflicting 2 Body Points of damage on any character in its path.
Lycanthropy CurseMB
Cast on any Hero. The Hero rolls 1D6 — a 6 means the spell has no effect. Any other result means the Hero is afflicted with Lycanthropy. See "Turning Heroes into Werewolves"
Mind BlastMB
Paralyzes one Hero the caster can see — the Hero cannot move or attack. The Hero defends the first round by rolling 1D6; a 5 or 6 breaks the spell. If not broken immediately, they must spend their entire next turn attempting to break free, rolling 1D6 per current Mind Point — a 6 on any die breaks the spell, allowing normal movement and attack on their following turn.
Mind FreezeMB
Ravages the mind of any Hero. The Hero rolls 1 Combat Die per 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 is temporarily reduced to zero Mind Points and goes into "shock." See the Mind Points section of the Barbarian Quest Pack ("Frozen Horror").
Mirror MagicMBCounter
May be cast during a Hero's turn immediately after the Hero casts a spell at the Chaos caster. The Hero then suffers the full effect of the spell intended for the caster. Does not count as the caster's action for their turn.
Quicksand
Opens a quicksand pit beneath any character in line-of-sight. The character rolls 1 Combat Die per Body Point — a black shield allows them to move 1 adjacent space. With no adjacent space available or without rolling a black shield, they are trapped and cannot move. The victim's attack and defend are each lowered by 1 Combat Die. The quicksand also removes 1 Body Point per round. An adjacent ally may forgo their turn to pull the victim out on a successful Feat of Strength.
ReanimationMB
Reanimates all defeated monsters in the same room. Roll 1D6 per monster: 1–2 reanimates as a Skeleton; 3–4 as a Zombie; 5–6 as a Mummy. (Skeletons, Zombies, and Mummies always reanimate as the same monster type.) Each rises with full starting Body Points and immediately attacks.
Restore ChaosMB
Cast only on monsters. Restores up to 6 lost Body Points to the caster or any monster they can see.
Rock Shards
Conjures razor-sharp shards of rock hurled at any one character in sight, inflicting 3 Body Points of damage. The victim rolls 2D6 — each 6 reduces damage by 1.
RustMB
Causes any one metal weapon or piece of armor to become so brittle it is permanently destroyed and can never be used again. Not effective against Artifacts.
Shattermind PulseNew
Emits a pulse of chaotic energy in a 3-space radius, targeting all Heroes. Each Hero rolls 1D6 per Mind Point — if no 6s are rolled, they lose 2 Body Points and cannot attack on their next turn due to mental overload.
SkateMB
Enables the caster to move quickly through icy caverns and corridors, skating up to 12 squares and passing through Heroes and monsters during movement. Lasts 1 turn only.
SleepMB
Puts any one character into a deep sleep. A sleeping character cannot move, attack, or defend. The spell may be broken at once or on a future turn by rolling 1D6 per Mind Point — a 6 breaks it.
SoothMB
Restores up to 3 lost Body Points to the caster or any one monster.
Tempest ✦5MB
Creates a small whirlwind that envelops one character the caster can see. The victim misses their next turn.
Tremble ✦6Updated
The dungeon walls tremble, creating confusion and chaos. All characters — monsters and Heroes alike — except the caster miss one turn while reorienting themselves. Characters defend by rolling 1D6 per Mind Point — two 6s (cumulative) mean they are unaffected.
Vile SparkNew
Hurls a sparking mote of chaotic energy at one character in line-of-sight, dealing 1 Body Point of automatic damage and reducing their movement by 4 squares on their next turn due to disorientation.
Wailing EchoesNew
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 on their next turn due to mental strain.
Warp
Surges chaotic energy into 3 monsters in the same room, causing them to evolve into more dangerous forms — larger muscles, bigger teeth, longer claws. Evolved monsters gain +2 Body Points and +2 Combat Dice in both attack and defense. Has no effect on Undead, Elementals, Chaos Forces, or Drow.
WiltNew
Draws all moisture out of one living character, reducing them by 5 Body Points. Characters defend by rolling 1D6 per Mind Point — each 6 reduces damage by 1. Undead are immune. See Elemental Resistances for the effect on Elemental Monsters.
Summon Spells
MB Summon Orcs ✦4
1–34 Orcs
4–55 Orcs
66 Orcs
Roll 1D6 to determine how many are conjured.
MB Summon Undead ✦4
1–24 Skeletons
3–43 Skeletons, 2 Zombies
5–62 Zombies, 2 Mummies
Roll 1D6 to determine composition.
Summon Warriors ✦4
1–22 Chaos Warriors
3–44 Chaos Warriors
5–66 Chaos Warriors
7–88 Chaos Warriors
Roll 1D8 to determine how many are conjured.
MB Summon Wolves
1–21 Giant Wolf
3–42 Giant Wolves
5–63 Giant Wolves
Roll 1D6 to determine how many are conjured.
Warlock Summoning Note ✦4 When Summon Undead, Summon Warriors, or Summon Orcs is cast by the Spectral Chaos Warlock, the summoned creatures remain loyal until they die, the Warlock dies, or the end of the game.
Character-Specific: Spectral Chaos Warlock
Petrification
The Warlock wraps the Tao Cloak around themselves, petrifying in place for 1D6 turns. The Warlock cannot move or attack, but spellcasting is unrestricted. Defense is tripled against both attacks and spells. The spell may be voluntarily ended at any time.
Disguise
The Tao Cloak takes on the shape of any humanoid monster or character the Warlock has seen that game. None of the Warlock's spells, stats, or actions are affected. Only creatures with more than 5 Mind Points can see through the disguise — they defend by rolling 1 Combat Die per Mind Point above four; a black shield sees through it. The disguise lasts 5 turns.
Invisible
The Warlock blends the Tao Cloak into the surroundings, becoming invisible for 1D8 turns or until the Warlock attacks or casts a directional spell. While invisible, the Warlock cannot be attacked.
Phase Shift
The Warlock becomes intangible for 1D8 turns. While intangible, the Warlock may not attack or be attacked. Magical proficiency and resistance are unaffected. While intangible, the Warlock may ignore all unsprung traps, walls, doors, monsters, and other obstacles. If the Warlock becomes tangible inside solid rock, they are trapped forever.
Footnotes & Design Notes

All of J.D. Frazer's original spells have been updated to use the terminology of 1D6 to indicate the roll of one red die.

✦1 Originally called "Warp" in J.D.'s original — renamed here to avoid a duplicate spell name. The original was also undefendable by monsters; defense has been added and placed in the spell text rather than in a prologue.

✦2 With the addition of the Spectral Chaos Warlock, the possibility arose of using this spell on a boss monster. To address this, Chaotic spellcasters now defend with both 5s and 6s.

✦3 May not be used by the Spectral Chaos Warlock.

✦4 Undead, Warriors, and Orcs summoned by the Spectral Chaos Warlock remain loyal until they die, the Warlock dies, or the end of the game.

✦5 Original by MB. Reworded; line-of-sight required for casting.

✦6 Originally undefendable by monsters in J.D.'s version. Defense has been added and placed in the spell text.