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.
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.
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.
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.
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.
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.
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.
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.
Deals 1 Body Point of undefendable damage to any one Hero or monster the caster can touch. (One space adjacent to the caster.)
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.
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.
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.
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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").
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.
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.
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.
Cast only on monsters. Restores up to 6 lost Body Points to the caster or any monster they can see.
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.
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.
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.
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.
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.
Restores up to 3 lost Body Points to the caster or any one monster.
Creates a small whirlwind that envelops one character the caster can see. The victim misses their next turn.
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.
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.
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.
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.
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.