Chaos Spells
Tome of Magic
Chaos
Spells
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.
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.
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.
Tempest by: MB*(4)
This spell creates a small whirlwind that envelops one character the caster can "see". The victim will then miss their
next turn.
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.
Summon Undead by: MB*(5)
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
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.
Summon Orcs by: MB*(5)
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
Command 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 thier allies.
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.
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.
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.
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.
Fatigue
This spell weakens each character in the room with the caster. All characters are reduced by 5 movement squares, and by 1 Attack and Defend die
(will not lower spec's lower than 1).
Characters defend by rolling 1D6 for each Mind Point. On a roll of 6, the spell is defended.
Chaotic Magical Curtain
This spell causes a curtain of magical energy to descend upon every spellcaster the caster can "see". This curtain will double the effects of the next spell cast. When the curtain descends, the caster rolls 1D6. On a roll of 4 or higher, the spell is successful. If the spell doubled is defendable, only the undefended damage is doubled.
Chaos Bolt
This spell conjures up 3 magical missles, which may be fired at any target the spellcaster can "see". The missles do 3 Body Points of damage. The character then rolls 3D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Acid Spray
This spell causes the caster to emit a spray of corrosive acid. The acid does 3 Body Points of damage. Characters then roll 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Wilt
This spell causes a force which will draw all of the moisture out of any one secceptable character, lowering it by 1D6 Body Points. (Characters with 5+ Mind Points defend one Body Point of damage for each Mind Point over 5.) Undead, Air & Earth Elementals, Gargoyles & Armour Golems are not Affected. Water Elementals lose 2D6 Body Points.
QuickSand
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, attack, or defend. Additionally, the quicksand takes off one Body Point per round.
Tremble*(1)
The caster causes the walls of the dungeon to tremble, creating confusion and chaos. All characters, with the exception of the caster, miss one turn while they reorient themselves. Characters defend by rolling one combat die for each mind point. By rolling 2 black shields, the character defends.
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. This spell may be broken on a future turn by rolling 1D6 for each Mind Point. If a 6 is rolled, the spell is broken.
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.
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.
Warp*(2)
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 does not attack until the spell is broken. Characters defend by rolling one combat die per Mind Point. By rolling 2 black shields, the spell is broken.
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 (not neccisarily on the same turn). A blind character cannot attack, defend, or cast an offensive spell.
Summon Warriors *(5)
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
Doppleganger
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 interesing gaming possibilities. Do artifacts work correctly? Are they cursed? etc.
Glance
This spell turns any one character the caster can "see" into stone. A stone character cannot move, attack, be attacked, or cast a spell. This spell can only be countered by a soft potion or a glance shield.
Curse
This spell is very destructive, but does not cause any immediate damage. All of the spec's of a cursed character are cut in half, except Body Points. When attacking or defending, a cursed character throws half his/her dice. Spells, potions, and Mind Points are cut in half also. This spell may be countered only with a sacred artifact or a Blessing (see
Prayers).
Character spacific:
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 intangibe, you may ignor 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. The same as the Elemental Spell. (Just giving credit where credit is due.)
2. Same as above, ditto.
3. May not be used by Spectral Chaos Warlock.
4. Original by MB. Reworded, line-of-sight required for casting.
5. 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.
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