Mephisto wrote:Note that these are the most common Chaos spells that exist. Some special variants of these spells may exist similar to the Corruptor's variant of Black Channels. These spells came from Marcanthony's site
http://users.chariot.net.au/~marcof/ with some minor tweaking, mostly adding levels to the spells and adjusting some of the numbers.
Fear (1st Level)
Range: Line of Sight
Duration: Instant
Save: Standard
P.P.E.: 25
This spell causes any one character to become so fearful that he fights at -6 on all combat rolls and will not attack instead attempting to retreat.
Raven (2nd Level)
Range: N/a
Duration: One hour per level of experience
Save: None
P.P.E.: 20
The caster creates a a large black bird of prey, which he can control and use for spying on an area. He has a telepathic connection to the bird, and can see and hear what it sees and hears (it also has night vision). The caster however cannot use other spells through the bird.
Acid Spray (3rd Level)
Range: Line of Sight
Duration: one round per level of experience
Save: Standard for half damage
P.P.E.: 10
This spell causes the caster's hands to emit a spray of corrosive acid. This acid does 2D6 damage per melee round.
Danse (3rd Level)
Range: Line of Sight
Duration: one round per level of experience.
Save: None
P.P.E.: 50
The spellcaster enables the horde of undead with a surge of energy. The spell allows the caster to add one attack per melee and give them +2 to damage.
The Dark (3rd Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 25
The spellcaster’s body begins to dissolve into smoke. That caster may then move through any solid object on his next move as if it weren’t there. If the caster ends his movement in a solid object or wall, he is instantly destroyed. In this form he may not attack or be harmed, but he can cast spells.
Awaken Wight or Wraith (4th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 15
The caster must break into a tomb, barrow, or grave to initiate the spell. Once this spell has been cast, a single inhabitant of the barrow will awaken and become a Wight or Wraith. This however does not confer control.
Bane (4th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience
Save: Standard for half damage
P.P.E.: 30
This spell will create a cloud of poisonous gas that will envelope a 36 metre area. All characters in that room will suffer 2D6 damage per melee round they are in that area.
Drain Life (4th Level)
Range: Touch
Duration: Instant
Save: Standard
P.P.E.: 60
The Wizard fiercely grasps a single adjacent enemy in a vice-like grip in an attempt to drain its life-force. This spell automatically does 1D4 SDC and transfers it into himself giving him energy and vigor. Once there is no SDC left then begin draining HPs.
Banefire (5th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 40
The caster's open palms fill with unearthly black fire and as he completes the invocation he hurls a searing sphere of burning darkness that engulfs and consumes his opponents, causing terrible pain and agony. All within a 36 metre radius suffer 5D6 damage.
Bounce back (5th Level)
Range: Line of Sight
Duration: Instant
Save: None
P.P.E.: 40 (plus the cost of the spell being rebounded)
This enables the spellcaster to reflect any spell back at the caster. The victim then suffers the effect of the spell that was intended for the spellcaster. This spell can only be used if the mage has enough P.P.E. to both power the spell and the spell to be rebounded.
Phase Shift (5th Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 40
This spell will allow the caster to become intangible. While intangible, the character may not attack or be attacked. Magical proficiency and resistance are not affected. If the Warlock becomes tangible in rock, the character is trapped forever.
Rot (5th Level)
Range: Touch
Duration: One melee round per level of experience.
Save: Standard
P.P.E.: 35
This curse rapidly rots the body of the intended victim, at a rate of one Hit Point (not S.D.C.) per level of experience.
Black Widow (6th Level)
Range: Self
Duration: Until thrown
Save: None
P.P.E.: 20
This spell creates 2D4 magical spider-shaped blades. When thrown, these blades do 1D6 damage per blade to any creature in the casters line of sight.
Chaos Bolt (6th Level)
Range: Line of Sight
Duration: Instant
Save: Standard for half damage
P.P.E.: 20 per magical missile (caster does not control the number of missiles conjured)
This spell conjures up 2D6 magical missiles, which may be fired at any target the spellcaster can see. The missiles do 4D6 damage each.
Chaotic Aura (6th Level)
Range: Self
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 40
The spellcaster seems to grow horns and fangs as his fingers lengthen into great talons and huge scales fall over his eyes. Until he is slain, the spellcaster gains +3 attacks, +6 to strike, +30 SDC and +3 on all saves.
Destabilize Daemon (6th Level)
Range: Line of Sight
Duration: Instant
Save: Standard
P.P.E.: 50
The caster destabilizes the target daemon's body. Unless the daemon resists successfully, it is forced back to its home realm. Note that Deevils are not affected by this spell.
Hate (6th Level)
Range: Line of Sight
Duration: 1 day per ME
Save: Standard
P.P.E.: 40
The caster chooses what he wants the victim to hate, and then transmits them into the mind of the victim. The victim will then attempt to kill or destroy the source of his hate every time he encounters it.
Be Damn Thy Own Soul (7th Level)
Range: Self
Duration: Instant
Save: None
P.P.E.: 50
When a caster fears they are about to die they may decide to avoid entering the afterlife by casting their own soul adrift. In this case he becomes either a Wraith or a Wight, with an equal chance of either.
Cracks Call (7th Level)
Range: Line of Sight
Duration: Permanent
Save: None
P.P.E.: 80
The spellcaster draws a massive surge of grim energy into his fist and then strikes the ground creating a large crack in the earth. This crack travels from the caster in a straight line until it hits a wall breaking it open and creating a 1D4 meter deep rift.
Dark Armor (7th Level)
Range: Line of Sight
Duration: 10 minutes per level of experience or until depleted
Save: None
P.P.E.: 90
A barrier of force (A.R. 17, 300 S.D.C. plus adds +5 to P.S.) surrounds and protects the caster’s body. No other magical armor can be cast over top of the armor, and the armor can be considered full environmental.
Pestilent Breath (7th Level)
Range: 10 meters per level of experience.
Duration: Instant
Save: Standard
P.P.E.: 30
The spellcaster takes a deep breath and exhales a foul, black vapour. All those adjacent suffer 2D6 damage and feel weak: -2 to all combat rolls and -3 to save vs. poison/toxins/chemicals and diseases for the following melee round.
Visions of Horror (7th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: Standard
P.P.E.: 50
The caster sends signals out into the brain of the victim that distort his vision. The victim will see everyone as horrors and beasts from hell. This experience is so terrifying that the Victim is rendered helpless. The victim can only lay on the ground shaking and crying watching visions of death explode into his mind.
Black Channels (8th Level)
Range: Line of Sight
Duration: See below
Save: Standard
P.P.E.: 50
This spell has the power to channel the evil forces of black magic. It may be cast on any Undead in the caster's line of sight, healing up to 4 of its wounds as dark power surges through it (this may even be done once the creature has been killed, bringing it back to life). Alternatively Black Channels may be targeted at a recently slain ally or enemy, effectively turning it into an undead creature! Such creature is under the total control of the caster, and has the same attributes, special abilities and equipment as it had before being killed. An ally that has been turned into an Undead must be "killed" again and taken to a healer to be able to resurrect it.
Choke (8th Level)
Range: Line of Sight
Duration: 3 rounds
Save: Standard
P.P.E.: 140
The victim suddenly clutches his throat and has great trouble breathing. Dark wisps of smoke begin to seep from his mouth and nostrils as his lungs fill with noxious fumes. Select a single target within the caster's line of sight. The target may only stagger 3mtrs per round. Unless the caster has been killed in the meantime, the victim dies from asphyxiation at the end of the third turn. Undead and demons cannot be the target of this spell. Also note that the victim gets a save vs. magic for each of the three melees. A save during any of those melees means that the spells effects are instantly broken.
Dark Bolt (8th Level)
Range: Line of Sight
Duration: Instant
Save: Standard for half damage
P.P.E.: 30
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 3D6 damage to all opponents in the path of the bolt.
Flesh Flaying (8th Level)
Range: Line of Sight
Duration: Two melees per level of experience.
Save: Standard
P.P.E.: 50
The target of this spell must be in the Wizard's line of sight. The victim immediately loses 10% of his SDC and 1 point of current PS and PE per round as his flesh begins to blubber and blister and the skin starts to flay away from its body.
Hold Daemon (8th Level)
Range: Line of Sight
Duration: 4 rounds per 5 ME
Save: Standard
P.P.E.: 30
The caster can paralyze a daemon's physical body.
Ruin Weapon (8th Level)
Range: Touch
Duration: Instant
Save: Standard
P.P.E.: 60
The caster must strike or otherwise be in contact with the victim's weapon. The weapon then shatters. This does not affect magical weapons, vibro-weapons, or weapons made of energy (such as a flaming sword). Kinsetite Weapons are +4 to save vs. this magic.
Steal P.P.E. Energy (8th Level)
Range: Line of Sight
Duration: Instant.
Save: Standard
P.P.E.: 150
The caster can drain the P.P.E. of any one source of magic, including supernatural beings, wizards, clerics, etc. in sight and immediately use it himself. The victim of this attack is reduced to only 2D6 P.P.E.! The extra P.P.E. reduces by 10% per melee round that it is not used (released into the environment).
Cloud of Chaos (9th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: Standard
P.P.E.: 330
This spell paralyzes all beings, with the exception of the spellcaster, within a 36mtr radius
Curse of the Horned One (9th Level)
Range: Line of Sight
Duration: Two melee rounds per level of experience.
Save: Standard
P.P.E.: 80
This spell is very destructive, but does not cause any immediate damage. When attacking, dodging, or performing any other combat roll a cursed character loses all his bonuses. Spells and potions are cut in half. This spell may be countered only with a sacred artifact or a Blessing.
Depression (9th Level)
Range: Line of Sight
Duration: One hour per level of experience.
Save: Standard
P.P.E.: 40
The caster sends a flow of darkness into the victim's brain. The darkness sets itself in and makes the victim deeply depressed. All rolls are lowered by -5 and skills are -50%.
Invite Daemonic Possession (9th Level)
Range: Self
Duration: 1 hour per level of experience.
Save: None
P.P.E.: 40
This spell is used by the caster to allow a lesser daemonic presence to enter his mind and control it. There are two ways for this spell to be used. The first is to use this spell after entering a pact with a summoned and bound daemon. In this case the two bargain, and the daemon will often teach the caster a spell or give them some piece of important knowledge in exchange for the use of the practitioners body. Since it has the willing assistance of the spellcaster, it may also use any skills of the practitioner as well as access to all the practitioner's knowledge and experiences. Once the task is completed the daemon may leave the body if it has a beneficial relationship with the caster. However after the allotted time is up, the daemon will usually leave the body whether or not the task was completed. However daemons like running amok and may on occasion refuse to relinquish control In this case the round after the daemon refused to leave, the caster may seek to contest the daemon's control. The second way to use it is to force the daemon into him and steal all his powers for the duration.
Wall of Darkness (9th Level)
Range: Line of Sight
Duration: Two minutes per level of experience.
Save: None
P.P.E.: 30
As he finishes the incantation, the caster holds the scrap of cloth in the air, and it appears to expand and darken, making a wall of darkness up to 36mtrs wide, 6mtrs deep and 9mtrs high. The wall of darkness block line of sight, and ranged attacks and spells may not be done across it. All enemies must make a successful save against Horror Factor of 18 to enter the darkness.
Chaos Portal (10th Level)
Range: Line of Sight
Duration: 1 round per ME
Save: None
P.P.E.: 25
The caster opens a temporary portal through to the Chaos realm.
Possession (10th Level)
Range: Line of Sight
Duration: Five minutes per level of experience.
Save: Standard
P.P.E.: 40
Dark, tentacle-like tendrils shoot out of the Wizard's outstretched palm and fly straight towards an opponent in at least partial line of sight, sticking like suckers to his head and limbs. The moment one of these tendrils touches the forehead of the victim his mind will be totally blanked out, leaving the body as a puppet in the evil Wizard's hands.
Dance of Despair (11th Level)
Range: Line of Sight
Duration: 30 seconds per level of experience.
Save: Standard
P.P.E.: 40
One victim in sight can be made to dance insanely. Each minute the victim breaks 1 random 1 limb until on the fifth minute his spine snaps.
Death Frenzy (11th Level)
Range: Line of Sight
Duration: 4 rounds per level of experience.
Save: None
P.P.E.: 170
The spellcaster gives all allies that are in his line of sight a burst of hyperactivity. Their Spd. and attacks per melee are doubled, also gaining +2 to strike and +20 SDC. Once the spell lapses all affected are vaporised by the chaos within them (and cannot be resurrected, even by Chaos magic).
Doppleganger (11th Level)
Range: Line of Sight
Duration: Until killed
Save: None
P.P.E.: 110
This spell will create an evil double of any character the caster can see. All of the character is duplicated including attributes, remaining P.P.E., and SDC. The doppleganger will feel an unreasoning hatred to his double and will try to kill him.
Condemn Living to Undeath (12th Level)
Range: Touch
Duration: One week per level of experience.
Save: Standard
P.P.E.: 350
This spell is one of the most feared and despised of Chaos's incantations. This spell places the blackest of curses upon a person's soul. If this person fails to save their soul has been compromised, although the victim is usually unaware of the curse except for a general sense of uneasiness. If the victim dies during the duration of the curse, they will become a Spectre haunting either the area they died in or the place of burial. There are several ways to avoid this curse. One is to get the spellcaster to dispel it. Other ways include receiving a divine blessing. If the character dies in a holy or sacred area, their soul is safe as well, although they are of course, dead.
Extend Service (12th Level)
Range: Self
Duration: Equal to original spell
Save: None
P.P.E.: Equal to original spell
In return for gifts of fresh blood of the caster, an imp, daemon steed, or daemon creature already summoned and controlled extends its servitude by the original amount. There is no limit to how many times the servitude may be extended.
Raise Undead (12th Level)
Range: Line of Sight
Duration: One day per level of experience.
Save: None
P.P.E.: 85
As the caster finishes his incantation, the ground begins to heave slightly, then buckles upwards as one Animated Dead per level of experience pull themselves out of the earth, ready to obey his commands.
Chaos Vortex (13th Level)
Range: Line of Sight
Duration: one melee round per level of experience.
Save: None
P.P.E.: 250
The caster gathers a terrifying whirlwind of primal Chaos, capable of destroying everything it touches. It covers a 36mtr radius area. Each turn the GM must choose a direction in which the vortex will move and then roll a 1D6 x3mtrs to determine how far it will move (this makes if fairly unreliable!). Any solid object the vortex passes through is utterly destroyed (it will make holes through walls if it crosses one). Anyone it passes through must pass an immediate save vs. horror factor of 19 or be sucked into the heart of Chaos, where he is lost forever. At the end of each turn all adjacent to the vortex will be struck by a bolt of warp lightning for 5D6.
Summon Nightmare Steed (13th Level)
Range: Self
Duration: 1 hour per level of experience.
Save: None
P.P.E.: 170
A nightmare steed is summoned from another realm and manifested in substantial form. It is then bound to serve the caster for the duration of the ritual effect, and may be commanded to perform tasks at the caster's request.
The Curse of Years (14th Level)
Range: Line of Sight
Duration: Three rounds per level of experience.
Save: Standard
P.P.E.: 150
The spellcaster ends the incantation and targets one victim. The target loses 1 PE per round. If the victim's P.E. reaches zero, he dies and can never be raised. If the caster is slain all PE are automatically restored.