The spell caused several creatures in a large volume, up to 40 ft (12.2 m) in every dimension, to be subject to chaotic effects. Those who were unable to resist would either wander far away, become confused, or even attack the creature closest to them. The duration of the spell, as well as its range, scaled with the power of the caster. Any confused creature that was attacked (either a confused ally, or a foe) would see their attacker as a foe. Thus, as the spell affected multiple creatures, there was a chance that those creatures would end up attacking each other.
Chaos was similar to another spell, confusion, but only more experienced mages could cast chaos. Unlike confusion, only fighters and enchanters, as well as unintelligent, non-magical creatures, had a chance to resist the spell's effect. Some powerful and very intelligent creatures also had a chance to resist chaos.
- Video games
- Baldur's Gate: Tales of the Sword Coast
- Baldur's Gate II: Shadows of Amn
- Icewind Dale
- Icewind Dale II
- ↑ 1.0 1.1 1.2 1.3 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 23, 27. ISBN 0-7869-0437-2.
- ↑ 2.0 2.1 2.2 2.3 2.4 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 166. ISBN 0-88038-716-5.
- ↑ 3.0 3.1 3.2 3.3 3.4 Mark Middleton et al (November 1996). Wizard's Spell Compendium Volume One. (TSR, Inc), pp. 131–132. ISBN 978-0786904365.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 181–182, 185. ISBN 0-7869-0394-5.
- ↑ Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 153. ISBN 978-1560763581.
- ↑ slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.