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Chaos Spawn

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Advisor Sorcery Buggy Feature
As of Master of Magic v1.31, Chaos Spawn is known to be malfunctioning in at least one way. Please read the Known Bugs section below.

Chaos Spawn
Summon ChaosSpawn
Realm Icon Chaos.pngChaos
Spell Properties
Spell Rarity Rare
Casting Cost Icon Mana.png 500
Upkeep Cost Icon Mana.png 12 per turn
Research Cost Icon Research.png 1,040
Unit Properties
# of figures Icon SingleFigureUnit.png 1
Moves Icon Movement Air1
Melee Attack per figure Icon Melee Normal.png 1
Defense per figure Icon Defense.png 6
Resistance Icon Resist.png 10
Hit Points per figure Icon Hits.png 15
Unit Abilities

Ability CauseFear Cause Fear

Ability PoisonTouch Poison Touch 4

Ability DoomGaze Doom Gaze 4

Ability DeathGaze Death Gaze -4

Ability StoningGaze Stoning Gaze -4
Tactical ChaosSpawn
Chaos Spawn is a type of Fantastic Unit featured in Master of Magic. It belongs to the Icon Chaos.pngChaos Realm, and may be summoned using a Summoning Spell of the same name. The Chaos Spawn's main method of inflicting damage to its enemies is through a wide array of Special Attacks, each capable of causing a tremendous amount of Icon Damage.png Damage, especially to units with low Icon Resist.png Resistance scores. Such units, when attacking or being attacked by a Chaos Spawn, can be wiped out before they ever get to deal any damage!

The Fantastic Unit Edit

Physical Description Edit

The Chaos Spawn is Master of Magic's version of the "Beholder", a creature developed in the early days of Dungeons & Dragons and appearing in many forms in all sorts of fantasy fiction works. It is essentially a hovering orb of flesh with several stalks protruding from it. Each stalk ends in a single, massive eye. The Chaos Spawn's eyes control various types of powerful magics, which are unleashed as it gazes upon its prey.

The Chaos Spawn is a Icon SingleFigureUnit.png Single-Figure Unit.

Offensive Properties Edit

The Chaos Spawn's Melee Attack itself is pathetically weak, with a strength of only Icon Melee Normal.png 1. This means that the creature will hardly ever deal any Melee Damage.

On the other hand, whenever the Chaos Spawn engages in Melee combat, its eyes will unleash a whole slew of Special Attacks which are potentially devastating in power. As a result, units with low or average Icon Resist.png Resistance scores will almost always be destroyed when engaging this creature in Melee combat.

Even creatures with very high Resistance may end up being destroyed by one of these abilities, as most of them inflict a serious penalty to the target's Resistance score.

Multi-Gaze Edit

The Chaos Spawn has three different types of Gaze Attacks. These are short range attacks that are executed only as part of the Melee sequence. Unlike other similar attacks, Gaze abilities can be utilized both when initiating or defending against a Melee Attack. However, in the latter case (i.e. when Counter Attacking), the Gaze Attacks of the defender occur after the attacker's short range abilities.
The three Gaze Attacks of the Chaos Spawn are technically not separate attacks. That is, it does not actually perform three separate Gaze Attack steps during the Melee sequence. Instead, the main attack is the Ability DoomGaze Doom Gaze, to which the other two are attached as added effects. As a result, if the Spawn fails to perform the Doom Gaze for any reason (e.g. Icon Sorcery.pngMind Storm has been used to reduce its attack strength to 0), then the other Gaze abilities will not be performed either.
All three Gaze Attacks are performed simultaneously, in addition to the Ability PoisonTouch Poison Touch also being affixed to this series. This means that for the calculation of damage or Icon Figure.png figure deaths, all four of these abilities are considered as if the target had the same amount of Icon Figure.png figures. This is in contrast to a sequential execution, where further attacks down the line would only affect Icon Figure.png figures who have survived the previous ones.
For example, a Icon Figure.png 6 figure Swordsmen unit will have to make a total of 12 Icon Resist.png Resistance rolls to counter the combined effect of the Ability DeathGaze Death Gaze and Ability StoningGaze Stoning Gaze (in addition to having to resist the Poison and take direct damage from the Doom Gaze). It is very much possible to suffer 7 or more Icon Figure.png figure's worth of damage in this case, in addition to the damage done by the other two abilities (and any actual Melee).
The easiest order in which this can be visualized is probably Death Gaze + Stoning Gaze, then Poison Touch, and finally Doom Gaze.
Both of the first two abilities have a Icon SpellSave.png -4 Resistance modifier, and they both "kill" a Icon Figure.png figure on a failed Icon Resist.png Resist roll. In practice, this means that they do one Icon Figure.png figure's full Icon Hits.png Health worth of damage for each of these rolls. Thus, when the Chaos Spawn executes its Gazes, the target unit needs to make 2 Icon Resist.png Resistance rolls per Icon Figure.png figure (at the Icon SpellSave.png -4 penalty), or suffer a Icon Figure.png figure's Icon Hits.png Hit Points worth of Icon Damage.png damage for each failed roll.
The total Icon Damage.png damage done is then stored by the game, but is not applied until the other two abilities have also been processed. The Poison Touch is easier to handle. It has a strength of 4, and thus forces the target to make 4 Icon Resist.png Resistance rolls, with the price of each failure being another point of Icon Damage.png damage added to the total. This ability carries no inherent Resistance modifier, and is thus easier to shrug off than the previous attacks.
Finally, the creature's Doom Gaze delivers direct, unblockable, and unresistable Icon Damage.png damage equal to the strength of the ability. This is a base 4 by default, but will be increased to 6 when fighting in or around a Chaos Node. This Icon Damage.png damage is directly added to the above total as well.
Units possessing immunities to some of these attacks can skip the relevant sections for those. For example, a unit with Ability StoningImmunity Stoning Immunity would only need to make a single Icon Resist.png Resistance roll for each of its Icon Figure.png figures against the first two Gaze Attacks. If it also had Ability DeathImmunity Death Immunity, it could skip the "Resist or die" Gazes completely.
Icon Damage.png Damage is applied to the target unit only at the very end of this lengthy process. It is actually possible to destroy a unit multiple times over in this manner. Any Icon Figure.png figures that are lost to these attacks will no longer participate in the Melee Damage step at the end of the sequence.

Cause Fear Edit

When the Chaos Spawn engages an enemy unit in melee combat, it delivers a Fear-based Special Attack.
The game rolls a number between 1 and 10 for each Icon Figure.png figure in the enemy unit. Any figure that rolls higher than its unit's Icon Resist.png Resistance score may not deliver any Melee Damage (or Touch Attacks affixed to that) against the Chaos Spawn. Unfortunately, this effect is bugged in version 1.31 of the game (see below).

Poison Touch Edit

Finally, when it does get to the part where Melee Damage is exchanged with the target, the Chaos Spawn also performs another Touch Attack delivering Poison Damage.
The target unit makes 4 separate Icon Resist.png Resistance rolls. For each roll that fails (i.e. rolls higher than the unit's Resistance score) the unit suffers Icon Damage.png 1 point of Damage, for a maximum possible Icon Damage.png 4 points of Damage from this Poison Attack.

Defensive Properties Edit

The Chaos Spawn is not lacking in the defense department either. It has a Defense score of Icon Defense.png 6, allowing it to block about Icon Damage.png 1.8 points of Damage on average from any source. With Icon Hits.png 15 Hit Points, it can also absorb a good amount of damage before being destroyed.

Naturally, if the Chaos Spawn is used well, it should suffer no damage at all. This is because its Special Attacks (described above) are likely to kill the target before it has any chance to retaliate. However, Ranged Attacks pose a threat to the Chaos Spawn if they can get past its Icon Defense.png Defense.

Other Properties Edit

The Chaos Spawn has a Resistance score of Icon Resist.png 10. This makes it immune to many Curses and other ill effects that allow the Chaos Spawn to make a Resistance roll but do not incur any Resistance penalty.

The Chaos Spawn has the ability to Fly, but unfortunately is one of the slowest fliers in the game, moving at only Icon Movement Air1. It is therefore quite terrible as a scout, and may take some time reaching the enemy's lines during combat.

Tactics Edit

The Chaos Spawn's myriad of Special Attacks make it one of the most dangerous and deadly Melee Attackers in the game. Enemy armies comprised only of Icon Melee Normal.png Melee Attack units will have a difficult time bringing it down. Thanks to its Flying ability, it can also pick-and-choose its targets, eliminating them one-by-one.

On the other hand, the Chaos Spawn has been described as a "Pin Cushion" for enemy Ranged Attack units. Do not expect it to survive a concentrated barrage of Ranged Attacks. If such a situation occurs, try to withdraw the Chaos Spawn to the far corner of the map until the enemy runs out of ammunition. Note of course that Icon Ranged Magic.png Magical Ranged Attacks do not suffer range penalties, so this tactic may not be useful against them.

Overall, the Chaos Spawn is a primary unit for taking out enemy Normal Units - especially Neutral Town garrisons. If used properly, the Chaos Spawn should be able to decimate the enemy army. If used improperly, it'll be lost before it can even make contact with the enemy.

Enemy Chaos Spawns Edit

Chaos Spawns are rather rare. They may be encountered in Chaos Nodes or Towers of Wizardry, and are rarely alone. They will usually be found in groups of 2 or 3 Chaos Spawns and accompanied by smaller Icon Chaos.pngChaos creatures like Hell Hounds.

Bringing an army comprised only of Icon Melee Normal.png Melee Attack units to fight a Chaos Spawn is tantamount to suicide - at least for some of those units. Units with very high Icon Resist.png Resistance scores and/or various immunities (especially Ability MagicImmunity Magic Immunity) will have a somewhat better chance to survive its attacks. Units with powerful Icon Breath.png Breath Attacks and/or Icon Thrown.png Thrown Attacks may kill the Chaos Spawn before it gets the chance to use its own attacks, but these would have to be very strong to succeed.

The best strategies for taking out Chaos Spawns would include bringing along plenty of Ranged Attack units, and/or casting direct damage spells at the creature. It may have a lot of Icon Hits.png Hit Points, but not enough to withstand any concentrated barrage. Fortunately, the Chaos Spawn moves slowly, so it is fairly easy to outmaneuver (and avoid) it if necessary, which may provide an opportunity to bombard it from afar.

Ability Overview Edit

Ability CauseFear Cause Fear Edit

  • When this unit makes a Icon Melee Normal.png Melee Attack against an enemy target, it also executes a Cause Fear attack.
  • This is a Special Attack, taking effect just before Melee Damage is dealt by either unit. However, it occurs after Icon Breath.png Breath Attacks, Icon Thrown.png Thrown Attacks, and Gaze Attacks.
  • Each Icon Figure.png figure in the enemy unit must Icon Resist.png Resist (with no penalty) or be unable to deliver any Melee Damage to the Chaos Spawn.
  • Cause Fear is also used when the unit is Counter Attacking against an enemy assailant. (bugged and does not happen in v1.31)
  • This ability does nothing against targets possessing the Ability MagicImmunity Magic Immunity, Ability DeathImmunity Death Immunity, or UnitEnchantment Righteousness Icon Life.pngRighteousness effects.

Ability PoisonTouch Poison Touch 4 Edit

  • Each attack made by this unit (both Multi-Gaze and Icon Melee Normal.png Melee) delivers an added Touch Attack against the target, causing Poison Damage.
  • The target unit must make 4 Icon Resist.png Resistance rolls against this attack. For each failed roll, it receives Icon Damage.png 1 point of Damage.
  • This ability does nothing against targets possessing Ability PoisonImmunity Poison Immunity.

Ability DoomGaze Doom Gaze 4 Edit

  • When this unit engages in Icon Melee Normal.png Melee Combat, it first delivers a Doom Damage attack with a strength of 4.
  • This is a Gaze Attack, which means it takes place before Melee Damage is dealt by either unit. However, it occurs after an attacker's Icon Breath.png Breath, Icon Thrown.png Thrown, and Gaze Attacks (if any) when defending.
  • The target unit receives exactly Icon Damage.png 4 Damage from this attack. This damage can not be resisted or defended against in any way.

Ability DeathGaze Death Gaze -4 Edit

  • When this unit engages in Icon Melee Normal.png Melee Combat, it first delivers a Death Damage attack.
  • This is a Gaze Attack, which means it takes place before Melee Damage is dealt by either unit. However, it occurs after an attacker's Icon Breath.png Breath, Icon Thrown.png Thrown, and Gaze Attacks (if any) when defending.
  • Each Icon Figure.png figure in the target unit must Icon Resist.png resist at a penalty of Icon SpellSave.png -4 or be destroyed immediately.
  • This ability does nothing against targets possessing the Ability DeathImmunity Death Immunity, Ability MagicImmunity Magic Immunity, or UnitEnchantment Righteousness Icon Life.pngRighteousness effects.

Ability StoningGaze Stoning Gaze -4 Edit

  • When this unit engages in Icon Melee Normal.png Melee Combat, it first delivers a Stoning Damage attack.
  • This is a Gaze Attack, which means it takes place before Melee Damage is dealt by either unit. However, it occurs after an attacker's Icon Breath.png Breath, Icon Thrown.png Thrown, and Gaze Attacks (if any) when defending.
  • Each Icon Figure.png figure in the target unit must Icon Resist.png resist at a penalty of Icon SpellSave.png -4 or be destroyed immediately.
  • This effect does nothing against targets possessing the Ability StoningImmunity Stoning Immunity or Ability MagicImmunity Magic Immunity abilities, and is highly unlikely to affect units enchanted with Icon Nature.pngElemental Armor.

The Summoning Spell Edit

Usage Edit

Chaos Spawn may only be cast on the overland map, for the base Casting Cost of Icon Mana.png 500. Upon casting, the new Chaos Spawn unit will appear in the town currently containing the caster's Summoning Circle.

The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.

To keep the Chaos Spawn in play, it is necessary to pay an Upkeep Cost of only Icon Mana.png 12 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Icon Mana.png Mana in the pool will lead to the Chaos Spawn being immediately destroyed, along with any Unit Enchantments currently affecting it.

If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.

The Chaos Spawn may also be dismissed voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit statistics window. A dismissed unit is gone forever, but of course the Summoning Spell can always be cast again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Icon Mana.png Mana as a result).

Acquisition Edit

As a Rare Icon Chaos.pngChaos spell, Chaos Spawn may become available to any Wizard who possesses at least Icon Chaos.png2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least Icon Chaos.png10 Spellbooks.

Customized Wizards possessing Icon Chaos.png11 Spellbooks at game creation may choose Chaos Spawn as one of their starting spells, in which case it will be available for casting immediately on the first turn.

Wizards with Icon Chaos.png2 to Icon Chaos.png9 Spellbooks have a random chance of being able to Research Chaos Spawn during the game. The chance for this spell to appear for research increases with the number of Icon Chaos.pngChaos Spellbooks the Wizard possesses or obtains during gameplay. With Icon Chaos.png10 or Icon Chaos.png11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.

Chaos Spawn has a base Research Cost of Icon Research.png 1,040.

With at least Icon Chaos.png2 Spellbooks, the Chaos Spawn spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.

Known Bugs Edit

Ability Strength Display Bug Edit

There appears to be a problem with the Chaos Spawn's abilities - or, rather, with the way they are displayed in the unit statistics window. The Death Gaze and Stoning Gaze abilities are each listed with a strength of "4". Given how these abilities are displayed for other units possessing them, this would indicate that when these abilities are used, the target gets a Resistance bonus of Icon Resist.png +4.

This is not the case, consistent with the manual, both abilities actually inflict a penalty of Icon SpellSave.png -4 on their target. The bug is the result of the Chaos Spawn having a combination of abilities that the designers did not fully anticipate, namely: both a Gaze and a Touch attack. The strength of these abilities normally share the same variable, which is read for the display window, but is not actually used by the code handling the Multi-Gaze (it is used for the Poison Touch only).

Zero Melee AI bug Edit

There are several spells that can reduce the Chaos Spawn's Melee Attack Strength to Icon Melee Normal.png 0. If this happens, the AI will stop moving or attacking with it, despite the fact that this does not necessarily disable the Gaze Attacks.

No Gaze Attack Bug Edit

It may happen that the Chaos Spawn loses the ability to use all of its Gaze Attacks, if the opposing wizard uses the spell Icon Sorcery.pngMind Storm. In this case the Chaos Spawn becomes completely harmless.

As mentioned above, the Chaos Spawn delivers its "resist or die" gazes as added effects to the Doom Gaze, which, in turn, uses the generic Ranged Attack variable for its Attack Strength. While this variable has otherwise no influence on the strength of Stoning Gaze and Death Gaze, reducing it to 0 will prevent the execution of the Doom Gaze, along with all other effects added to it.

This variable is also increased by Icon Ranged Bow.png +2 in Chaos Nodes, which prevents Mind Storm alone from nullifying the Gaze Attacks in these Nodes' Auras.

Fear Bug Edit

The ability Cause Fear is bugged in version 1.31 in a way that its effect is either skipped or also applied to its owner. Firstly, if the Chaos Spawn executes a Counter Attack, then Cause Fear will have no effect. Secondly, if a Chaos Spawn initiates a Melee Attack, then the following happens:

  • Each opposing figure makes a Icon Resist.png Resistance roll. Each figure that fails its roll will skip its attack. This works as intended.
  • Each opposing figure makes a second Icon Resist.png Resistance roll. If just one figure fails its roll, then the Chaos Spawn will skip its attack and the accompanying Poison Touch. However, the drawback is fairly minor because the Chaos Spawn rather relies on the damage done by its Multi-Gaze which is not affected by this.

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