- Move and attack range - the distance a creature may move and also attack
- Maximum movement range - the distance a creature can move, but not be allowed to attack
- Undead - can only be killed by other under undead, magic weapons or spells.
- Flying - can 'hop' over intervening terrain and creatures, but must land to attack.
- Mount - can be ridden by wizards. Mounts are always attacked instead of the wizard.
- Magical - the creature attacks with combat vs magic resistance instead of defence
- Charger - Gets a combat bonus when attacking immediately after movement
- Soul leech - Some creatures, like Vampires, may gain a combat bonus each time they slay another creature (this was in the original board game version of Chaos).
- Each wizard has a list of spells
- Wizards can cast one spell per turn
- Spells are 'used up' when cast
- Each spell has a casting chance, and failed spells have no effect
- Creatures can be cast as illusions
- Illusions can be dispelled by casting the disbelieve spell, which is always available
- Chaos spells shift the balance of the universe towards chaos, making chaos spells easier to cast - and law spells shift the balance to law, making them easier to cast
- I am not convinced for the need to have a special spell selection and casting phase. It may have worked well when playing multiplayer games around one screen, but is somewhat redundant with network play. Instead wizards can cast a spell instead of attack (i.e. they can only cast a spell when moving within the move-and-attack range). I suspect this idea might be controversial with existing Chaos fans.
- Although spells will be randomly assigned, each spell will have a random weighting so that some spells may be more common than others. This will be use to achieve a generally better balance of spells in random combats.
- Law and Chaos effects will be finer grained, with 2-5% shifts for each spell cast.
States of total law and chaos
- The balance can no longer be shifted the other way
- The terrain is transformed into a law or chaos state, with appropriate visual effects. Law terrain will look somewhat frosty and crystallised, and chaos terrain will be organic, decayed and mutated.
- Creatures whose alignment matches the state will have a combat bonus, and creatures with the opposite alignment will have a defence penalty. Neutral creatures and wizards are unaffected.