Ball of Flame
Cloud of Chaos
Command
Escape
Fear
Firestorm
Lightning Bolt
Rust
Sleep
Summon Orcs
Summon Undead
Tempest
If I had to pick any "fluff spells," they would be Fear, Sleep, and Tempest, (but Sleep and Fear are both interesting because they exploits Mind Points) considering it might down to a Chaos magic user vs. 4 Heroes, those spells have lost their usefulness in the end game of the fight. However, I'd still keep them, because they are very simple in their execution and they get some cred for being part of the core Chaos spells
I think when expansions happen, (I've noticed this myself when creating my own fan-made additions) there's a tendency to add for the sake of adding, and sometimes that just complicates things. The best part of HQ is when they do more with less. Three of the six expansions offer more chaos spells, however, some of the evil wizard cards in Wizard of Morcar are basically duplicates of the core Chaos spells: Rust, Escape, Fear, Summon Orcs, and Lightning Bolt, and Summon Mummy & Call Skeleton are basically "Summon Undead," broken into two different spells)
In your opinion, what are the least useful Chaos Spells when you include all expansions? And what Chaos Spells stands out to you as valuable spells in the Evil Wizard's "tool kit?" If you include all the expansions, (and if you count the WoM Evil Wizard spells as "Chaos spells, including "duplicates") then there are a total of 49 total Chaos Spells to choose from! I realize that some might have their strategic strengths, and some make mind points a worthwhile factor, but there are probably some fluff spells, right? And some that are really awesome?
Personally for me, less is best, because that one really situation spell is cool when it comes in handy, but playing as the Evil Wizard, when the players are often powering up very quickly, and monsters are dropping like flies, a decent arsenal of Chaos Spells is a great equalizer.





























1BP,
2BP,
3BP,
1BP,
2BP,
3BP,
4BP,
5BP. US 



