Are these Chaos Mage abilities balanced for a tabletop RPG villain?

I've thought of a few:

Cripple (x1)

Sets the victim's HP to 1 unless they make a Strength check (Roll 6 or higher.)

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Weaken (x2)

Halves the victim's HP, rounded up. (3 becomes 2, 4 becomes 2, 5 becomes 3, etc.)

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Fear Wave (x1)

All opponents in sight radius lose their turn each round until they make an Intelligence Check (Roll 6 or higher). They get a free roll immediately, then one roll per round until they get free or until they die.

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Fire Orb (x4)

Deals D4+1 damage to a single target. That target can't regenerate this turn. Dexterity Check for Half damage.

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Frozen Orb (x2)

Deals D4 damage to a single target. That target loses its next turn. Dexterity Check for Half damage.

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Lightning Bolt (x2)

Deals D4 damage to all targets in a straight line. Dexterity Check for Half damage.

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Fire Storm (x1)

Deals D4 damage to all enemies in Sight Radius. Dexterity Check for Half damage.

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Death Spell (x1)

Slays all summons in sight radius. The get no Save.

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Haste (x1)

For the next 5 turns, you get 2 actions per turn.

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Drain Life (x1)

Deals D4 damage to a single foe. You gain that much life. There is no Save.

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Quick (x1)

Take two additional free turns after this turn.

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The Chaos Mage is controlled by the Game Master. He/she will already be stronger than player characters, so players must work together to defeat him/her.

What do you think of these abilities?

For reference, Fighter has 12HP, Rogue has 8HP, Cleric has 8HP, and Mage and Summoner each have just 6HP.

Are these Chaos Mage abilities balanced for a tabletop RPG villain?
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