As my base rules are 3.0, that shouldn't be an issue. It stems from the story I wrote, that with the Goblins having a magic older than humans, having split off from the Faerie Folk after the dragon wars at the dawn of time. Pretty derivative stuff, which is why I never continued the story, but Chaos Magic really gives a neat way to set the Goblins apart and conveniently fit the story without modification, but haven't used the resource, yet, so if someone has please let me know how well Chaos Magic from this guide works.
If it's not going to go as hoped, I can instead use shamanistic magic from Oriental Adventures, since the story deals with hexes, curses, enchantments, etc instead of blast spells, but I like the idea of insane, twisted, mutated Goblins lurching out of the gloom, using magic drastically different than the PCs, but which causes disruption itself in Goblin society...so many story angles and adventures to spin there...