Spellcaster deck
Spellcaster | |
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Designer | Zaratustra |
Date | 13th October 2007 |
Players | 2+ |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
The classical abstract game in card form.
Special rules
Actions do not go in the deck. They're played depending on your gesture queue.
All players play simultaneously. The turn sequence goes:
- All players draw a card;
- All players play up to one card per hand;
- Players reveal their plays and spells resolve;
- End-of-turn effects resolve;
- All players discard to five cards.
Each wizard has 15 HP. If they end the turn with 0 HP or less, they lose the game.
Spell launching
Wizards start with two hands. Each hand has a gesture queue Things may be played on.
During the play-reveal stage, check the last cards of each queue to see if they match a given spell. If they do, the spell is cast. You certainly can cast more than one spell per turn if you use both hands; however, any given gesture can't be used for two spells in the same turn. This is important for certain spells that require a gesture (usually the last one) to be done with two hands. In that case, you must choose which spell will be cast.
Card List
P-S-D-F Charm person
D-S-F Confusion
PP Surrender!
D-P-P Amnesia
W-P-P Counter-spell
W-F-P Cause light wounds
S-S-F-P Resist cold
W-W-F-P Resist heat
W-W-P Protection from evil
P-D-W-P Remove enchantment
CC-S-W-W-S Summon elemental
CC-D-P-W Dispel magic
S-P-F-P-S-D-W Permanency
D-F-W Cure light wounds
S-F-W Summon goblin
P-S-F-W Summon ogre
F-P-S-F-W Summon troll
W-F-P-S-F-W Summon giant
D-W-F-F-DD Blindness
S-D Missile
P-W-P-F-S-S-S-D Finger of death
P-S-D-D Charm monster
F-S-S-D-D Fireball
D-F-F-D-D Lightning bolt
S-W-D Fear
D-S-F-F-F-CC Disease
D-W-W-F-W-CC Raise dead
S-W-W-CC Fire storm
P-W-P-W-W-CC Haste
W-S-S-CC Ice storm
S-P-P-CC Time stop
Protects subject from monster attacks, missile spells, and stabs for this turn.
Removes all Enchantments on subject. If cast on a Monster, destroys that Monster at the end of the turn.
Any spell cast at the subject of this spell is reflected back at the caster of that spell for this turn. Does not affect spells with more than one target.
Any other spell cast upon the subject in this turn has no effect whatever.
Remove all Enchantments. Destroy all Monsters at the end of the turn. Any other spell cast in this turn has no effect whatever.
Can target destroyed monsters. Remove all Enchantments on subject. If subject is destroyed, return them to play with no damage; otherwise, heal up to 5 points of damage.
Recover one point of damage on subject.
Recover two points of damage on subject. Remove up to one Disease from subject.
Put a token Goblin in play (Attack 1, HP 1). It attacks a non-Elemental subject of your choice every turn.
Put a token Ogre in play (Attack 2, HP 2). It attacks a non-Elemental subject of your choice every turn.
Put a token Troll in play (Attack 3, HP 3). It attacks a non-Elemental subject of your choice every turn.
Put a token Giant in play (Attack 4, HP 4). It attacks a non-Elemental subject of your choice every turn.
Put a token Ice Elemental or Fire Elemental in play (Attack 3, HP 3), targeting a subject. It deals 3 damage to everyone not resisting its element at the end of every turn. If another Elemental of the same type comes into play, destroy this one. If a Elemental of different type comes into play, destroy both.
Deal 1 damage to subject.
Kill the subject. Cannot be affected by counterspells.
Deal 5 damage to subject. Shorter gesture may be used only once by each wizard.
Deal 2 damage to subject.
Deal 3 damage to subject.
Deal 5 damage to subject unless they are resistant to fire.
Cancel an ice storm or an ice elemental. If you can't, deal 5 damage to all subjects not resistant to fire.
Cancel a fire storm or a fire elemental. If you can't, deal 5 damage to all subjects not resistant to ice.
Mental spells on the same subject on the same round cancel each other.
Mental spells on the same subject on the same round cancel each other.
Mental spells on the same subject on the same round cancel each other.
Mental spells on the same subject on the same round cancel each other.
Mental spells on the same subject on the same round cancel each other.
Mental spells on the same subject on the same round cancel each other.
Clear the subject wizard's gesture stacks at the end of the turn.
Protects subject from monster attacks, missile spells, and stabs for this turn and the next 3 turns.
Destroy subject if it is fire-based. Subject starts resisting heat.
Destroy subject if it is ice-based. Subject starts resisting cold.
Subject gains a Disease that will kill them in 6 turns.
Subject gains a Poisoning that will kill them in 6 turns.
Destroy subject instantly if it is a monster. Subject cannot see their opponents' gestures for the next 3 turns.
Destroy subject if it is a monster. Subject takes no damage from monsters and stabs. Flip subject's gesture cards face down.
For the next 3 turns, subject must play an extra gesture if able. If they play more than one gesture in the same hand, they may launch spells for each gesture.
Subject takes an extra turn after this one.
Subject wizard's next spell can be held in hand and played later.
Subject wizard's next spell is made permanent: every turn after its casting, it will be recast with the same target and effect.
Forfeit the game. Do not perform this gesture accidentally.