Difference between revisions of "Spellcaster deck"
Zaratustra (talk | contribs) (New page: {{Infobox |title=Spellcaster |designer=Zaratustra |date=13th October 2007 |players=2+ |status=Untested }} The classical abstract game in card form. == Special rules == You have two 'ha...) |
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== Card List == | |||
{{Card | {{Card | ||
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| cornervalue = F | | cornervalue = F | ||
| text = | | text = | ||
S-P-F Anti-spell <br> | |||
P-S-D-F Charm person <br> | |||
D-S-F Confusion <br> | |||
F-F-F Paralysis <br> | |||
| type = Thing | | type = Thing | ||
| bgcolor = 00F | | bgcolor = 00F | ||
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| cornervalue = P | | cornervalue = P | ||
| text = | | text = | ||
D-P-P Amnesia <br> | |||
W-F-P Cause light wounds<br> | |||
W-P-P Counter-spell<br> | |||
D-W-S-S-S-P Delayed effect <br> | |||
W-W-P Protection from evil<br> | |||
P-D-W-P Remove enchantment <br> | |||
S-S-F-P Resist cold<br> | |||
W-W-F-P Resist heat<br> | |||
P Shield <br> | |||
PP Surrender! | |||
| type = Thing | | type = Thing | ||
| bgcolor = 00F | | bgcolor = 00F | ||
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| cornervalue = S | | cornervalue = S | ||
| text = | | text = | ||
W-W-S Counter-spell<br> | |||
CC-S-W-W-S Summon elemental <br> | |||
P-P-WW-SS Invisibility | |||
| type = Thing | | type = Thing | ||
| bgcolor = 00F | | bgcolor = 00F | ||
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| cornervalue = W | | cornervalue = W | ||
| text = D-F-P-W Cure heavy wounds <br> | | text = D-F-P-W Cure heavy wounds <br> | ||
D-F-W Cure light wounds <br> | |||
CC-D-P-W Dispel magic <br> | |||
S-P-F-P-S-D-W Permanency <br> | |||
W-F-P-S-F-W Summon giant <br> | |||
S-F-W Summon goblin <br> | |||
P-S-F-W Summon ogre <br> | |||
F-P-S-F-W Summon troll <br> | |||
CC-WW Magic mirror | |||
| type = Thing | | type = Thing | ||
| bgcolor = 00F | | bgcolor = 00F | ||
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| cornervalue = D | | cornervalue = D | ||
| text = W-P-F-D Cause heavy wounds <br> | | text = W-P-F-D Cause heavy wounds <br> | ||
P-S-D-D Charm monster <br> | |||
S-W-D Fear <br> | |||
P-W-P-F-S-S-S-D Finger of death <br> | |||
F-S-S-D-D Fireball <br> | |||
D-F-F-D-D Lightning bolt <br> | |||
S-D Missile <br> | |||
D-W-W-F-W-D Poison <br> | |||
D-W-F-F-DD Blindness | |||
| type = Thing | | type = Thing | ||
| bgcolor = 00F | | bgcolor = 00F | ||
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| cornervalue = CC | | cornervalue = CC | ||
| text = Always uses two hands.<br> | | text = Always uses two hands.<br> | ||
D-S-F-F-F-CC Disease <br> | |||
S-W-W-CC Fire storm <br> | |||
P-W-P-W-W-CC Haste <br> | |||
W-S-S-CC Ice storm <br> | |||
D-W-W-F-W-CC Raise dead <br> | |||
S-P-P-CC Time stop <br> | |||
W-D-D-CC Lightning bolt* | |||
| type = Thing | | type = Thing | ||
| bgcolor = 00F | | bgcolor = 00F | ||
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|text= P | |text= P | ||
This spell protects the subject from all attacks from monsters (that is, creatures created by a summons class spell), from missile spells, and from stabs by wizards. The shield lasts for that turn only, but one shield will cover all such attacks made against the subject that turn. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Remove enchantment | title=Remove enchantment | ||
|text= P-D-W-P | |text= P-D-W-P | ||
If the subject of this spell is currently being effected by any of the spells in the spells in the "enchantments" section, and/or if spells from that section are cast at him at the same time as the remove enchantment, then any such spells terminate immediately although their effect for that turn might already have passed. For example, the victim of a 'blindness' spell would not be able to see what his opponent's gestures were on the turn his sight is restored by a 'remove enchantment'. Note that the 'remove enchantment' affects all spells from the "Enchantment" section whether the caster wants them to all go or not. A second effect of the spell is to destroy any monster upon which it is cast, although the monster can attack in that turn. It does not affect wizards unless cast on a wizard as he creates a monster when the monster is destroyed, and the effects described above apply. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Magic mirror | title=Magic mirror | ||
|text= C-(w | |text= C-(w | ||
Any spell cast at the subject of this spell is reflected back at the caster of that spell for that turn only. This includes spells like 'missile' and 'lightning bolt' but does not include attacks by monsters already in existence, or stabs from wizards. Note that certain spells are cast by wizards usually upon themselves, e.g. spells from this section and the "Summons" section, in which case the mirror would have no effect. It is countered totally, with no effect whatsoever, if the subject is the simultaneous subject of either a 'counter-spell' or 'dispel magic'. It has no effect on spells which affect more than one person, such as 'fire storm' and 2 mirrors cast at someone simultaneously combine to form a single mirror. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Counter-spell | title=Counter-spell | ||
|text= W-P-P *or* W-W-S | |text= W-P-P *or* W-W-S | ||
Any other spell cast upon the subject in the same turn has no effect whatever. In the case of blanket-type spells, which affect more than 1 person, the subject of the 'counter-spell' alone is protected. For example, a 'fire storm' spell could kill off a monster but not if it was simultaneously the subject of a 'counter-spell' although everyone else would be affected as usual unless they had their own protection. The 'counter-spell' will cancel all the spells cast at the subject for that turn including 'remove enchantment' and 'magic mirror' but not 'dispel magic' or 'finger of death'. It will combine with another spell of its own type for the same effect as if it were alone. The 'counter-spell' will also act as a 'shield' on the final gesture in addition to its other properties, but the shield effect is on the same subject as its other effect. The spell has 2 alternative gesture sequences, either of which may, be used at any time. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Dispel magic | title=Dispel magic | ||
|text= C-D-P-W | |text= C-D-P-W | ||
This spell acts as a combination of 'counter-spell' and 'remove enchantment', but its effects are universal rather than limited to the subject of the spell. It will stop any spell cast in the same turn from working (apart from another dispel magic spell which combines with it for the same result), and will remove all enchantments from all beings before they have effect. In addition, all monsters are destroyed although they can attack that turn. 'Counter-spells' and 'magic mirrors' have no effect. The spell will not work on stabs or surrenders. As with a 'counter-spell' it also acts as a 'shield' for its subject. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Raise dead | title=Raise dead | ||
|text= D-W-W-F-W-C | |text= D-W-W-F-W-C | ||
The subject of this spell is usually a recently-dead (not yet decomposing) human corpse though it may be used on a dead monster. When the spell is cast, life is instilled back into the corpse and any damage which it has sustained is cured until the owner is back to his usual state of health. A 'remove enchantment' effect is also manifest so any 'diseases' or 'poisons' will be neutralized (plus any other enchantments). If swords, knives, etc still remain in the corpse when it is raised, they will of course cause it damage as usual. The subject will be able to act as normal immediately under the influence of the caster of the 'raise dead' spell, so that next turn he can gesture, fight etc (in fact he will be able to fight on the turn upon which the spell is cast.) If the spell is cast on a live individual, the effect is that of a 'cure light wounds' recovering 5 points of damage, or as many as have been sustained if less than 5. This is the only spell which affects corpses properly. It therefore cannot be stopped in such circumstances by a 'counter-spell'. A 'dispel magic' spell will prevent it, since it affects all spells no matter what their subject. Once alive the subject is treated as normal. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Cure light wounds | title=Cure light wounds | ||
|text= D-F-W | |text= D-F-W | ||
If the subject has received damage then he is cured by 1 point as if that point had not been inflicted. Thus, for example, if a wizard was at 10 points of damage and was hit simultaneously by a 'cure light wounds' and a 'lightning bolt' he would finish that turn on 14 points rather than 15 (or 9 if there had been no 'lightning bolt'). The effect is not removed by a 'dispel magic' or 'remove enchantment'. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Cure heavy wounds | title=Cure heavy wounds | ||
|text= D-F-P-W | |text= D-F-P-W | ||
This spell is the same as 'cure light wounds' for its effect, but 2 points of damage are cured instead of 1, or only 1 if only 1 had been sustained. A side effect is that the spell will also cure a disease (note 'raise dead' on a live individual won't). | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Summon Goblin | title=Summon Goblin | ||
|text= S-F-W | |text= S-F-W | ||
This spell creates a goblin under the control of the subject upon whom the spell is cast (or if cast on a monster, *its* controller, even if the monster later dies or changes loyalty). The goblin can attack immediately and its victim can be any any wizard or other monster the controller desires, stating which at the time he writes his gestures. It does 1 point of damage to its victim per turn and is destroyed after 1 point of damage is inflicted upon it. The summoning spell cannot be cast at an elemental, and if cast at something which doesn't exist, the spell has no effect. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Summon Ogre | title=Summon Ogre | ||
|text= P-S-F-W | |text= P-S-F-W | ||
This spell is the same as 'summon goblin' but the ogre created inflicts and is destroyed by 2 points of damage rather than l. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Summon Troll | title=Summon Troll | ||
|text= F-P-S-F-W | |text= F-P-S-F-W | ||
This spell is the same as 'summon goblin' but the troll created inflicts and is destroyed by 3 points of damage rather than l. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Summon Giant | title=Summon Giant | ||
|text= W-F-P-S-F-W | |text= W-F-P-S-F-W | ||
This spell is the same as 'summon goblin' but the giant created inflicts and is destroyed by 4 points of damage rather than l. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Summon Elemental | title=Summon Elemental | ||
|text= C-S-W-W-S | |text= C-S-W-W-S | ||
This spell creates either a fire elemental or an ice elemental at the discretion of the person upon whom the spell is cast after he has seen all the gestures made that turn. | |||
Elementals must be cast at someone and cannot be "shot off" harmlessly at some inanimate object. The elemental will, for that turn and until destroyed, attack everyone who is not resistant to its type (heat or cold), causing 3 points of damage per turn. The elemental takes 3 points of damage to be killed but may be destroyed by spells of the opposite type (e.g. 'fire storm', 'resist cold' or 'fireball' will kill an ice elemental), and will also neutralize the canceling spell. Elementals will not attack on the turn they are destroyed by such a spell. An elemental will also be engulfed and destroyed by a storm of its own type but, in such an event, the storm is not neutralized although the elemental still does not attack in that turn. 2 elementals of the opposite type will also destroy each other before attacking, and 2 of the same type will join together to form a single elemental of normal strength. Note that only wizards or monsters resistant to the type of elemental, or who are casting a spell which has the effect of a 'shield' do not get attacked by the elemental. Casting a 'fireball' upon yourself when being attacked by an ice elemental is no defence! (Cast it at the elemental...) | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Missile | title=Missile | ||
|text= S-D | |text= S-D | ||
This spell creates a material object of hard substance which is hurled towards the subject of the spell and causes him 1 point of damage. The spell is thwarted by a 'shield' in addition to the usual 'counter-spell', 'dispel magic' and 'magic mirror' (the latter causing it to hit whoever cast it instead). | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Finger of Death | title=Finger of Death | ||
|text= P-W-P-F-S-S-S-D | |text= P-W-P-F-S-S-S-D | ||
Kills the subject stone dead. This spell is so powerful that it is unaffected by a 'counter-spell' although a 'dispel magic' spell cast upon the final gesture will stop it. The usual way to prevent being harmed by this spell is to disrupt it during casting using, for example, an 'anti-spell'. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Lightning Bolt | title=Lightning Bolt | ||
|text= D-F-F-D-D or W-D-D-C | |text= D-F-F-D-D or W-D-D-C | ||
The subject of this spell is hit by a bolt of lightning and sustains 5 points of damage. Resistance to heat or cold is irrelevant. There are 2 gesture combinations for the spell, but the shorter one may be used only once per day (i.e. per battle) by any wizard. The longer one may be used without restriction. A 'shield' spell offers no defence. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Cause Light Wounds | title=Cause Light Wounds | ||
|text= W-F-P | |text= W-F-P | ||
The subject of this spell is inflicted with 2 points of damage. Resistance to heat or cold offers no defence. A simultaneous 'cure light wounds' will serve only to reduce the damage to 1 point. A 'shield' has no effect. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Cause Heavy Wounds | title=Cause Heavy Wounds | ||
|text= W-P-F-D | |text= W-P-F-D | ||
This has the same effect as 'cause light wounds' but inflicts 3 points of damage instead of 2. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Fireball | title=Fireball | ||
|text= F-S-S-D-D | |text= F-S-S-D-D | ||
The subject of this spell is hit by a ball of fire and sustains 5 points of damage unless he is resistant to fire. If at the same time an 'ice storm' prevails, the subject of the 'fireball' is instead not harmed by either spell, although the storm will affect others as normal. If directed at an ice elemental, the fireball will destroy it before it can attack, but has no other effect on the creatures. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Fire storm | title=Fire storm | ||
|text= S-W-W-C | |text= S-W-W-C | ||
Everything not resistant to heat sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either an 'ice storm' or an ice elemental. It will destroy but not be destroyed by a fire elemental. Two 'fire storms' act as one. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Ice storm | title=Ice storm | ||
|text= W-S-S-C | |text= W-S-S-C | ||
Everything not resistant to cold sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either a 'fire storm' or a fire elemental, and will cancel locally with a 'fireball'. It will destroy but not be destroyed by an ice elemental. Two 'ice storms' act as one. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Amnesia | title=Amnesia | ||
|text= D-P-P | |text= D-P-P | ||
If the subject of this spell is a wizard, next turn he must repeat identically the gestures he made in the current turn, including stabs. If the subject is a monster it will attack whoever it attacked this turn. If the subject is simultaneously the subject of any of 'confusion', 'charm person', 'charm monster', 'paralysis' or 'fear' then none of the spells work. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Confusion | title=Confusion | ||
|text= D-S-F | |text= D-S-F | ||
If the subject of this spell is a wizard, next turn he writes down his gestures as usual and after exposing them, rolls 2 dice to determine which gesture is superseded due to his being confused. The first die indicates left hand on 1-3, right on 4-6. The second roll determines what the gesture for that hand shall be replaced with: 1=C, 2=D, 3=F, 4=P, 5=S, 6=W. If the subject of the spell is a monster, it attacks at random that turn. If the subject is also the subject of any of: 'amnesia', 'charm person', 'charm monster', 'paralysis' or 'fear', none of the spells work. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Charm Person | title=Charm Person | ||
|text= P-S-D-F | |text= P-S-D-F | ||
Except for cancellation with other enchantments, this spell only affects humans. The subject is told which of his hands will be controlled at the time the spell hits, and in the following turn, the caster of the spell writes down the gesture he wants the subject's named hand to perform. This could be a stab or nothing. (Some people, myself included do not allow the gesture to be nothing. Makes the game more exciting, as there is no reason to choose any non-nothing gesture when you have the choice. -- B) If the subject is only so because of a reflection from a 'magic mirror' the subject of the mirror assumes the role of caster and writes down his opponent's gesture. If the subject is also the subject of any of 'amnesia', 'confusion', 'charm monster', 'paralysis' or 'fear', none of the spells work. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Charm Monster | title=Charm Monster | ||
|text= P-S-D-D | |text= P-S-D-D | ||
Except for cancellation with other enchantments, this spell only affects monsters (excluding elementals). Control of the monster is transferred to the caster of the spell (or retained by him) as of this turn, i.e. the monster will attack whosoever its new controller dictates from that turn onwards including that turn. Further charms are, of course, possible, transferring as before. If the subject of the charm is also the subject of any of: 'amnesia', 'confusion', 'charm person', 'fear' or 'paralysis', none of the spells work. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Paralysis | title=Paralysis | ||
|text= F-F-F | |text= F-F-F | ||
If the subject of the spell is a wizard, then on the turn the spell is cast, after gestures have been revealed, the caster selects one of the wizard's hands and on the next turn that hand is paralyzed into the position it is in this turn. If the wizard already had a paralyzed hand, it must be the same hand which is paralyzed again. Certain gestures remain the same but if the hand being paralyzed is performing a C, S or W it is instead paralyzed into F, D or P respectively, otherwise it will remain in the position written down (this allows repeated stabs). A favourite ploy is to continually paralyze a hand (F-F-F-F-F-F etc.) into a non-P gesture and then set a monster on the subject so that he has to use his other hand to protect himself, but then has no defence against other magical attacks. If the subject of the spell is a monster (excluding elementals which are unaffected) it simply does not attack in the turn following the one in which the spell was cast. If the subject of the spell is also the subject of any of 'amnesia', 'confusion', 'charm person', 'charm monster' or 'fear', none of the spells work. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Fear | title=Fear | ||
|text= S-W-D | |text= S-W-D | ||
In the turn following the casting of this spell, the subject cannot perform a C, D, F or S gesture. This obviously has no effect on monsters. If the subject is also the subject of 'amnesia', 'confusion', 'charm person', 'charm monster' or 'paralysis', then none of the spells work. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Anti-spell | title=Anti-spell | ||
|text= S-P-F | |text= S-P-F | ||
On the turn following the casting of this spell, the subject cannot include any gestures made on or before this turn in a spell sequence and must restart a new spell from the beginning of that spell sequence. The spell does not affect spells which are cast on the same turn nor does it affect monsters. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Protection from Evil | title=Protection from Evil | ||
|text= W-W-P | |text= W-W-P | ||
For this turn and the following 3 turns the subject of this spell is protected as if using a 'shield' spell, thus leaving both hands free. Concurrent 'shield' spells offer no further protection and compound 'protection from evil' spells merely overlap offering no extra cover. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Resist Heat | title=Resist Heat | ||
|text= W-W-F-P | |text= W-W-F-P | ||
The subject of this spell becomes totally resistant to all forms of heat attack ('fireball', 'fire storm' and fire elementals). Only 'dispel magic' or 'remove enchantment' will terminate this resistance once started (although a 'counter-spell' will prevent it from working if cast at the subject at the same time as this spell). A 'resist heat' cast directly on a fire elemental will destroy it before it can attack that turn, but there is no effect on ice elementals. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Resist Cold | title=Resist Cold | ||
|text= S-S-F-P | |text= S-S-F-P | ||
The effects of this spell are identical to 'resist heat' but resistance is to cold ('ice storm' and ice elementals) and it destroys ice elementals if they are the subject of the spell but doesn't affect fire elementals. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Disease | title=Disease | ||
|text= D-S-F-F-F-C | |text= D-S-F-F-F-C | ||
The subject of this spell immediately contracts a deadly (non-contagious) disease which will kill him at the end of 6 turns counting from the one upon which the spell is cast. The malady is cured by 'remove enchantment' or 'cure heavy wounds' or 'dispel magic' in the meantime. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Poison | title=Poison | ||
|text= D-W-W-F-W-D | |text= D-W-W-F-W-D | ||
This is the same as the disease spell except that 'cure heavy wounds' does not stop its effects. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Blindness | title=Blindness | ||
|text= D-W-F-F-(d | |text= D-W-F-F-(d | ||
For the next 3 turns not including the one in which the spell was cast, the subject is unable to see. If he is a wizard, he cannot tell what his opponent's gestures are, although he must be informed of any which affect him (e.g. summons spells, 'missile' etc cast at him) but not 'counter- spells' to his own 'attacks. Indeed he will not know if his own spells work unless they also affect him (e.g. a 'fire storm' when he isn't resistant to fire.) He can control his monsters (e.g. "Attack whatever it was that just attacked me"). Blinded monsters are instantly destroyed and cannot attack in that turn. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Invisibility | title=Invisibility | ||
|text= P-P-(w-(s | |text= P-P-(w-(s | ||
This spell is similar to 'blindness' only the subject of the spell becomes invisible to his opponent and his monsters. All spells he creates, though not gestures, can be seen by his opponent and identified. The subject cannot be attacked by any monsters although they can be directed at him in case he becomes visible prematurely. Wizards can still stab and direct spells at him, with the same hope. Any monster made invisible is destroyed due to the unstable nature of such magically created creatures. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Haste | title=Haste | ||
|text= P-W-P-W-W-C | |text= P-W-P-W-W-C | ||
For the next 3 turns, the subject (but not his monsters if a wizard) makes an extra set of gestures due to being speeded up. This takes effect in the following turn so that instead of giving one pair of gestures, 2 are given, the effect of both being taken simultaneously at the end of the turn. Thus a single 'counter-spell' from his adversary could cancel 2 spells cast by the hastened wizard on 2 half-turns if the phasing is right. Non-hastened wizards and monsters can see everything the hastened individual is doing. Hastened monsters can change target in the extra turns if desired. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Time stop | title=Time stop | ||
|text= S-P-P-C | |text= S-P-P-C | ||
The subject of this spell immediately takes an extra turn, on which no-one can see or know about unless they are harmed. All non-affected beings have no resistance to any form of attack, e.g. a wizard halfway through the duration of a 'protection from evil' spell can be harmed by a monster which has had its time stopped. Time-stopped monsters attack whoever their controller instructs, and time-stopped elementals affect everyone, resistance to heat or cold being immaterial in that turn. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Delayed effect | title=Delayed effect | ||
|text= D-W-S-S-S-P | |text= D-W-S-S-S-P | ||
This spell only works if cast upon a wizard. The next spell he completes, provided it is on this turn or one of the next 3 is "banked" until needed, i.e. it fails to work until its caster desires. This next spell which is to be banked does not include the actual spell doing the banking. The spell must be written down to be used by its caster at the same time that he writes his gestures. Note that spells banked are those cast by the subject not those cast at him. If he casts more than one spell at the same time he chooses which is to be banked. Remember that P is a 'shield' spell, and surrender is not a spell. A wizard may only have one spell banked at any one time. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Permanency | title=Permanency | ||
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This spell only works if cast upon a wizard. The next spell he completes, provided it is on this turn or one of the next 3, and which falls into the category of "Enchantments" (except 'anti-spell', 'disease', 'poison', or 'time-stop') will have its effect made permanent. This means that the effect of the extended spell on the first turn of its duration is repeated eternally. For example, a 'confusion' spell will be the same gesture rather than re-rolling the dice, a 'charm person' will mean repetition of the chosen gesture, etc. If the subject of the 'permanency' casts more than one spell at the same time eligible for permanency, he chooses which has its duration extended. Note that the person who has his spell made permanent does not necessarily have to make himself the subject of the spell. A 'permanency' spell cannot increase its own duration, nor the duration of spells saved by a 'delayed effect' (so if both a 'permanency' and 'delayed effect' are eligible for the same spell to be banked or extended, a choice must be made, the losing spell being neutralized and working on the next spell instead). | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Surrender | title=Surrender | ||
|text= (p | |text= (p | ||
This is not a spell and consequently cannot be cast at anyone. The wizard making these gestures, irrespective of whether they terminate spells or not, surrenders and the contest is over. The surrendering wizard is deemed to have lost unless his gestures completed spells which killed his opponent. Two simultaneous surrenders count as a draw. It is a skill for wizards to work their spells so that they never accidentally perform 2 P gestures simultaneously. Wizards can be killed as they surrender if hit with appropriate spells or attacked physically, but the "referees" will cure any diseases, poisons etc immediately after the surrender for them. | |||
} | |||
{Card |type=Action| | {Card |type=Action| | ||
title=Stab | title=Stab | ||
|text= stab | |text= stab | ||
This is not a spell but an attack which can be directed at any individual monster or wizard. Unless protected in that turn by a 'shield' spell or another spell with the same effect, the being stabbed suffers 1 point of damage. The wizard only has one knife so can only stab with one hand in any turn, although which hand doesn't matter. The stab cannot be reflected by a 'magic mirror' or stopped by 'dispel magic' (although its 'shield' effect *could* stop the stab). Wizards are not allowed to stab themselves and must choose a target for the stab. Knives cannot be thrown. | |||
} |
Revision as of 07:46, 13 October 2007
Spellcaster | |
---|---|
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
You have two 'hands'. You play Things on either of those Hands, forming a queue. When the last Things of the queue form a certain sequence, you've successfully cast a spell.
Card List
P-S-D-F Charm person
D-S-F Confusion
W-F-P Cause light wounds
W-P-P Counter-spell
D-W-S-S-S-P Delayed effect
W-W-P Protection from evil
P-D-W-P Remove enchantment
S-S-F-P Resist cold
W-W-F-P Resist heat
P Shield
CC-S-W-W-S Summon elemental
D-F-W Cure light wounds
CC-D-P-W Dispel magic
S-P-F-P-S-D-W Permanency
W-F-P-S-F-W Summon giant
S-F-W Summon goblin
P-S-F-W Summon ogre
F-P-S-F-W Summon troll
P-S-D-D Charm monster
S-W-D Fear
P-W-P-F-S-S-S-D Finger of death
F-S-S-D-D Fireball
D-F-F-D-D Lightning bolt
S-D Missile
D-W-W-F-W-D Poison
D-S-F-F-F-CC Disease
S-W-W-CC Fire storm
P-W-P-W-W-CC Haste
W-S-S-CC Ice storm
D-W-W-F-W-CC Raise dead
S-P-P-CC Time stop
{Card |type=Action| title=Shield |text= P
This spell protects the subject from all attacks from monsters (that is, creatures created by a summons class spell), from missile spells, and from stabs by wizards. The shield lasts for that turn only, but one shield will cover all such attacks made against the subject that turn. } {Card |type=Action| title=Remove enchantment |text= P-D-W-P
If the subject of this spell is currently being effected by any of the spells in the spells in the "enchantments" section, and/or if spells from that section are cast at him at the same time as the remove enchantment, then any such spells terminate immediately although their effect for that turn might already have passed. For example, the victim of a 'blindness' spell would not be able to see what his opponent's gestures were on the turn his sight is restored by a 'remove enchantment'. Note that the 'remove enchantment' affects all spells from the "Enchantment" section whether the caster wants them to all go or not. A second effect of the spell is to destroy any monster upon which it is cast, although the monster can attack in that turn. It does not affect wizards unless cast on a wizard as he creates a monster when the monster is destroyed, and the effects described above apply. } {Card |type=Action| title=Magic mirror |text= C-(w
Any spell cast at the subject of this spell is reflected back at the caster of that spell for that turn only. This includes spells like 'missile' and 'lightning bolt' but does not include attacks by monsters already in existence, or stabs from wizards. Note that certain spells are cast by wizards usually upon themselves, e.g. spells from this section and the "Summons" section, in which case the mirror would have no effect. It is countered totally, with no effect whatsoever, if the subject is the simultaneous subject of either a 'counter-spell' or 'dispel magic'. It has no effect on spells which affect more than one person, such as 'fire storm' and 2 mirrors cast at someone simultaneously combine to form a single mirror. } {Card |type=Action| title=Counter-spell |text= W-P-P *or* W-W-S
Any other spell cast upon the subject in the same turn has no effect whatever. In the case of blanket-type spells, which affect more than 1 person, the subject of the 'counter-spell' alone is protected. For example, a 'fire storm' spell could kill off a monster but not if it was simultaneously the subject of a 'counter-spell' although everyone else would be affected as usual unless they had their own protection. The 'counter-spell' will cancel all the spells cast at the subject for that turn including 'remove enchantment' and 'magic mirror' but not 'dispel magic' or 'finger of death'. It will combine with another spell of its own type for the same effect as if it were alone. The 'counter-spell' will also act as a 'shield' on the final gesture in addition to its other properties, but the shield effect is on the same subject as its other effect. The spell has 2 alternative gesture sequences, either of which may, be used at any time. } {Card |type=Action| title=Dispel magic |text= C-D-P-W
This spell acts as a combination of 'counter-spell' and 'remove enchantment', but its effects are universal rather than limited to the subject of the spell. It will stop any spell cast in the same turn from working (apart from another dispel magic spell which combines with it for the same result), and will remove all enchantments from all beings before they have effect. In addition, all monsters are destroyed although they can attack that turn. 'Counter-spells' and 'magic mirrors' have no effect. The spell will not work on stabs or surrenders. As with a 'counter-spell' it also acts as a 'shield' for its subject. } {Card |type=Action| title=Raise dead |text= D-W-W-F-W-C
The subject of this spell is usually a recently-dead (not yet decomposing) human corpse though it may be used on a dead monster. When the spell is cast, life is instilled back into the corpse and any damage which it has sustained is cured until the owner is back to his usual state of health. A 'remove enchantment' effect is also manifest so any 'diseases' or 'poisons' will be neutralized (plus any other enchantments). If swords, knives, etc still remain in the corpse when it is raised, they will of course cause it damage as usual. The subject will be able to act as normal immediately under the influence of the caster of the 'raise dead' spell, so that next turn he can gesture, fight etc (in fact he will be able to fight on the turn upon which the spell is cast.) If the spell is cast on a live individual, the effect is that of a 'cure light wounds' recovering 5 points of damage, or as many as have been sustained if less than 5. This is the only spell which affects corpses properly. It therefore cannot be stopped in such circumstances by a 'counter-spell'. A 'dispel magic' spell will prevent it, since it affects all spells no matter what their subject. Once alive the subject is treated as normal. } {Card |type=Action| title=Cure light wounds |text= D-F-W
If the subject has received damage then he is cured by 1 point as if that point had not been inflicted. Thus, for example, if a wizard was at 10 points of damage and was hit simultaneously by a 'cure light wounds' and a 'lightning bolt' he would finish that turn on 14 points rather than 15 (or 9 if there had been no 'lightning bolt'). The effect is not removed by a 'dispel magic' or 'remove enchantment'. } {Card |type=Action| title=Cure heavy wounds |text= D-F-P-W
This spell is the same as 'cure light wounds' for its effect, but 2 points of damage are cured instead of 1, or only 1 if only 1 had been sustained. A side effect is that the spell will also cure a disease (note 'raise dead' on a live individual won't).
}
{Card |type=Action|
title=Summon Goblin
|text= S-F-W
This spell creates a goblin under the control of the subject upon whom the spell is cast (or if cast on a monster, *its* controller, even if the monster later dies or changes loyalty). The goblin can attack immediately and its victim can be any any wizard or other monster the controller desires, stating which at the time he writes his gestures. It does 1 point of damage to its victim per turn and is destroyed after 1 point of damage is inflicted upon it. The summoning spell cannot be cast at an elemental, and if cast at something which doesn't exist, the spell has no effect. } {Card |type=Action| title=Summon Ogre |text= P-S-F-W
This spell is the same as 'summon goblin' but the ogre created inflicts and is destroyed by 2 points of damage rather than l. } {Card |type=Action| title=Summon Troll |text= F-P-S-F-W
This spell is the same as 'summon goblin' but the troll created inflicts and is destroyed by 3 points of damage rather than l. } {Card |type=Action| title=Summon Giant |text= W-F-P-S-F-W
This spell is the same as 'summon goblin' but the giant created inflicts and is destroyed by 4 points of damage rather than l. } {Card |type=Action| title=Summon Elemental |text= C-S-W-W-S
This spell creates either a fire elemental or an ice elemental at the discretion of the person upon whom the spell is cast after he has seen all the gestures made that turn.
Elementals must be cast at someone and cannot be "shot off" harmlessly at some inanimate object. The elemental will, for that turn and until destroyed, attack everyone who is not resistant to its type (heat or cold), causing 3 points of damage per turn. The elemental takes 3 points of damage to be killed but may be destroyed by spells of the opposite type (e.g. 'fire storm', 'resist cold' or 'fireball' will kill an ice elemental), and will also neutralize the canceling spell. Elementals will not attack on the turn they are destroyed by such a spell. An elemental will also be engulfed and destroyed by a storm of its own type but, in such an event, the storm is not neutralized although the elemental still does not attack in that turn. 2 elementals of the opposite type will also destroy each other before attacking, and 2 of the same type will join together to form a single elemental of normal strength. Note that only wizards or monsters resistant to the type of elemental, or who are casting a spell which has the effect of a 'shield' do not get attacked by the elemental. Casting a 'fireball' upon yourself when being attacked by an ice elemental is no defence! (Cast it at the elemental...)
}
{Card |type=Action|
title=Missile
|text= S-D
This spell creates a material object of hard substance which is hurled towards the subject of the spell and causes him 1 point of damage. The spell is thwarted by a 'shield' in addition to the usual 'counter-spell', 'dispel magic' and 'magic mirror' (the latter causing it to hit whoever cast it instead). } {Card |type=Action| title=Finger of Death |text= P-W-P-F-S-S-S-D
Kills the subject stone dead. This spell is so powerful that it is unaffected by a 'counter-spell' although a 'dispel magic' spell cast upon the final gesture will stop it. The usual way to prevent being harmed by this spell is to disrupt it during casting using, for example, an 'anti-spell'. } {Card |type=Action| title=Lightning Bolt |text= D-F-F-D-D or W-D-D-C
The subject of this spell is hit by a bolt of lightning and sustains 5 points of damage. Resistance to heat or cold is irrelevant. There are 2 gesture combinations for the spell, but the shorter one may be used only once per day (i.e. per battle) by any wizard. The longer one may be used without restriction. A 'shield' spell offers no defence. } {Card |type=Action| title=Cause Light Wounds |text= W-F-P
The subject of this spell is inflicted with 2 points of damage. Resistance to heat or cold offers no defence. A simultaneous 'cure light wounds' will serve only to reduce the damage to 1 point. A 'shield' has no effect. } {Card |type=Action| title=Cause Heavy Wounds |text= W-P-F-D
This has the same effect as 'cause light wounds' but inflicts 3 points of damage instead of 2. } {Card |type=Action| title=Fireball |text= F-S-S-D-D
The subject of this spell is hit by a ball of fire and sustains 5 points of damage unless he is resistant to fire. If at the same time an 'ice storm' prevails, the subject of the 'fireball' is instead not harmed by either spell, although the storm will affect others as normal. If directed at an ice elemental, the fireball will destroy it before it can attack, but has no other effect on the creatures. } {Card |type=Action| title=Fire storm |text= S-W-W-C
Everything not resistant to heat sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either an 'ice storm' or an ice elemental. It will destroy but not be destroyed by a fire elemental. Two 'fire storms' act as one. } {Card |type=Action| title=Ice storm |text= W-S-S-C
Everything not resistant to cold sustains 5 points of damage that turn. The spell cancels wholly, causing no damage, with either a 'fire storm' or a fire elemental, and will cancel locally with a 'fireball'. It will destroy but not be destroyed by an ice elemental. Two 'ice storms' act as one.
}
{Card |type=Action|
title=Amnesia
|text= D-P-P
If the subject of this spell is a wizard, next turn he must repeat identically the gestures he made in the current turn, including stabs. If the subject is a monster it will attack whoever it attacked this turn. If the subject is simultaneously the subject of any of 'confusion', 'charm person', 'charm monster', 'paralysis' or 'fear' then none of the spells work. } {Card |type=Action| title=Confusion |text= D-S-F
If the subject of this spell is a wizard, next turn he writes down his gestures as usual and after exposing them, rolls 2 dice to determine which gesture is superseded due to his being confused. The first die indicates left hand on 1-3, right on 4-6. The second roll determines what the gesture for that hand shall be replaced with: 1=C, 2=D, 3=F, 4=P, 5=S, 6=W. If the subject of the spell is a monster, it attacks at random that turn. If the subject is also the subject of any of: 'amnesia', 'charm person', 'charm monster', 'paralysis' or 'fear', none of the spells work. } {Card |type=Action| title=Charm Person |text= P-S-D-F
Except for cancellation with other enchantments, this spell only affects humans. The subject is told which of his hands will be controlled at the time the spell hits, and in the following turn, the caster of the spell writes down the gesture he wants the subject's named hand to perform. This could be a stab or nothing. (Some people, myself included do not allow the gesture to be nothing. Makes the game more exciting, as there is no reason to choose any non-nothing gesture when you have the choice. -- B) If the subject is only so because of a reflection from a 'magic mirror' the subject of the mirror assumes the role of caster and writes down his opponent's gesture. If the subject is also the subject of any of 'amnesia', 'confusion', 'charm monster', 'paralysis' or 'fear', none of the spells work. } {Card |type=Action| title=Charm Monster |text= P-S-D-D
Except for cancellation with other enchantments, this spell only affects monsters (excluding elementals). Control of the monster is transferred to the caster of the spell (or retained by him) as of this turn, i.e. the monster will attack whosoever its new controller dictates from that turn onwards including that turn. Further charms are, of course, possible, transferring as before. If the subject of the charm is also the subject of any of: 'amnesia', 'confusion', 'charm person', 'fear' or 'paralysis', none of the spells work. } {Card |type=Action| title=Paralysis |text= F-F-F
If the subject of the spell is a wizard, then on the turn the spell is cast, after gestures have been revealed, the caster selects one of the wizard's hands and on the next turn that hand is paralyzed into the position it is in this turn. If the wizard already had a paralyzed hand, it must be the same hand which is paralyzed again. Certain gestures remain the same but if the hand being paralyzed is performing a C, S or W it is instead paralyzed into F, D or P respectively, otherwise it will remain in the position written down (this allows repeated stabs). A favourite ploy is to continually paralyze a hand (F-F-F-F-F-F etc.) into a non-P gesture and then set a monster on the subject so that he has to use his other hand to protect himself, but then has no defence against other magical attacks. If the subject of the spell is a monster (excluding elementals which are unaffected) it simply does not attack in the turn following the one in which the spell was cast. If the subject of the spell is also the subject of any of 'amnesia', 'confusion', 'charm person', 'charm monster' or 'fear', none of the spells work. } {Card |type=Action| title=Fear |text= S-W-D
In the turn following the casting of this spell, the subject cannot perform a C, D, F or S gesture. This obviously has no effect on monsters. If the subject is also the subject of 'amnesia', 'confusion', 'charm person', 'charm monster' or 'paralysis', then none of the spells work. } {Card |type=Action| title=Anti-spell |text= S-P-F
On the turn following the casting of this spell, the subject cannot include any gestures made on or before this turn in a spell sequence and must restart a new spell from the beginning of that spell sequence. The spell does not affect spells which are cast on the same turn nor does it affect monsters. } {Card |type=Action| title=Protection from Evil |text= W-W-P
For this turn and the following 3 turns the subject of this spell is protected as if using a 'shield' spell, thus leaving both hands free. Concurrent 'shield' spells offer no further protection and compound 'protection from evil' spells merely overlap offering no extra cover. } {Card |type=Action| title=Resist Heat |text= W-W-F-P
The subject of this spell becomes totally resistant to all forms of heat attack ('fireball', 'fire storm' and fire elementals). Only 'dispel magic' or 'remove enchantment' will terminate this resistance once started (although a 'counter-spell' will prevent it from working if cast at the subject at the same time as this spell). A 'resist heat' cast directly on a fire elemental will destroy it before it can attack that turn, but there is no effect on ice elementals. } {Card |type=Action| title=Resist Cold |text= S-S-F-P
The effects of this spell are identical to 'resist heat' but resistance is to cold ('ice storm' and ice elementals) and it destroys ice elementals if they are the subject of the spell but doesn't affect fire elementals. } {Card |type=Action| title=Disease |text= D-S-F-F-F-C
The subject of this spell immediately contracts a deadly (non-contagious) disease which will kill him at the end of 6 turns counting from the one upon which the spell is cast. The malady is cured by 'remove enchantment' or 'cure heavy wounds' or 'dispel magic' in the meantime. } {Card |type=Action| title=Poison |text= D-W-W-F-W-D
This is the same as the disease spell except that 'cure heavy wounds' does not stop its effects. } {Card |type=Action| title=Blindness |text= D-W-F-F-(d
For the next 3 turns not including the one in which the spell was cast, the subject is unable to see. If he is a wizard, he cannot tell what his opponent's gestures are, although he must be informed of any which affect him (e.g. summons spells, 'missile' etc cast at him) but not 'counter- spells' to his own 'attacks. Indeed he will not know if his own spells work unless they also affect him (e.g. a 'fire storm' when he isn't resistant to fire.) He can control his monsters (e.g. "Attack whatever it was that just attacked me"). Blinded monsters are instantly destroyed and cannot attack in that turn. } {Card |type=Action| title=Invisibility |text= P-P-(w-(s
This spell is similar to 'blindness' only the subject of the spell becomes invisible to his opponent and his monsters. All spells he creates, though not gestures, can be seen by his opponent and identified. The subject cannot be attacked by any monsters although they can be directed at him in case he becomes visible prematurely. Wizards can still stab and direct spells at him, with the same hope. Any monster made invisible is destroyed due to the unstable nature of such magically created creatures. } {Card |type=Action| title=Haste |text= P-W-P-W-W-C
For the next 3 turns, the subject (but not his monsters if a wizard) makes an extra set of gestures due to being speeded up. This takes effect in the following turn so that instead of giving one pair of gestures, 2 are given, the effect of both being taken simultaneously at the end of the turn. Thus a single 'counter-spell' from his adversary could cancel 2 spells cast by the hastened wizard on 2 half-turns if the phasing is right. Non-hastened wizards and monsters can see everything the hastened individual is doing. Hastened monsters can change target in the extra turns if desired. } {Card |type=Action| title=Time stop |text= S-P-P-C
The subject of this spell immediately takes an extra turn, on which no-one can see or know about unless they are harmed. All non-affected beings have no resistance to any form of attack, e.g. a wizard halfway through the duration of a 'protection from evil' spell can be harmed by a monster which has had its time stopped. Time-stopped monsters attack whoever their controller instructs, and time-stopped elementals affect everyone, resistance to heat or cold being immaterial in that turn. } {Card |type=Action| title=Delayed effect |text= D-W-S-S-S-P
This spell only works if cast upon a wizard. The next spell he completes, provided it is on this turn or one of the next 3 is "banked" until needed, i.e. it fails to work until its caster desires. This next spell which is to be banked does not include the actual spell doing the banking. The spell must be written down to be used by its caster at the same time that he writes his gestures. Note that spells banked are those cast by the subject not those cast at him. If he casts more than one spell at the same time he chooses which is to be banked. Remember that P is a 'shield' spell, and surrender is not a spell. A wizard may only have one spell banked at any one time. } {Card |type=Action| title=Permanency |text= S-P-F-P-S-D-W
This spell only works if cast upon a wizard. The next spell he completes, provided it is on this turn or one of the next 3, and which falls into the category of "Enchantments" (except 'anti-spell', 'disease', 'poison', or 'time-stop') will have its effect made permanent. This means that the effect of the extended spell on the first turn of its duration is repeated eternally. For example, a 'confusion' spell will be the same gesture rather than re-rolling the dice, a 'charm person' will mean repetition of the chosen gesture, etc. If the subject of the 'permanency' casts more than one spell at the same time eligible for permanency, he chooses which has its duration extended. Note that the person who has his spell made permanent does not necessarily have to make himself the subject of the spell. A 'permanency' spell cannot increase its own duration, nor the duration of spells saved by a 'delayed effect' (so if both a 'permanency' and 'delayed effect' are eligible for the same spell to be banked or extended, a choice must be made, the losing spell being neutralized and working on the next spell instead).
}
{Card |type=Action|
title=Surrender
|text= (p
This is not a spell and consequently cannot be cast at anyone. The wizard making these gestures, irrespective of whether they terminate spells or not, surrenders and the contest is over. The surrendering wizard is deemed to have lost unless his gestures completed spells which killed his opponent. Two simultaneous surrenders count as a draw. It is a skill for wizards to work their spells so that they never accidentally perform 2 P gestures simultaneously. Wizards can be killed as they surrender if hit with appropriate spells or attacked physically, but the "referees" will cure any diseases, poisons etc immediately after the surrender for them. } {Card |type=Action| title=Stab |text= stab
This is not a spell but an attack which can be directed at any individual monster or wizard. Unless protected in that turn by a 'shield' spell or another spell with the same effect, the being stabbed suffers 1 point of damage. The wizard only has one knife so can only stab with one hand in any turn, although which hand doesn't matter. The stab cannot be reflected by a 'magic mirror' or stopped by 'dispel magic' (although its 'shield' effect *could* stop the stab). Wizards are not allowed to stab themselves and must choose a target for the stab. Knives cannot be thrown. }