 

 standard wizwar cards standard wizwar cards 

Spell list from the 5th edition of Wiz-War, including the first two expansion sets, as adapted from the spell list on wizwar.com.

Wiz-War is (c) 1985 by Jolly Games.

 CONTENTS: 

 1. 
 Absorb    [COUNTERACTION] 

 2. 
 Absorb Spell    [COUNTERACTION] 

 3. 
 Add    

 4. 
 Adrenaline    [NEUTRAL] 

 5. 
 Alter Ego    [NEUTRAL] 

 6. 
 Alter Reality    [NEUTRAL] 

 7. 
 Amber Pendant    [ARTIFACT] 

 8. 
 Amplify    [NEUTRAL] 

 9. 
 Animate Object    [NEUTRAL] 

 10. 
 Anti-Anti    [COUNTERACTION] 

 11. 
 Around the Corner    [NEUTRAL] 

 12. 
 Arm of Thor    [ARTIFACT] 

 13. 
 Astral Projection    [NEUTRAL] 

 14. 
 Big Man    [NEUTRAL] 

 15. 
 Blaster Stick    [ATTACK] 

 16. 
 Blind    [ATTACK] 

 17. 
 Blink    [ATTACK] 

 18. 
 Bloodstone    [OBJECT] 

 19. 
 Blunt    [COUNTERACTION] 

 20. 
 Bomb    [TRAP] 

 21. 
 Boobytrap    [NEUTRAL] 

 22. 
 Book of Infinite Spells    [ARTIFACT] 

 23. 
 Brain    [ARTIFACT] 

 24. 
 Brain Drain    [ATTACK] 

 25. 
 Brainstone    [OBJECT] 

 26. 
 Buddy    [NEUTRAL] 

 27. 
 Burden    [ATTACK] 

 28. 
 Card Erasure    [ATTACK] 

 29. 
 Cease-Fire    [ATTACK] 

 30. 
 Chaos    [ATTACK] 

 31. 
 Claw of Mars    [ARTIFACT] 

 32. 
 Clone    [COUNTERACTION] 

 33. 
 Control Creation    [NEUTRAL] 

 34. 
 Create Big Black Bat    [ATTACK] 

 35. 
 Create Door    [NEUTRAL] 

 36. 
 Create Familiar    [ATTACK] 

 37. 
 Create Ghoul    [ATTACK] 

 38. 
 Create Pit    [NEUTRAL] 

 39. 
 Create Skeleton    [ATTACK] 

 40. 
 Create Sub-Wizard    [ATTACK] 

 41. 
 Create Troll    [ATTACK] 

 42. 
 Create Wall    [NEUTRAL] 

 43. 
 Create Wraith    [ATTACK] 

 44. 
 Crossbow    [ATTACK] 

 45. 
 Crystal Ball    [ARTIFACT] 

 46. 
 Curse Of The Litter Bug    [ATTACK] 

 47. 
 Curse Of The Monster Musk    [ATTACK] 

 48. 
 Dagger    [ATTACK] 

 49. 
 Decoy    [NEUTRAL] 

 50. 
 Deja-Vu    [NEUTRAL] 

 51. 
 Democratic Monster    [ATTACK] 

 52. 
 Destroy Wall    [NEUTRAL] 

 53. 
 Disease    [ATTACK] 

 54. 
 Disguise Magic    [NEUTRAL] 

 55. 
 Dispel Creation    [NEUTRAL] 

 56. 
 Door-To-Door    [NEUTRAL] 

 57. 
 Double Back    [COUNTERACTION] 

 58. 
 Double Barrel    [NEUTRAL] 

 59. 
 Drag    [NEUTRAL] 

 60. 
 Drop Object    [ATTACK] 

 61. 
 Dust cloud    [NEUTRAL] 

 62. 
 Empathy    [COUNTERACTION] 

 63. 
 Evil Eye    [ARTIFACT] 

 64. 
 Exploding Door    [NEUTRAL] 

 65. 
 Exploding Energy    [ATTACK] 

 66. 
 Extend    [NEUTRAL] 

 67. 
 Eye of the Beholder    [ARTIFACT] 

 68. 
 Eye of Claremont    [ARTIFACT] 

 69. 
 Fear    [NEUTRAL] 

 70. 
 Featherweight    [COUNTERACTION] 

 71. 
 Fighterstone    [ATTACK] 

 72. 
 Fill `Er Up    [NEUTRAL] 

 73. 
 Fill Square With Slime    [NEUTRAL] 

 74. 
 Fill Square with Stone    [NEUTRAL] 

 75. 
 Fire Imp    [ATTACK] 

 76. 
 Fireball    [ATTACK] 

 77. 
 Firefly Stick    [ATTACK] 

 78. 
 Fit Of Frenzy    [TRAP] 

 79. 
 Flame On    [NEUTRAL] 

 80. 
 Flight    [NEUTRAL] 

 81. 
 Force of the Jet-Eye    [ARTIFACT] 

 82. 
 Full Reflection    [COUNTERACTION] 

 83. 
 Full Shield    [COUNTERACTION] 

 84. 
 Geas    [ATTACK] 

 85. 
 Ghost    [ATTACK] 

 86. 
 Gift From Below    [TRAP] 

 87. 
 Gift From God    [INSTANT] 

 88. 
 Glue    [NEUTRAL] 

 89. 
 Go Away    [ATTACK] 

 90. 
 Handful Of Tacks    [OBJECT] 

 91. 
 Hard Cell    [NEUTRAL] 

 92. 
 Health Stone    [OBJECT] 

 93. 
 Heave-Ho    [ATTACK] 

 94. 
 Hotfoot    [ATTACK] 

 95. 
 Howling Vacuum    [NEUTRAL] 

 96. 
 Hypnosis    [ATTACK] 

 97. 
 Idiot    [ATTACK] 

 98. 
 Illusionary Attack    [ATTACK] 

 99. 
 Illusion Wall    [NEUTRAL] 

 100. 
 Interrupt    [SPECIAL] 

 101. 
 Invisible    [NEUTRAL/COUNTERACTION] 

 102. 
 It    [ATTACK] 

 103. 
 Jam Lock    [NEUTRAL] 

 104. 
 Janitor    [NEUTRAL] 

 105. 
 Killer Ooze    [NEUTRAL] 

 106. 
 Klutz    [TRAP] 

 107. 
 Large Rock    [ATTACK] 

 108. 
 Lifesaver    [NEUTRAL] 

 109. 
 Lightningblast    [ATTACK] 

 110. 
 Load Stone    [ATTACK] 

 111. 
 Lock In Place    [ATTACK] 

 112. 
 Mad Dash    [NEUTRAL] 

 113. 
 Magic Armor of Ares    [ARTIFACT] 

 114. 
 Master Key    [OBJECT] 

 115. 
 Medusa    [ATTACK] 

 116. 
 Mental Force    [ATTACK] 

 117. 
 Mental Swap    [ATTACK] 

 118. 
 Mist-Body    [NEUTRAL] 

 119. 
 Monster Bane    [ATTACK] 

 120. 
 Mundane    [ATTACK] 

 121. 
 Negate Neutral    [SPECIAL] 

 122. 
 No Spell    [ATTACK] 

 123. 
 Opportunity Fire    [SPECIAL] 

 124. 
 Pass The Buck    [NEUTRAL] 

 125. 
 Pass Through Wall    [NEUTRAL] 

 126. 
 Permawarp    [NEUTRAL] 

 127. 
 Pick Lock    

 128. 
 Power Attack    [NEUTRAL] 

 129. 
 Power Battery    [ARTIFACT] 

 130. 
 Power Drain    [ATTACK] 

 131. 
 Power Run    [NEUTRAL] 

 132. 
 Powerstone    [OBJECT] 

 133. 
 Powerthrust    [ATTACK] 

 134. 
 Psychic Storm    [ATTACK] 

 135. 
 Public Funds    [NEUTRAL] 

 136. 
 Push Object    [NEUTRAL] 

 137. 
 Random Card    

 138. 
 Reflection    [COUNTERACTION] 

 139. 
 Rejuvenation    [NEUTRAL] 

 140. 
 Relocate Sector    [NEUTRAL] 

 141. 
 Remove Curse    [NEUTRAL/COUNTERACTION] 

 142. 
 Remove Lock    [NEUTRAL] 

 143. 
 Reuse Spell    [NEUTRAL/COUNTERACTION] 

 144. 
 Reverse    [COUNTERACTION] 

 145. 
 Rewarp    [NEUTRAL] 

 146. 
 Richochet    [NEUTRAL] 

 147. 
 Ring of Power    [ARTIFACT] 

 148. 
 Rosebush    [NEUTRAL] 

 149. 
 Rotate Sector    [NEUTRAL] 

 150. 
 Safe    [NEUTRAL] 

 151. 
 Shadow    [NEUTRAL] 

 152. 
 Shadowstone    [OBJECT] 

 153. 
 Shatter    [NEUTRAL] 

 154. 
 Shield of Azpesdoze    [ARTIFACT] 

 155. 
 Shieldstone    [OBJECT] 

 156. 
 Shift Stick    [ATTACK] 

 157. 
 Shock Wave    [ATTACK] 

 158. 
 Shrink    [NEUTRAL] 

 159. 
 Slow    [ATTACK] 

 160. 
 Slow Death    [ATTACK] 

 161. 
 Soulstone    [OBJECT] 

 162. 
 Speed    [NEUTRAL] 

 163. 
 Speedstone    [OBJECT] 

 164. 
 Spell Stone    [OBJECT] 

 165. 
 Sticks And Stones    [ATTACK] 

 166. 
 Sticky Stick    [ATTACK] 

 167. 
 Stone Dead    [ATTACK] 

 168. 
 Stone To Water    [NEUTRAL] 

 169. 
 Strength    [NEUTRAL] 

 170. 
 Sucker    [ATTACK] 

 171. 
 Sudden Death    [ATTACK] 

 172. 
 Super-Dodge    [COUNTERACTION] 

 173. 
 Swap    [ATTACK] 

 174. 
 Swap Home Bases    [NEUTRAL] 

 175. 
 Swap Meet    [ATTACK] 

 176. 
 Swap Sectors    [NEUTRAL] 

 177. 
 Swarthmore's Enchantment    [NEUTRAL] 

 178. 
 Telepath    [ATTACK] 

 179. 
 Teleport    [NEUTRAL/COUNTERACTION] 

 180. 
 Teleport Amulet    [ARTIFACT] 

 181. 
 Teleport Creation    [NEUTRAL] 

 182. 
 Teleport Load    [OBJECT] 

 183. 
 Teleport Object    [NEUTRAL] 

 184. 
 Teleport Opponent    [ATTACK] 

 185. 
 Thief    [ATTACK] 

 186. 
 Thornbush    [NEUTRAL] 

 187. 
 Thought Steal    [ATTACK] 

 188. 
 Thumb Of God    [ATTACK] 

 189. 
 Time Warp    [NEUTRAL] 

 190. 
 Tiny Swap    [NEUTRAL] 

 191. 
 Trader    [NEUTRAL] 

 192. 
 Trap!    [TRAP] 

 193. 
 Ugly    [NEUTRAL] 

 194. 
 Vampire!    [NEUTRAL] 

 195. 
 Visionstone    [OBJECT] 

 196. 
 Walking Dead    [ATTACK] 

 197. 
 Wall Of Fire    [NEUTRAL/COUNTERACTION] 

 198. 
 Wall Of Fog    [NEUTRAL] 

 199. 
 Wall Of Glass    [NEUTRAL] 

 200. 
 Ward    [NEUTRAL] 

 201. 
 Warp Stick    [OBJECT] 

 202. 
 Waterbolt    [ATTACK] 

 203. 
 Waterwall    [NEUTRAL/COUNTERACTION] 

 204. 
 Weakness    [ATTACK] 

 205. 
 Werewolf    [NEUTRAL] 

 206. 
 Wings of Mercury    [ARTIFACT] 

 207. 
 Wizardblade    [ATTACK] 

 208. 
 X-Ray Vision    [NEUTRAL] 

Enjoy. 
 COUNTERACTION   

 ABSORB   

 Reduces any point damage done to you, up to three points. 
 Has no effect on duration-based spells.

 FAQ: 
 This is only for one attack, it does not work against 3 points of damage from multiple attacks in one turn. 

 [ 
 MUST BE POINT-BASED ] 

 [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS 3  ] 

 [ ATTACKER NOT HURT ] 

 COUNTERACTION   

 ABSORB SPELL   

 You can nullify and take into your hand one spell used 
 directly against you. Does not include NUMBER cards. Will work on other 
 COUNTERACTIONS. REFLECTION, FULL REFLECTION, FULL SHIELD have no effect 
 on this card.

 FAQ: 
 When played versus a REUSE SPELL, ABSORB SPELL takes priority, since it makes no sense doing
 it the other way! Also ABSORB SPELL defeats a CARD ERASURE, as Counteractions take effect before 
 Attacks. ABSORB SPELL has no effect on objects or the spells they produce,
 such as Magics Sticks, Magic Stones, and Artifacts. ABSORB SPELL will not work against ANTI-ANTI, 
 since ANTI-ANTI is not used against the player, but rather his spell. Yes, ABSORB SPELL will work 
 on FULL REFLECTION or REFLECTION, but not FULL SHIELD, as that is not used against you, but cast upon the player using it. 

 [ ABSORB-SPELL ] 

 ADD   

 You may add two NUMBER cards together for any single 
 action.

 FAQ: 
 Can you play a NUMBER card to add to your movement, then perform some action that gets you another NUMBER card, THEN play your ADD
 with the new NUMBER card, adding it to the NUMBER card already played? No, you can't. When the ADD card is used, the NUMBER cards to be
 added must be played together, immediately upon casting the ADD spell.

 [ NUMBER: NUMBER CARD PLAYED PLUS NUMBER CARD PLAYED ] 

 NEUTRAL   

 ADRENALINE   

 Allows 2 attacks in one turn. Duration equals NUMBER 
 card played. Cast on yourself.

 FAQ: This lets you attack 2 times in a turn, it doesn't let you use objects twice in a turn when the particular object says that it can be used once a turn. 

 See also: Survey: Slow and Adrenaline .

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ ADRENALINE ] 

 NEUTRAL   

 ALTER EGO   

 Create a stationary double of yourself in the square 
 you now occupy. It may use any of the spells in your hand, and you need 
 not be in its L.O.S. to do so. Permanent until destroyed. Any damage 
 done to it at all destroys it.

 See also: Blind & Alter ego and Alter Ego - Werewolf (Hypnosis) .

 [ TARGETS SPACE ] 

 Creates a ALTER-EGO token. 

 [ HIT-POINTS EQUALS 1  ] 

 [ MOVEMENT EQUALS 0  ] 

 Has special ability: 

 [ ALTER-EGO ] 

 NEUTRAL   

 ALTER REALITY   

 Take one of the unused boards, flip it over in a random 
 orientation, and replace the one on which your Wizard is standing. All 
 Wizards, treasures, and other tokens are moved onto the new board in 
 the same relative positions. Tokens overlaying real walls (such as WALL 
 OF FIRE) are removed.

 [ TARGETS SECTOR ] 

 [ ALTER-REALITY ] 

 ARTIFACT   

 AMBER PENDANT   

 Can cast a counteraction or neutral-duration type spell on this
 pendant, and while you wear the pendant this spell will be reusable
 or continuously active. Once a spell has been set on the Amber Pendant,
 it may not be changed, even if the Pendant is transferred. Display
 immediately.

 NEUTRAL   

 AMPLIFY   

 Doubles spell power of one point-based or duration-based 
 spell. Two AMPLIFY spells quadruple spell power when used together.

 FAQ: 
 With SLOW DEATH, it causes 2 pts. damage per turn. If AMPLIFY is used with SHIELDSTONE, SHADOWSTONE, 
 WIZARDBLADE, or other permanent objects, note that it only affects that object for one use of the 
 object, not permanently. AMPLIFY can be used with a 1 point spell (one without a NUMBER card) to make 
 it worth 2 points. AMPLIFY does not affect NUMBER cards going into POWER BATTERY, it only affects the
 power as you use it to cast spells. 

 See also: FIRE IMP , Can you amplify someone else's spell? and Giving Jolly a headache... .

 [ 
 MUST BE POINT-BASED
 OR DURATION-BASED ] 

 [ MODIFIER: MULTIPLY 2  ] 

 NEUTRAL   
 LOS   

 ANIMATE OBJECT   

 This spell makes a moveable, non-living object move 
 2 spaces per turn at your command. LOS is required to cast the spell 
 on the object (but not to move it). It cannot climb or enter a space 
 already containing something. One point of damage to the object will 
 dissolve the enchantment. Thus, punching an animated Treasure dissolves 
 the spell (even though Treasures are not damageable). Duration permanent. 
 GLUE cancels.

 FAQ: 
 If this is on a TREASURE, and the treasure is on your home base, is it considered to be sitting on 
 your home base? Since this is an enchantment on the object, and not a creature that is carrying it, 
 then the answer is YES. 

 See also: Giving Jolly a headache... and Janitor on Animated Treasure .

 [ TARGETS TOKEN
 MUST BE OBJECT
 OR TREASURE ] 

 Creates a ANIMATE-OBJECT token. 

 [ HIT-POINTS EQUALS 1  ] 

 [ MOVEMENT EQUALS 2  ] 

 COUNTERACTION   

 ANTI-ANTI   

 Nullifies any one spell that counteracts an attack spell 
 directly. Does not work against escape, such as SHRINK, TELEPORT, or 
 INVISIBLE. Will work against SHIELDSTONE.

 FAQ: 
 Will work against SHIELDSTONE, but not SOULSTONE. This will not work against Remove Curse, as Remove Curse does not counter the attack spell, but merely stops the ongoing effects of the spell.

 See also: ABSORB SPELL .

 [ 
 CANNOT BE INTRINSIC ] 

 [ ANTI-ANTI ] 

 NEUTRAL   

 AROUND THE CORNER   

 You may cast any line of sight spell around one corner 
 (up to 180 degrees)

 FAQ: 
 This is a spell cast on another spell. If such a spell is reflected, then the reflected spell will go back around the corner, since it still has AROUND THE CORNER cast on it.

 See also: ASTRAL PROJECTION , REFLECTION and VISIONSTONE .

 [ 
 MUST BE LOS ] 

 [ MODIFIER: AROUND-THE-CORNER ] 

 ARTIFACT   

 ARM OF THOR   

 Lets you carry 2 treasures. The catch is, you must role
 a die at the beginning of each turn you carry the ARM OF THOR, or if
 you pick it up. If you roll a one, take 4 points of magical hernia
 damage, (as though you were attacked, thus counteractions will prevent
 damage). Display immediately.

 NEUTRAL   

 ASTRAL PROJECTION   

 Cast any one of your LOS spells anywhere on the board. 
 This card accompanies the spell you are casting. Any REFLECTIONS to 
 any attack spell you might use have no effect on you.

 COMMENTARY: 
 Note that since the card says that REFLECTIONS have no effect on
 you, that is the way we play it (unlike AROUND THE CORNER and VISIONSTONE).

 See also: AROUND THE CORNER , VISIONSTONE and The power of Vision Stone, XRay Vision, astral projection .

 [ 
 MUST BE LOS ] 

 [ MODIFIER: ASTRAL-PROJECTION ] 

 [ MODIFIER: COWARDS-ATTACK ] 

 NEUTRAL   

 BIG MAN   

 Makes you so large that you fill up to corridor (but 
 gives you no extra life-points). Other players cannot pass you, cast 
 spells past you, punch you, or enter your square, nor can monsters. 
 You can push other players or monsters (in an adjacent square) down 
 the corridor ahead of you as you move (but not other objects). Can also 
 step over a PIT, TACKS, or KILLER OOZE, SHRINK will nullify it. Duration 
 equals NUMBER card played.

 FAQ: 
 Can be punched from an adjacent square, or attacked by MONSTERS from an adjacent square. If he steps over something, like a PIT or KILLER OOZE, it requires 2 movement points. If Big Man pushes someone to an
 intersection, then the other player gets to decide which direction to go, if Big Man decides to push him further. Big Man will cancel Shrink. 

 COMMENTARY: 
 The faq text is somewhat in conflict with the card description, which says that
 a BIG MAN cannot be punched. We interpret this to mean that the BIG MAN
 is immune from ordinary punches, but can still be damaged by FIGHTERSTONE
 and similar attacks.

 See also: Big Man and immovable creatures , Big Man/Vampire and how it relates to New Card Classes , Big Man & Vampire! , Janitor on Animated Treasure and Trapped in a thorny prison (Big Man) .

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ ENHANCE ] 

 [ IMMOVABLE ] 

 [ FILLS-SQUARE ] 

 [ BLOCKS-LOS ] 

 [ BLOCKS-PASSAGE ] 

 [ PUSH-OPPONENTS ] 

 [ STEP-OVER-THINGS-ON-FLOOR ] 

 ATTACK   
 LOS   

 BLASTER STICK   

 A magic wand that does 3 points of magical damage per 
 charge. Number of charges is determined before use by NUMBER card played. 
 After charges are used up, discard. Only one charge can be used per 
 turn, as with all magic sticks.

 [ OBJECT ] 

 [ STICK ] 

 [ CHARGES EQUALS NUMBER CARD PLAYED ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 3 POINTS ] 

 ATTACK   
 LOS   

 BLIND   

 Blinds opponent, who must roll direction on D4 if attempting 
 to move, throw objects, or cast spells, except for spells he casts on 
 himself (e.g., BLUNT). Misdirected spells go intended distance. If movement 
 is attempted, bumping into a wall counts as one space of movement. Reroll 
 for each movement point. Duration equals NUMBER card.

 FAQ: 
 Even if you're BLIND, you can still move your MONSTERS okay, since they aren't LOS controls, anyway. 
 Also, non-LOS spells are not affected by your being blind. If you try to cast a spell on someone, if 
 it goes the right direction, then it hits him. If you cast a spell that was supposed to go 3 spaces
 away, and you accidentally point it at the wall next to you instead, since the spell can't go the 
 intended distance, it dissipates. If you are trying to attack one player while you are BLIND and the 
 spell ends up going toward another player, it misses him. 

 See also: DUST CLOUD , Visionstone while blinded and casting creation spells blindly .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ BLIND ] 

 ATTACK   
 LOS   

 BLINK   

 For the next NUMBER card worth of turns, the opponent 
 will teleport 1 to 4 spaces in a random direction (roll the die twice). 
 This occurs during your turn. If a BLINK takes opponent to SOLID STONE, 
 reroll distance, otherwise opponent is affected by contents of the destination 
 square. Can be cast on self as a counteraction to an LOS spell (the 
 spell would miss), but no NUMBER card can be played.

 COMMENTARY: 
 Note by the wording of the spell that Blink can only be used against magical damage.
 Since blink is an escaping-type spell, we have always allowed it to work against
 both physical and magical attacks.

 See also: TELEPORT .

 When used as Attack: 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ BLINK ] 

 When used as Counteraction: 

 [ TARGETS SELF ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ ESCAPES-ATTACK ] 

 [ BLINK ] 

 OBJECT   

 BLOODSTONE   

 POWER: Lowers all damage done you by one point per attack 
 (will cancel SLOW DEATH). This card is permanent. Display when used.

 [ OBJECT ] 

 [ STONE ] 

 [ 
 MUST BE POINT-BASED ] 

 [ REUSABLE ] 

 [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS 1  ] 

 [ ATTACKER NOT HURT ] 

 COUNTERACTION   

 BLUNT   

 Reduces any damage done to you by 1/2. Round fractions 
 up. Works on point-based or duration-based spells, or physical damage.

 FAQ: 
 If you play two in a row, they act one after the other, they do not cancel the damage out entirely! 
 Thus, against a 5 point Fireball, the first would reduce damage to 3 points (2.5 rounded up), and the 
 second would reduce damage to 2 points (1.5 rounded up). 

 [ 
 MUST BE POINT-BASED
 OR DURATION-BASED ] 

 [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] 

 [ ATTACKER NOT HURT ] 

 TRAP   

 BOMB   

 KABOOM! You just set off a bomb. Tough luck. You, everyone, 
 and everything within 4 squares (not through walls...the blast will, 
 however, go around corners) take 3 points of physical damage. Display 
 this card immediately and redraw.

 COMMENTARY: I think that this is a 6th edition card.

 See also: DOOR-TO-DOOR , PERMAWARP and Super-Dodge and the "Bomb" Trap Card .

 [ TARGETS SPACE ] 

 [ DAMAGE EQUALS 4 POINTS PHYSICAL ] 

 NEUTRAL   

 BOOBYTRAP   

 Take three blank tokens and the boobytrap token, placing 
 each of them face down anywhere on the board. If a player moves over 
 the one boobytrapped token, he or she takes 4 points of physical damage. 
 Boobytrap is permanent until triggered. You, as the caster, may move 
 across the boobytrapped token without harm. Can also cast when BLINDED.

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a BOOBYTRAP token. 

 Has Attack: 

 [ CREATOR-IMMUNE ] 

 [ DAMAGE EQUALS 4 POINTS PHYSICAL ] 

 ARTIFACT   

 BOOK OF INFINITE SPELLS   

 Draw 5 cards, use as desired, replenish at 1 per turn maximum. Cards
 are not considered part of your hand. If any objects are drawn, discard and
 redraw. Can use in combination with your card hand. Display immediately.

 ARTIFACT   

 BRAIN   

 No matter how many spells you use in a turn, fill your card-hand
 at turn-end. Display immediately.

 ATTACK   
 LOS   

 BRAIN DRAIN   

 This spell causes your opponent to lose a number of 
 random cards out of his hand equal to the NUMBER card played. If a Magic 
 Stone is lost, it is also discarded, not dropped on the board. A REFLECTION 
 would cause both players to lose 1/2 the NUMBER played (round up).

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ BRAIN-DRAIN: NUMBER CARD PLAYED ] 

 OBJECT   

 BRAINSTONE   

 POWER: Draw two more card, now. Hand limit is now nine 
 cards (including this card). This card is permanent. 
 Display when used.

 FAQ: 
 This has a loophole. If you drop it and pick it up, you get two new cards, then get to draw 2 more at the end of your turn. This is, so far, legal.

 COMMENTARY: 
 With the loophole, the brainstone is better than the spell stone. It is more
 reasonable to close the loophole with a rule variant that you only get two new
 cards when drawing the card, not when picking it up or stealing it.

 [ OBJECT ] 

 [ STONE ] 

 When first drawn: 

 [ DRAW-CARDS: 2  ] 

 When held: 

 [ INCREASE-HAND-LIMIT: 2  ] 

 NEUTRAL   
 LOS   

 BUDDY   

 Opponent will not attack you unless you attack first. 
 This is permanent until you attack.

 FAQ: 
 Some people think this should be an ATTACK. If you want to play it that way, fine. 
 Some people also think it should be burned. Some play it as a duration card, so you could 
 do this as a house rule. In the next revision, it will just become an ATTACK. 

 See also: Buddy as an attack and How buddy is your buddy? .

 [ TARGETS TOKEN
 MUST BE OPPONENET ] 

 [ BUDDY ] 

 ATTACK   
 LOS   

 BURDEN   

 For each Magic Stick, Magic Stone, Monster, or Artifact 
 carried by an opponent, he takes 1 point of damage due to the excessive 
 burden he has taken upon himself. If REFLECTED, you take damage based 
 on the items you control.

 See also: Damage: physical or magical? .

 [ TARGETS TOKEN
 MUST BE OPPONENET ] 

 [ DAMAGE EQUALS COUNT-STICKS-AND-STONES  ] 

 ATTACK   
 LOS   

 CARD ERASURE   

 Remove and discard any one card from opponent's hand. 
 You name which one. If opponent doesn't have it, this is still considered 
 your attack for the turn.

 See also: ABSORB SPELL .

 [ TARGETS TOKEN
 MUST BE OPPONENET ] 

 [ CARD-ERASURE ] 

 ATTACK   

 CEASE-FIRE   

 No one may attack another player or monster for one 
 round of turns, nor monsters attack players. ABSORB SPELL may be used 
 by any player to counteract CEASE-FIRE; FULL SHIELD will allow only 
 the shielded player to attack. FULL REFLECTION by any player means that 
 only the caster of CEASE-FIRE cannot attack.

 See also: ABSORB SPELL .

 [ TARGETS EVERYONE ] 

 [ DURATION EQUALS 1 TURN ] 

 [ CAN-NOT-ATTACK ] 

 ATTACK   

 CHAOS   

 Each player counts his or her cards, then everyone tosses 
 them in a pile and they are redistributed randomly, each player receiving 
 the same number that they started with. ABSORB SPELL will absorb CHAOS, 
 FULL SHIELD removes a player from participation. REFLECTIONS have no 
 effect.

 [ TARGETS EVERYONE ] 

 [ CHAOS ] 

 ARTIFACT   

 CLAW OF MARS   

 Lets you attack 3 times in a turn. Display immediately.

 COUNTERACTION   

 CLONE   

 If you die (from damage only, not from lost treasures), 
 play this card. A new "you" appears on your home base, with 
 7 hit-points and no cards at all. All monsters you controlled disappear. 
 All duration spells that were in you cease. In all other ways, "death" 
 occurs as normal, per the rules. If killed during your own turn, you 
 may start moving and draw cards next turn.

 [ 
 MUST BE DYING ] 

 [ CLONE ] 

 NEUTRAL   
 LOS   

 CONTROL CREATION   

 This spell allow the caster to permanently take over 
 control of any one created controlled creature which is presently under 
 someone else's control (an ANIMATE OBJECT is not a creature). This spell 
 cannot be counteracted (unless the Monster can carry a spell).

 COMMENTARY: 
 It seems like you should be able to REMOVE CURSE on CONTROL CREATION to get your creation back...

 See also: Remove Curse and Control Creation .

 [ TARGETS TOKEN ] 

 [ CONTROL-CREATION ] 

 ATTACK   
 LOS   

 CREATE BIG BLACK BAT   

 Creates a bat under you command; moves at 10 spaces 
 per turn (during your tunr). If it enters a square with another player, 
 it bites for 1 point damage. It takes 2 points of damage to destroy 
 it. Can also pick up any one one-treasure item from the floor, which 
 ends its turn. Cannot use items. Can fly over obstacles on the floor 
 or through BUSHES.

 FAQ: 
 It can carry, but not use, objects, not even passive objects like AMBER PENDANT with a Counteraction.
 Obviously a BAT with a BRAINSTONE can't draw cards. 

 COMMENTARY: 
 Although the bat can fly, we do not grant it immunity from being punched, as the FLIGHT spell does.

 See also: FLIGHT , Can vampires fly? and Can you bop the bat? .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a BIG-BLACK-BAT token. 

 [ HIT-POINTS EQUALS 2  ] 

 [ MOVEMENT EQUALS 10  ] 

 Has Attack: 

 [ DAMAGE EQUALS 1 POINT ] 

 Has special ability: 

 [ CARRY-OBJECTS ] 

 Has special ability: 

 [ FLIGHT ] 

 NEUTRAL   
 LOS   

 CREATE DOOR   

 Creates a permanent, locked door in any stone wall or 
 corridor. If cast on an illusionary wall, it is under the illusion, 
 which must be seen through in order to use the door.

 See also: CREATE WALL and Giving Jolly a headache... .

 [ TARGETS EDGE ] 

 Creates a DOOR token. 

 [ HIT-POINTS EQUALS 15  ] 

 [ BLOCKS-PASSAGE ] 

 [ BLOCKS-LOS ] 

 [ DOOR ] 

 ATTACK   
 LOS   

 CREATE FAMILIAR   

 Creates a cat with hit points equal to a NUMBER card 
 played. A familiar attacks for 2 points of physical damage, moves at 
 a speed of 4, and can carry one spell (face down), which you must choose 
 upon its creation, plus a NUMBER card, if required for the spell. The 
 familiar cannot cast its spell the turn created. You control movement. 
 When a familiar's spell is used up, it may not get another.

 FAQ: 
 It can carry a spell, not an object.

 See also: Create Familiar with Mental Swap .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a FAMILIAR token. 

 [ HIT-POINTS EQUALS NUMBER CARD PLAYED ] 

 [ MOVEMENT EQUALS 4  ] 

 Has Attack: 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 Has special ability: 

 [ CARRY-SPELL ] 

 ATTACK   
 LOS   

 CREATE GHOUL   

 Creates a ghoul, controlled by caster, which moves 3 
 spaces per turn and starts with 5 life-points. It may do 2 points of 
 physical damage per turn (yours) with its claws, the ghoul's life-points 
 OR speed increases by 1. There is no limit to the number of life-points 
 or speed it can have.

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a GHOUL token. 

 [ HIT-POINTS EQUALS 5  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 Secondary effect:   
 [ GAIN-MOVEMENT-OR-HEALTH ] 

 NEUTRAL   
 LOS   

 CREATE PIT   

 Create a square pit. To jump over, roll a D4. If you 
 roll a 1, you miss, fall in, and take 2 points damage. Roll a 1 or 2 
 on later turns to climb out. Tales 1 whole turn to climb into a pit. 
 WATERWALL created within 2 spaces does 2 more points damage to the person 
 in the pit, but lifts him to the top of the pit. Water drains in 1 turn. 
 Can swim across pit using normal movement when filled. Doors adjacent 
 to a pit cannot be opened on that side. FILL SQUARE WITH STONE fills 
 a pit. Other objects can be created or left in a pit.

 FAQ: 
 Yes, you can drop objects in here, even while you are jumping over the PIT. No, contrary to what the card says, you can't create objects in or on or over the PIT, which eliminates all those bizarre questions about creating
 SOLID STONE over a PIT and having it fall down, or making a WALL sideways over a PIT, and so on. TINY SWAP can't be used to do this either, as this would qualify as creating an object in a space where an object
 already is, which is against the basic rules. FILL SQUARE WITH STONE cancels a PIT, and any objects inside the PIT at the time appear at the top, on the floor, so nothing gets "squashed". It takes a whole turn to
 climb out of, as well as into, a PIT, and your movement would end adjacent to the PIT. You could still add NUMBER cards to your movement in such a case, though. You can jump diagonally across a PIT if it's at an
 intersection, but it still takes 2 movement points to get across. A player outside and adjacent to the PIT has LOS into the PIT, but a player in the PIT has no LOS outside of the PIT (except in the very rare instance where
 someone jumps or flies over and he uses an INTERRUPT to cast an attack...you get the idea). If a PUSH OBJECT is used to shove a treasure in on someone in a PIT, they take 2 points damage just as normal from a
 PUSHED OBJECT. Climbing into a PIT, you must start the turn adjacent to the PIT, and may not perform any other actions while climbing. You could, if you like, just fall in and take the damage. Two or more adjacent PITS would just make
 one long PIT. 

 See also: FIRE IMP , Giving Jolly a headache... , Pit again and Damage: physical or magical? .

 [ TARGETS SPACE ] 

 Creates a PIT token. 

 Has Attack: 

 [ RELIABILITY 25 % ] 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 Secondary effect:   
 [ NO-FURTHER-MOVEMENT ] 

 ATTACK   
 LOS   

 CREATE SKELETON   

 Creates a skeleton under command of caster. Moves at 
 a rate of 3. Punches opponents for 2 points of damage while in same 
 square as opponent. Takes 4 points of physical damage to destroy 
 it, otherwise it is permanent.

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a SKELETON token. 

 [ HIT-POINTS EQUALS 4  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 Has Counteraction: 

 [ 
 CANNOT BE PHYSICAL ] 

 [ INTRINSIC ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 ATTACK   
 LOS   

 CREATE SUB-WIZARD   

 This spell creates a sub-Wizard with a movement of 3, 
 life-points of 6, that can cast a 3 point mini-FIREBALL each turn. The 
 created Wizard cannot carry anything. Any damage caused by his FIREBALL 
 destroys all Magic Stones carried by opponent.

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a SUBWIZARD token. 

 [ HIT-POINTS EQUALS 6  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ FIRE-BASED ] 

 [ DAMAGE EQUALS 3 POINTS ] 

 Secondary effect:   
 [ DESTROYS-STONES ] 

 ATTACK   
 LOS   

 CREATE TROLL   

 This rock-hard beast can punch a player (or a wall, 
 etc.) for a D4 of damage. He moves at a rate of 3, controlled by creator. 
 Moves immediately before the creating player. Takes 6 points of damage 
 to destroy him, but at the end of each turn (the creator's turn) he 
 gets back one point. Cannot carry objects.

 FAQ: 
 No, he does not normally go above 6 life-points, unless he has some
other spell cast on him that allows this to happen.

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a TROLL token. 

 [ HIT-POINTS EQUALS 6  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ DAMAGE EQUALS 1 - 4 PHYSICAL ] 

 Has special ability: 

 [ HEAL: 1  ] 

 NEUTRAL   
 LOS   

 CREATE WALL   

 Creates a section of permanent wall, one square long.

 FAQ: 
 This can NOT be created in the middle of a square, or diagonally across a square. 
 This is true of any wall. Obviously it cannot be created on top of a wall section 
 with a door or an illusionary wall, as this would constitute
 creating an object on a space that already has an object in it. 

 [ TARGETS EDGE ] 

 Creates a WALL token. 

 [ HIT-POINTS EQUALS 20  ] 

 [ BLOCKS-PASSAGE ] 

 [ BLOCKS-LOS ] 

 ATTACK   
 LOS   

 CREATE WRAITH   

 This spell creates a wraith that moves through 1 wall 
 or object per turn at will. If it enters the same square as a player 
 (touching him), that player takes 2 points of damage and loses a random 
 card. Wraith is killed by 4 points of damage. It is permanent and controlled 
 by caster, and moves 3 spaces per turn. REFLECTIONS used on the wraith's 
 touch will damage the wraith.

 FAQ: 
 Yes, he can be attacked physically, with a DAGGER, punch, etc. If all the damage from 
his attack is stopped, the attacked Wizard still loses a card!

 COMMENTARY: 
 The FAQ is in conflict with the rule that states that secondary
 effects are avoided if all of the damage from an attack is avoided;
 we give precidence to the rules, and do NOT take a card away from
 a wizard who FULL SHIELDS a wraith attack.

 See also: Please settle an argument about Wraith and Damage: physical or magical? .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a WRAITH token. 

 [ HIT-POINTS EQUALS 4  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ DAMAGE EQUALS 2 POINTS ] 

 Secondary effect:   
 [ LOSE-RANDOM-CARD ] 

 Has special ability: 

 [ PASS-THROUGH-WALL ] 

 ATTACK   
 LOS   

 CROSSBOW   

 This object, when fired at a Wizard, causes 3 points 
 of physical damage. The number of bolts in the CROSSBOW is equal to 
 the NUMBER card played on the first shot.

 [ OBJECT ] 

 [ CHARGES EQUALS NUMBER CARD PLAYED ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 3 POINTS PHYSICAL ] 

 ARTIFACT   

 CRYSTAL BALL   

 Gives you line-of-sight to anywhere on the board,
 up to a range determined by a NUMBER card played each time
 CRYSTAL BALL is used (minimum range is always at least 1 space).
 Reflections still affect caster. Display immediately.

 ATTACK   
 LOS   

 CURSE OF THE LITTER BUG   

 This spell causes another player to take 2 points of 
 magical damage every time he drops or throws any item. Does not count 
 for items discarded to discard pile. If reflected, both players lose 
 1 point for each item dropped. This effect is permanent.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ CURSE-OF-LITTER-BUG ] 

 ATTACK   
 LOS   

 CURSE OF THE MONSTER MUSK   

 Give this card to another player. All moving monsters 
 go toward him to attack him (and no one else), regardless of other player 
 demands. You move them during your turn. He can pass this card on to 
 any player in LOS during this turn (at which point he takes control 
 of Monster movement), but may not discard it. FULL REFLECTION or FULL 
 SHIELD will stop this card so that it can be discarded. This curse does 
 not count as a card in opponent's hand.

 [ TARGETS TOKEN ] 

 [ CURSE-OF-MONSTER-MUSK ] 

 ATTACK   
 LOS   

 DAGGER   

 You may throw it. Does three points physical damage. 
 Cannot stab with it. Retrievable by anyone after it is thrown.

 See also: LARGE ROCK .

 [ OBJECT ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 3 POINTS PHYSICAL ] 

 NEUTRAL   

 DECOY   

 Produces a permanent double of yourself occupying the 
 same square then moving with you (there is no playing piece for DECOY) 
 Any attack against you has a 50% chance of striking you double. If the 
 double is hit, it disappears, or you can expend 2 life-points to retain 
 it when it is hit.

 See also: Protocols of play (Yet another ruling discussion) .

 [ TARGETS SELF ] 

 [ DECOY ] 

 Has Counteraction: 

 [ INTRINSIC ] 

 [ RELIABILITY 50 % ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 NEUTRAL   

 DEJA-VU   

 Allows you to go through the discard pile and retrieve 
 any one card.

 [ DEJA-VU ] 

 ATTACK   
 LOS   

 DEMOCRATIC MONSTER   

 A horribly ugly monster that all players get to move 
 (3 spaces per each player's turn). It does 2 points of clawing damage 
 per turn if it enters a player's square. Five points damage destroys 
 it. It may attack only one player per round of turns. Its movement begins 
 the turn it is created.

 COMMENTARY: 
 We allow the Democratic Monster one attack per controlling player's turn;
 otherwise, if two wizards were locked in a closet with a Democratic Monster,
 only one would get to attack with it, which wouldn't be very democratic.
 However, we only allow the Democratic Monster to attack the same target
 once in any round of turns; this prevents all of the wizards in a multi-player
 game from ganging up on one hapless player who happens to be near the
 Democratic Monster (which IS democratic, but hardly sporting). Also, if
 a player willfully throws the Democratic Monster into a thornbush, or if
 it loses a turn for any reason, it seems only fair that the Democratic Monster
 should then be out of commission until the end of that same player's next
 turn.

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a DEMOCRATIC-MONSTER token. 

 [ HIT-POINTS EQUALS 5  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 NEUTRAL   
 LOS   

 DESTROY WALL   

 Completely crumbles one section of wall. Anyone in either 
 square next to the wall takes 4 points of physical damage (not considered 
 an attack). Will also destroy wall sections with doors.

 FAQ: 
 Works just fine on door-sections too. While ABSORB and BLUNT will work fine 
 against the damage from a falling wall, FULL SHIELD will not, since it is not 
 a magical attack. 

 See also: MIST-BODY and Destroying Walls .

 [ TARGETS EDGE
 CANNOT BE EMPTY ] 

 [ DESTROY-WALL ] 

 ATTACK   

 DISEASE   

 You're the carrier! The disease caused by this spell 
 does not affect you, only others. If you enter a square with another 
 player (or players), each takes 3 points physical damage from the disease. 
 Disease is short-lived, you must infect a player every turn for it to 
 do any damage. Duration that you are the carrier equals NUMBER card 
 played. REFLECTIONS have no effect against its physical damage. AMPLIFY+DISEASE 
 only doubles duration, not the strength of the spell.

 FAQ: 
 The instructions on this one are confusing even to me. The sentence that says "Disease is short-lived, you must infect a player every turn for it to do any damage" can easily be misinterpreted. If you walk into a space
 with another player while the spell is active, they take damage. They do not "catch" the disease", thus the disease is short-lived. If you want the player to take more damage from DISEASE, you enter his square again on
 a following turn (or remain in the same square if he does not move). There's some question as to whether the casting of the spell is an ATTACK, or whether it is entering a square with another player that is the ATTACK.
 Entering another player's square constitutes the ATTACK, not casting the spell. This card violates the rule (somewhat) that you can't attack more than once in a turn, since you can clearly infect more than one person, as
 the card says. That's okay, it's supposed to be that way. By this logic, a person with BUDDY cast on him, and DISEASE, cannot infect his BUDDY, that is, cannot enter his space. Also, entering one player's space
 multiple times in one turn does NOT cause extra damage, the damage can only be inflicted to a single player once in a turn.

 See also: Empathy and Disease Revisited and Super-Dodge and the "Bomb" Trap Card (Disease) .

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ DISEASE ] 

 Has special ability: 

 [ DAMAGE EQUALS 3 POINTS PHYSICAL ] 

 NEUTRAL   

 DISGUISE MAGIC   

 Cast with any one attack spell, which is then played 
 face-down, along with any necessary accompanying cards (NUMBER, AMPLIFY, 
 etc.) Your target must play any counteraction before finding out what 
 your attack spell is. Inappropriate counterspells have no effect, and 
 are discarded. No other counteractions may be taken against this spell.

 See also: Protocols of play (Yet another ruling discussion) .

 [ 
 CANNOT BE PHYSICAL ] 

 [ MODIFIER: DISGUISE-MAGIC ] 

 NEUTRAL   
 LOS   

 DISPEL CREATION   

 This spell un-creates any created object or creature. 
 (A destroyed wall is not considered a created object. However, a pit 
 is). If a SLIME is dispelled, any spells trapped in it disappear. If 
 a PIT is dispelled, any objects that were in it appear at floor level.

 FAQ: 
 This has references to Expansion #1 cards, which, if you have the basic set without the 
 expansion, you have to ignore. The reason for this is, DISPEL CREATION used to only be in 
 the Expansion...it was considered a good idea to put one in the basic set, but unfortunately, 
 it did not get edited to accomodate this move.

 [ TARGETS TOKEN ] 

 [ DISPEL-CREATION ] 

 NEUTRAL   
 LOS   

 DOOR-TO-DOOR   

 Two doorway become connected to each other. Take the 
 2 door-to-door tokens and place them on existing doors. The "A" 
 side of one door now connects to the "A" side of the other, 
 and the "B" connects to "B". You may open the doors 
 once as you cast this spell. Destroying or permanently unlocking a door 
 ends this spell which is otherwise permanent.

 FAQ: 
 The range of area-of-effect spells such as FEAR counts up to where one side of the door is, then finishes counting at the other end of the warp.

 See also: Door-To-Door + Exploding Door and Giving Jolly a headache... .

 [ TARGETS EDGE
 MUST BE DOOR ] 

 [ TARGETS EDGE
 MUST BE DOOR ] 

 Creates a DOOR-TO-DOOR token. 

 [ ORIENTATIONS EQUALS 2  ] 

 [ HIT-POINTS EQUALS 15  ] 

 [ BLOCKS-PASSAGE ] 

 [ BLOCKS-LOS ] 

 [ DOOR ] 

 COUNTERACTION   

 DOUBLE BACK   

 Fully reflects and doubles the power (point or duration 
 only) of any spell cast against you. Has no effect on spells which are 
 not point or duration spells.

 [ 
 MUST BE POINT-BASED
 OR DURATION-BASED ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER RECEIVES EFFECTS EQUAL TO CURRENT-VALUE-OF-ATTACK  TIMES 2  ] 

 NEUTRAL   

 DOUBLE BARREL   

 Play with any point or duration based attack; opponent 
 takes damage as if hit by two separate self-strength spells (round odd 
 numbers up). The two attacks must be counteracted separately, if counteracted.

 FAQ: 
 Should say "half-strength attacks", not "half-strength spells", thus a physical attack would work also. 

 [ 
 MUST BE POINT-BASED
 OR DURATION-BASED ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ MODIFIER: DOUBLE-BARREL ] 

 NEUTRAL   
 LOS   

 DRAG   

 Drags any moveable object within L.O.S. towards you 
 until it tuns into a fixes object (such as a wall) or arrives in you 
 square. This does not function on walls, bushes, items held by another 
 player, or a player with LOCK IN PLACE cast on him.

 FAQ: 
 This will work on Wizards and MONSTERS just fine. It will also work with AROUND THE CORNER. 

 [ TARGETS TOKEN
 MUST BE IMMOBILE ] 

 ATTACK   
 LOS   

 DROP OBJECT   

 Opponent drops any one object you specify

 [ TARGETS TOKEN ] 

 [ DROP-OBJECT ] 

 NEUTRAL   
 LOS   

 DUST CLOUD   

 A permanent magical cloud of dust that obscures a square 
 space. If a player enters it, he must roll a D4 (each number signifying 
 a direction) to see where he went (or if a spell is cast, where the 
 spell went). Bumping into a wall counts as 1 space of movement. Roll 
 once for every space of movement attempted. L.O.S. spells will not pass 
 through DUST CLOUD, nor will VISIONSTONE.

 FAQ: 
 This will work on players or monsters. If someone tries to physically attack someone else in a 
 DUST CLOUD, they must roll the die to see if they hit (a 1 in 4 chance). Since DUST CLOUD blocks 
 LOS, an LOS spell cannot be cast upon a player in DUST CLOUD, or by a player who is in a DUST CLOUD. 
 Spells cast upon oneself still work fine, though, and no roll is required. 

 See also: Dust Cloud and Pick Lock and Trapped in a thorny prison .

 [ TARGETS SPACE ] 

 Creates a DUST-CLOUD token. 

 [ BLOCKS-LOS ] 

 [ FILLS-SQUARE ] 

 [ REACHES-CEILING ] 

 COUNTERACTION   

 EMPATHY   

 Any attack done in any form against you acts against 
 both you and the caster of the spell. Duration equals NUMBER card played, 
 starting in player's turn in which it is cast.

 FAQ: 
 If used as a Counteraction, the duration of the spell starts when cast and ends at the beginning of one of the turns of the player that attacked you. If used against CHAOS, it is quite ineffective, since it does what CHAOS
 does anyway. This will not work against an already-active spell, just new ones. 

 See also: Empathy and Disease Revisited and Remove Curse and Control Creation (Empathy) .

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ EMPATHY ] 

 Has Counteraction: 

 [ INTRINSIC ] 

 [ NO PROTECTION ] 

 [ ATTACKER RECEIVES FULL-STRENGTH ] 

 ARTIFACT   

 EVIL EYE   

 This pendant gives you the power to inflict
 2 points of damage by merely looking at someone in your
 LOS. Can use once per turn, and it counts as your
 attack for the turn. Display immediately.

 NEUTRAL   
 LOS   

 EXPLODING DOOR   

 The door explodes into a million splinters away from 
 the side on which you stand, doing 3 points of physical damage to anyone 
 or anything (excluding walls) within LOS of the door on the other side. 
 An open passage is left where the door used to be. If cast on a SAFE, 
 only the SAFE gets destroyed and its contents do not.

 See also: Door-To-Door + Exploding Door and Giving Jolly a headache... .

 [ TARGETS EDGE
 MUST BE DOOR ] 

 ATTACK   
 LOS   

 EXPLODING ENERGY   

 This spell causes any magical energy retained by your 
 opponent (that is, any NUMBER cards he carries in his hand) to suddenly 
 explode in a burst of light from his body. Add up his NUMBER cards 
 and discard them. He take 1/2 of this total number in magical sunburn 
 damage. Ignore effects of POWERSTONE if opponent carries it. Has no 
 effect on POWER BATTERY. If REFLECTED, both players lose NUMBER cards 
 and take 1/4 damage (round up).

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS VALUE-OF-ALL-NUMBER-CARDS  DIVIDED BY 2  ] 

 [ EXPLODING-ENERGY ] 

 NEUTRAL   

 EXTEND   

 Doubles the length of duration-based spells. Will also 
 work with AMPLIFY. Must be used when spell is cast.

 FAQ: 
 Does not work on already-active spells. 

 [ 
 MUST BE DURATION-BASED ] 

 [ MODIFIER: MULTIPLY 2  ] 

 ARTIFACT   

 EYE OF THE BEHOLDER   

 Allows the caster to cast a LOS spell through another
 wizard's LOS (including Visionstone if either player has it).
 Counteractions that reflect hit the Wizard whose LOS is being
 used and not you. Cannot use EYE to attack the
 Wizard whose sight you are using. Display immediately.

 ARTIFACT   

 EYE OF CLAREMONT   

 Gives you power to look at any one player's card hand
 once per turn during your turn. Does not include spells hidden in
 BOOK OF SPELLS. Display immeidately.

 NEUTRAL   

 FEAR   

 When you cast this spell on yourself, no player or monster 
 will move to within 3 spaces of you, even if walls separate you. Players 
 or monsters must move away from you on their turn if within range, if 
 they can (unless normally immobile, like FIRE IMP, or if at a dead end), 
 even if the only option is to use a card or run into a dangerous obstacle 
 to escape. Opponent chooses direction to run when options exist, as 
 long as it is not toward you! Duration equals NUMBER card played.

 FAQ: 
 If a player plays GO AWAY on someone where that person would have to move into FEAR'S radius, treat it as though the player ran into a dead end. FEAR wins. Since FEAR is cast on your SELF, it is not
 Counteractible. FEAR even scares your own MONSTERS off. FEAR also takes priority over someone who is UGLY. The 3 spaces away is measured as a Wizards walks (if he could walk through walls), not diagonally.
 FEAR doesn't affect other players until their own turns, but technically it becomes active the moment it is cast. This is unlike UGLY, which takes place instantly and forces other players to move away from you during
 your turn. With FEAR, they have to use their own movement on their own turn to move away from you. During your own turn, you could move back into range with them, which would once again force them, on their own
 turn, to try to move away from you.
 If an opponent cannot move away from you but owns a card that would allow him to do so (like Pass Through Wall or Teleport) he must use it to escape. 

 See also: DOOR-TO-DOOR , PERMAWARP and UGLY .

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ FEAR ] 

 COUNTERACTION   

 FEATHERWEIGHT   

 This spell is cast on yourself. All damage to you moves 
 you back 1 space per point instead of doing damage. Duration equals 
 NUMBER card played. In case of multiple directions possible for movement, 
 you choose which way you will go. You can also go around corners. In 
 the case of being stuck in a dead end, you take damage.

 COMMENTARY: We play this spell as a one-turn-only counteraction; you cannot use a number card with it, but it protects you from all damage (unless trapped) for one turn.

 See also: Fireball, Sticky Stick and Featherwieght , Featherwieght and Damage: physical or magical? .

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ FEATHERWEIGHT ] 

 ATTACK   

 FIGHTERSTONE   

 POWER: This magical stone allows you to do 1 to 4 points 
 of damage with a punch (roll the die). Display immediately.

 [ OBJECT ] 

 [ STONE ] 

 [ DISPLAY-IMMEDIATELY ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 1 - 4 PHYSICAL ] 

 NEUTRAL   

 FILL `ER UP   

 Caster may draw enough new cards to fill his hand. This 
 does not end your turn.

 [ FILL-ER-UP ] 

 NEUTRAL   
 LOS   

 FILL SQUARE WITH SLIME   

 Fills an entire square with a cube of lime-flavored 
 gel. Any pushing their way through end their turn upon entering and 
 may not leave until the next turn (monsters, too). Spells cast at the 
 slime get stuck there, and affect anyone in the slime or entering it 
 later on (spells "go off" only once). Counteractions against 
 "trapped" attacks do not affect the caster of the attack. 
 A 5 point WATERBOLT will wash it away, or a WATERWALL. There is no L.O.S. 
 through it.

 FAQ: 
 Sure, you can leave items in SLIME, but you can't teleport someone there or create something else inside, like a MONSTER, or leave a creation spell trapped inside. This is per the rule that you can't create an object in a
 space where there is already an object. HANDFUL OF TACKS would work just fine in SLIME, as it isn't a spell. Only water will damage the SLIME, so other attacks are useless. Spells stuck in SLIME only go off once,
 the first time someone walks into the SLIME. SLIME is a big cube filling the corridor, and offers no LOS, nor can it be flown over. 
 What works in a SLIME? Some folks have trouble deciding what would
 go well in a slime. Try a FIREBALL, or LIGHTNINGBLAST, or SLOW DEATH, or
 SUDDEN DEATH. You get the idea. After a player sets off the spell, it only
 affects him, later players entering the SLIME are not affected by the
 spells which have already been set off.

 See also: Trapped in a thorny prison .

 [ TARGETS SPACE ] 

 Creates a SLIME token. 

 [ HIT-POINTS EQUALS 5  ] 

 [ BLOCKS-LOS ] 

 [ FILLS-SQUARE ] 

 [ REACHES-CEILING ] 

 [ LIME-FLAVORED ] 

 Has Attack: 

 [ TURN-ENDS ] 

 Has Counteraction: 

 [ 
 CANNOT BE WATER-BASED ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ TRAPS-SPELLS ] 

 Has Counteraction: 

 [ 
 MUST BE PHYSICAL ] 

 [ INTRINSIC ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 NEUTRAL   
 LOS   

 FILL SQUARE WITH STONE   

 Fills one square with impenetrable stone. Can only be 
 used on empty squares. Can't be cast on home bases. This not a wall, 
 so no "wall" associated spells will affect it.

 [ TARGETS SPACE ] 

 Creates a SOLID-STONE token. 

 [ BLOCKS-LOS ] 

 [ FILLS-SQUARE ] 

 [ REACHES-CEILING ] 

 [ BLOCKS-PASSAGE ] 

 ATTACK   
 LOS   

 FIRE IMP   

 Creates a floating, stationary fire imp that shoots 
 anybody coming within L.O.S. with 2 points of magical fire-damage 
 (once per turn per player in L.O.S.). This happens the moment 
 a player enters L.O.S. with the imp, or is in L.O.S. at the start of 
 that player's turn. The imp will attack his creator if he can (but not 
 on the turn created). Imp is permanent, but any WATERBOLT or WATERWALL 
 will destroy it. Imp cannot see through a FIREWALL!

 FAQ: 
 Will attack MONSTERS as well as players. If put in line of sight with a KILLER OOZE, it will shoot it every turn until 5 points have accumulated on it and killed it.
 If the FIRE IMP hits you with his attack during your turn, you can only use a COUNTERACTION against it, even though it is during your turn. You might look at it as though the
 IMP is taking a turn within your turn. What he shoots at you, technically, is a spell, and does magical damage, thus may be COUNTERACTED like a spell. You cannot AMPLIFY,
 then REVERSE the damage done to you, as AMPLIFY is a NEUTRAL and may not be used to aid in COUNTERACTING the damage.
 No, you can't create a FIRE IMP over a PIT. That consititutes creating an object in an occupied space, which is against the rules (the PIT occupies the space).

 COMMENTARY: 
 Note that the text of the PIT card says that you can create objects in the PIT, but the FAQ
 entry for the FIRE IMP says that you cannot create objects in a space already occupied by
 the PIT.

 See also: CREATE PIT , MONSTER BANE and Damage: physical or magical? .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a FIRE-IMP token. 

 [ HIT-POINTS EQUALS 1  ] 

 [ MOVEMENT EQUALS 0  ] 

 Has Attack: 

 [ FIRE-BASED ] 

 [ DAMAGE EQUALS 2 POINTS ] 

 Has Counteraction: 

 [ 
 CANNOT BE WATER-BASED ] 

 [ INTRINSIC ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 ATTACK   
 LOS   

 FIREBALL   

 Does five points of magical damage and destroys all 
 magical stones an opponent is carrying, if any of the points get through.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ FIRE-BASED ] 

 [ DAMAGE EQUALS 5 POINTS ] 

 Secondary effect:   
 [ DESTROYS-STONES ] 

 ATTACK   
 LOS   

 FIREFLY STICK   

 This magic stick can create 1 flying firefly per turn 
 (up to the NUMBER card played with it) which will do 1 point of magical 
 fire damage each to anyone they touch during your turn. Each firefly 
 move 5 spaces per turn at your command. Each may go different directions 
 and attack once per turn (during yours). Any damage will destroy them. 
 WATERBOLT will destroy all in its path. WATERWALL has no effect of them. 
 Movement starts in any LOS square. If another player takes possession 
 of the stick, you still maintain control of the fireflies you created.

 [ OBJECT ] 

 [ STICK ] 

 [ CHARGES EQUALS NUMBER CARD PLAYED ] 

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a FIREFLY token. 

 [ HIT-POINTS EQUALS 1  ] 

 [ MOVEMENT EQUALS 5  ] 

 Has Attack: 

 [ FIRE-BASED ] 

 [ DAMAGE EQUALS 1 POINT ] 

 Has special ability: 

 [ FLIGHT ] 

 TRAP   

 FIT OF FRENZY   

 Lose you temper. Drop any treasure you may be carrying 
 and go attack someone, now. You may not pick anything up during this 
 period. After that, you may return to normal and do as you wish. This 
 also cancels BUDDY, of you are under its effect.

 [ FIT-OF-FRENZY ] 

 NEUTRAL   

 FLAME ON   

 This spell allows you to burst into flame. Each turn, 
 starting the turn you cast it, you take 2 points of damage (not counteractible), 
 but you can cast a small Fireball (4 pts. damage) every turn and are 
 immune to any Fire damage. You may "flame-off" any time you 
 wish. WATERBOLT or WATERWALL will extinguish you.

 [ TARGETS SELF ] 

 [ VOLITIONAL ] 

 [ FLAME-ON ] 

 NEUTRAL   

 FLIGHT   

 This spell allows you to fly over Pits, Slime, Tacks, 
 or over walking monsters and other players, keeping out of their reach 
 (unless they can fly). You still remain in their LOS while flying near 
 others. WATERWALL has no effect on you. At turn end it is assumed you 
 are flying unless you state otherwise, even if you have just picked 
 up an item (like a Treasure). Duration equals NUMBER card played. REMOVE 
 CURSE, if cast on you, will make you fall for 1 to 4 points of damage 
 (roll the die).

 COMMENTARY: 
 Although the card text says that you can fly over SLIME, that doesn't
 actually make sense, as FILL SQUARE WITH SLIME clearly fills the entire
 square and therefore cannot be flown over. It seems reasonably clear
 that the card intended to say ooze, not slime, and we have ammended
 our copy appropriately.

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ FLIGHT ] 

 [ EVADE-TOUCH ] 

 ARTIFACT   

 FORCE OF THE JET-EYE   

 A jet-black cat's eye pendant that allows you
 to move one player one space in any direction during your
 turn. This is considered an attack. Display immediately.

 COUNTERACTION   

 FULL REFLECTION   

 Opponent's spell, if cast upon you, is reflected back 
 on him.

 [ 
 CANNOT BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER RECEIVES FULL-STRENGTH ] 

 [ FULL-REFLECTION ] 

 COUNTERACTION   

 FULL SHIELD   

 Stops any spell attack. Does not stop any physical attack. 
 Will stop WIZARDBLADE for only one attack.

 See also: ABSORB SPELL .

 [ 
 CANNOT BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 [ FULL-SHIELD ] 

 ATTACK   
 LOS   

 GEAS   

 May be cast on any monster. If the monster can move, 
 then it will move back to its creator (you move) using its normal movement. 
 It will then attack its creator every turn until dead. For GEAS and 
 CONTROL CREATION, whichever is cast last takes precedence.

 [ TARGETS TOKEN
 MUST BE MONSTER ] 

 [ GEAS ] 

 ATTACK   
 LOS   

 GHOST   

 Cast on self or opponent, turns you into a ghost for 
 a number of turns equal to the NUMBER card played. You can walk through 
 anything without damage. But when cast, you drop all the objects you 
 are carrying and cannot carry any while a Ghost. Can still cast spells. 
 Can still attack and be attacked, but physical damage has no effect 
 on you. Neutral if cast on self, attack if cast on others. Objects drawn 
 while you are a GHOST get discarded.

 When used as Neutral: 

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ GHOST ] 

 Has Counteraction: 

 [ 
 MUST BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 When used as Attack: 

 [ TARGETS TOKEN ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ GHOST ] 

 Has Counteraction: 

 [ 
 MUST BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 TRAP   

 GIFT FROM BELOW   

 Sorry, bud. You lose 3 points to magical damage, now. 
 Play this immediately on yourself, then discard and redraw. Discard 
 without any damage taken if this is dealt on the first turn.

 FAQ: 
 Sure, you can use counteractions on this. Even reflections will work, although no opponent will take any damage.

 See also: Absorb Spell .

 [ DAMAGE EQUALS 3 POINTS ] 

 INSTANT   

 GIFT FROM GOD   

 Add 3 points to your total, now. You may go higher than 
 15 points.

 [ HEAL: 3  ] 

 NEUTRAL   
 LOS   

 GLUE   

 This spell keeps an object in place for a duration equal 
 to twice the NUMBER card played, making it impossible for any other 
 player to pick it up. Spell does not work on humans or monsters.

 See also: Damage: physical or magical? .

 [ TARGETS TOKEN
 MUST BE OBJECT
 OR TREASURE ] 

 [ DURATION EQUALS 2  TIMES NUMBER CARD PLAYED ] 

 [ GLUE ] 

 ATTACK   
 LOS   

 GO AWAY   

 Opponent must move away a number of spaces equal to 
 the NUMBER card played, as straight as possible. Roll D4 for random 
 direction, if necessary. Opponent also loses turn.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ GO-AWAY ] 

 Secondary effect:   
 [ LOSE-TURN ] 

 OBJECT   

 HANDFUL OF TACKS   

 Not a spell. Fills one square with tacks. A player will 
 take 3 points of damage if crossing them, or must use two turns (starting 
 the turn a player come up adjacent to them) to sweep hem up and reuse 
 them later (or discard them). WATERWALL washed then away.

 FAQ: 
 These work just fine on MONSTERS, too, as do other hazards. If a player chooses to pick up the tacks, they cannot perform other actions during their turn of picking them up,
 although they can break the process of picking up the tacks into 2 separate isolated turns. They can, of course, draw cards during these turns. If a player dumps the tacks into a
 space where someone is already standing, then that player takes no damage as he leaves the space where the tacks are. The next version of this card will say "entering the
 space" instead of "crossing the space". 

 See also: Damage: physical or magical? .

 [ OBJECT ] 

 [ PHYSICAL ] 

 NEUTRAL   
 LOS   

 HARD CELL   

 This spell allows you to add 3 charges to any one magic 
 stick having at least 1 charge left, or extend any active duration spell 
 2 turns.

 When used as Neutral: 

 [ TARGETS TOKEN ] 

 [ ADD-CHARGES: 3  ] 

 When used as Neutral: 

 [ TARGETS ENCHANTMENT ] 

 [ INCREASE-DURATION: 2  ] 

 OBJECT   

 HEALTH STONE   

 POWER: Any turn in which you do not move, this magic 
 stone allows you to recover 2 life points, up to a maximum of your starting 
 life points (15). This card is permanent.

 [ OBJECT ] 

 [ STONE ] 

 [ DISPLAY-IMMEDIATELY ] 

 [ CANNOT-HAVE-MOVED  ] 

 [ HEAL ] 

 ATTACK   
 LOS   

 HEAVE-HO   

 This spell lets you throw a carried treasure at someone 
 or something (including an empty space). Physical damage equals the 
 number of spaces thrown. The spell is actually cast on yourself, so 
 REFLECTION won't work with it. If thrown diagonally, measure the distance 
 as the number of spaces a player would move. The attack is physical 
 and not a spell.

 FAQ: 
 In the very rare occurence of a passage-loop, where HEAVE-HO would travel forever, we've limited it to a maximum of 10 spaces. AROUND THE CORNER has no effect on
 HEAVE-HO, as HEAVE-HO is cast on yourself, not on the treasure. In the example below, where the "x's" represent Wizards, HEAVE-HO does 3 points of damage, which are
 counted as spaces as the Wizard walks.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ 
 MUST BE CARRYING TREASURE ] 

 [ DAMAGE EQUALS DISTANCE-TO-TARGET  PHYSICAL ] 

 [ MOVE-TREASURE-TO-TARGET ] 

 ATTACK   
 LOS   

 HOTFOOT   

 Opponent's feet become magically hot, causing him 1 
 point of damage for every square less than 4 he moves during his turns 
 (that is, if he moves 3 spaces in a turn, he take 1 pt. of damage). 
 Duration equals NUMBER card played.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ HOTFOOT: 4  ] 

 NEUTRAL   

 HOWLING VACUUM   

 Anything moveable in the sector you are in moves one 
 space closer to you. "Closer" means toward you as a Wizard 
 would walk along the shortest path possible. If there are 2 paths of 
 equal distance, then the object or person or monster does not move. 
 Bushes and Slime block the air flow.

 FAQ: 
 This has no effect on a PERMAWARP if the other end of the warp is in another sector. If it is in the same sector, passage through the warp can, if possible, be counted as "the
 shortest path possible" to the wizard casting the spell. An opponent WILL be pulled through a WALL OF FIRE, if that is the shortest route, or a DUST CLOUD, or a WALL OF
 FOG, etc. However, an opponent will NOT be pulled out of a PIT! 

 [ TARGETS TOKEN
 CANNOT BE IMMOVABLE ] 

 [ HOWLING-VACUUM ] 

 ATTACK   
 LOS   

 HYPNOSIS   

 Allows you to completely control all the actions of 
 any one opponent for his entire turn (when it starts). However, you 
 may use (or discard) no more than 3 of his cards and may not make him 
 attack himself or damage himself (like walking through a FIREWALL).

 FAQ: 
 Yes, this means you don't have to draw cards for your opponent at the end of his turn. If REFLECTED, both players can control each other for their next turns. This spell lasts a
 player's turn, so is in essence a duration spell. If you cast Hypnosis on a Monster, you control the monster's *actions*, you do not take control of the monster. This is an important
 distinction for use upon Alter Ego, where the monster's controller's spells are used. Thus, the normal owner's spells are used up, not the ones belonging to the caster of Hynosis. 

 COMMENTARY: 
 We have removed this spell from play.

 See also: Alter Ego - Werewolf (Hypnosis) and Hypnotizing an Alter Ego .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS 1 TURN ] 

 [ HYPNOSIS ] 

 ATTACK   
 LOS   

 IDIOT   

 Opponent heads straight for the nearest of his own treasures, 
 during his own turns. He can do nothing else but cast Counteraction 
 spells if needed. This lasts until opponent is on his own treasure, 
 saying "What am I doing here?". Then he may move normally. 
 In case of REFLECTION, both players are affected, as this is in essence 
 a duration-type spell. This spell ends if both opponent's treasures 
 are currently being carried.

 FAQ: 
 "What am I doing here" is a joke. You don't really have to say it. It's also the IDIOT'S choice as to whether he takes a short path through a WALL OF FIRE (for example), or a
 long path around it. He can avoid obstacles.
 If you happen to already be carrying one of your treasures when you are hit with this spell, it has no effect on you.
 What is meant by "nothing can be done" is that all your effort must be directed to getting to your nearest treasure. This still allows you to cast and draw spells if they help you in
 your goal, but it does not allow you to attack players or pick up other items, such as opponents' treasures. You could, however, destroy a wall if your nearest treasure is behind it. 

 COMMENTARY: 
 More reasonable: opponent drops any treasure carried and cannot
 carry treasures until he is on his own treasure. As worded, many ambiguous
 situations can result, and there are different interpretations about what a
 wizard must or must not do in certain situations.

 See also: Idiot .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ IDIOT ] 

 ATTACK   

 ILLUSIONARY ATTACK   

 Cast an illusionary attack spell of your choice. The 
 other player has a 50% chance (1 or 2 on the D4) of believing the spell 
 to be real. If so, he takes damage from the spell. If the attack spell 
 requires a NUMBER card, then one must e provided. If the attack normally 
 requires L.O.S., so does the illusion. Only players and monsters are 
 affected, not objects.

 FAQ: 
 Yep, you can use this to create a monster, or Swap, or Power Drain, even. Each opponent affected has a 50% chance to believe in it; in the case of a monster, each opponent rolls
 separately, the monster does not disappear just because one player doesn't believe in it. 

 COMMENTARY: 
 We do not allow Illusionary monsters.

 See also: Giving Jolly a headache... (Disallows illusionary monsters) .

 [ ILLUSIONARY-ATTACK ] 

 NEUTRAL   
 LOS   

 ILLUSION WALL   

 Creates a fake wall, one square long. Each opponent 
 has on 50% chance to see that it is fake, when they gain L.O.S. to it. 
 It is real for the rest of the game for those who fail this chance. 
 For those who believe it is real, it will stop spells and thrown objects, 
 ad can take damage. You may move through it freely.

 FAQ: 
 Just because you see a Wizard create an ILLUSION WALL does not mean you know it's a fake, nor can you figure it out by watching another Wizard walk through. You must roll
 to see if you believe it when you see it. If you do believe it, it acts just like a real wall for you, so even if you throw a dagger at it, the dagger would do 3 points of damage to the
 wall and fall to the floor on your side of the wall. You can even punch an ILLUSION WALL to pieces. If you destroy an ILLUSION WALL, this does not destroy it for everyone,
 just you. You can't see through ILLUSION WALL even if you know it's a fake. 

 See also: Giving Jolly a headache... .

 [ TARGETS EDGE ] 

 Creates a ILLUSION-WALL token. 

 [ HIT-POINTS EQUALS 20  ] 

 [ BLOCKS-LOS ] 

 [ BLOCKS-PASSAGE ] 

 SPECIAL   

 INTERRUPT   

 Using this spell you may stop the game and cast any 
 one spell. For any spell in progress, the interrupting spell acts first. 
 This has priority over OPPORTUNITY FIRE.

 FAQ: 
 If a player runs by in front of you, and you want to blast him with a spell, state that you are casting your INTERRUPT as he passes in front of you and you can cast the spell upon
 him. 

 See also: Conundrum... and Protocols of play (Yet another ruling discussion) .

 [ 
 CANNOT BE PHYSICAL ] 

 [ INTERRUPT ] 

 NEUTRAL/COUNTERACTION   

 INVISIBLE   

 You become invisible. As your opponent attacks, he must 
 roll D4 for random direction to see if he hit. Duration equals NUMBER 
 card played.

 FAQ: 
 If a spell misses you while you are invisible, it hits nothing; it dissipates into nothingness. 

 See also: Conundrum... .

 When used as Neutral: 

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ EMPATHY ] 

 Has Counteraction: 

 [ RELIABILITY 75 % ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 When used as Counteraction: 

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ EMPATHY ] 

 Has Counteraction: 

 [ RELIABILITY 75 % ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 ATTACK   
 LOS   

 IT   

 Makes the opponent "IT". Whoever is IT takes 
 a point of magical damage at the end of his turn. Only one wizard or 
 monster can be IT at a time (unless the spell is cast twice). IT can 
 be transferred by entering another wizard's space and saying "You're 
 IT" (an attack). REFLECTION on IT places IT on both players. REMOVE CURSE 
 stops IT.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ IT ] 

 NEUTRAL   
 LOS   

 JAM LOCK   

 Lets you permanently jam a door lock so that nobody 
 can use that door. You also may not pass through.

 See also: MASTER KEY .

 [ TARGETS EDGE
 MUST BE DOOR ] 

 Creates a JAM-LOCK token. 

 [ HIT-POINTS EQUALS 15  ] 

 [ BLOCKS-PASSAGE ] 

 [ BLOCKS-LOS ] 

 [ DOOR ] 

 [ JAMMED ] 

 NEUTRAL   

 JANITOR   

 This spell allow you to discard all board tokens within 
 2 spaces of you (ignoring walls) except treasures and players.

 FAQ: 
 Just like it says, ALL tokens, even DESTROYED WALLS, get removed. 

 See also: Janitor on Animated Treasure .

 [ TARGETS SPACE ] 

 [ JANITOR ] 

 NEUTRAL   
 LOS   

 KILLER OOZE   

 Covers the surface of one square of the floor with acidic 
 ooze. Any character entering the square takes on point of damage, and 
 on a roll of 1 or 2 on the D4, falls down, dropping treasure, taking 
 two more points of physical damage, and is unable to move for the rest 
 of the turn. Any following turns that he tries to stand and exit must 
 be rolled again as stated. Only 5 points of fire damage will destroy 
 the ooze.

 FAQ: 
 This is a MONSTER. No, it does not block LOS, just lays in a layer on the floor, and is not moveable. Only fire, and no other type of attack, will hurt the ooze (except MONSTER
 BANE for 5 points). 

 See also: MIST-BODY .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a KILLER-OOZE token. 

 [ HIT-POINTS EQUALS 5  ] 

 [ MOVEMENT EQUALS 0  ] 

 Has Counteraction: 

 [ 
 CANNOT BE FIRE-BASED ] 

 [ INTRINSIC ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 TRAP   

 KLUTZ   

 Butter mysteriously appears all over your hands. You 
 immediately drop all carried objects, then the butter disappears. Display 
 this card immediately, then redraw. Note: you may only pick up 1 item 
 per turn.

 [ KLUTZ ] 

 ATTACK   
 LOS   

 LARGE ROCK   

 You may throw it. Does two points physical damage. Once 
 thrown, it may picked up and thrown again by this player.

 FAQ: 
 Large Rock/Dagger: These are NOT spells (yes, the rules already say that) which "create" the objects, they are the objects themselves. Yes, they can be discarded! 

 [ PHYSICAL ] 

 [ OBJECT ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 NEUTRAL   

 LIFESAVER   

 You are now immune to the effects of losing both of 
 your treasures to other player's home bases. This effect is permanent. 
 Discard this card next turn. Not applicable in a 2-player game.

 FAQ: 
 You would discard and redraw in a 2 player game. It doesn't say this on the card, but it makes sense. 

 [ TARGETS SELF ] 

 [ LIFESAVER ] 

 ATTACK   
 LOS   

 LIGHTNINGBLAST   

 Does magical damage equal to the accompanying NUMBER 
 card, and stuns. Opponent loses one turn while recovering from electrified 
 senses. If all damage gets counteracted, opponent does not lose turn.

 FAQ: 
 If this gets FULLY REFLECTED, you lose the rest of your turn and can't draw cards (in addition to damage). 

 COMMENTARY: 
 We play that if you lose a turn in the middle of your turn,
 then your turn ends and you lose your next turn. You still get
 to draw turns when your turn ends, but you do not draw
 cards during a lost turn.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS NUMBER CARD PLAYED ] 

 Secondary effect:   
 [ LOSE-TURN ] 

 ATTACK   

 LOAD STONE   

 POWER: This card does nothing but take up space in your 
 hand. You may not discard it (unless other cards require it). If you 
 enter a space with another player you may give it to him (an attack), 
 and he must discard a card to take it if he already has a full hand. 
 FULL REFLECTION and SHIELD will stop it, even if it's drawn. Display 
 immediately. This is considered to be a Magic Stone.

 FAQ: 
 Like it says, you can't discard it (which includes dropping it, which is in essence discarding it), but you can certainly use whatever means you have to dump it on another player,
 including SWAP OBJECT. TELEPORT OBJECT would not work, as you are not giving it to another player. Likewise, a player can take it from you by accident with a THOUGHT
 STEAL.

 See also: Load Stone and monsters that can carry objects .

 [ OBJECT ] 

 [ STONE ] 

 [ CURSED ] 

 [ DISPLAY-IMMEDIATELY ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ GIVE-THIS-CARD ] 

 ATTACK   
 LOS   

 LOCK IN PLACE   

 Stops movement of opponent. He may still cast spells, 
 but cannot move or be moved in any way (including teleportation). Duration 
 equals NUMBER card played.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ LOCK-IN-PLACE ] 

 NEUTRAL   

 MAD DASH   

 This spell doubles your movement (including NUMBER cards 
 and other add-ons) for one turn. You cannot carry treasures while exerting 
 yourself under MAD DASH.

 [ TARGETS SELF ] 

 [ MAD-DASH ] 

 ARTIFACT   

 MAGIC ARMOR OF ARES   

 This is a suit of armor that absorbes 2 points of
 damage (physical or magical, point-type) per attack. Will also stop
 damage from long-duration spells such as WALKING DEAD and SLOW DEATH.
 Does not stop LIGHTNING BLAST. Takes no time to put on and take off.
 Permanent object, acts as a COUNTERACTION. Display immediately.

 OBJECT   

 MASTER KEY   

 Unlocks any door (but door relocks behind you). Do not 
 discard when used. Display Immediately. Must be adjacent to door to 
 use. Does not work on a JAMmed LOCK.

 FAQ: 
 Will not work with a JAMMED LOCK.

 [ PHYSICAL ] 

 [ OBJECT ] 

 [ DISPLAY-IMMEDIATELY ] 

 ATTACK   
 LOS   

 MEDUSA   

 Opponent cannot move or cast spells, including COUNTERACTIONs. 
 However, opponent is also immune to any damage. Duration equals NUMBER 
 card played.

 FAQ: 
 Basically, you've turned to stone for a while, along with all the stuff you've been carrying (except for ARTIFACTS, of course). You can't use ANY spells, ARTIFACTS, Magic
 Sticks or Magic Stones during MEDUSA. Being immune to damage does not mean you cannot be attacked with, let's say, a SWAP. A person under MEDUSA cannot take
 damage from or be affected by a TRAP. Anyone under MEDUSA would also be immune to SLOW DEATH and IT for the duration of MEDUSA. 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ MEDUSA ] 

 ATTACK   

 MENTAL FORCE   

 Opponent moves three spaces to wherever you say. REFLECTION 
 allows both players to move one another 2 spaces.

 [ TARGETS TOKEN ] 

 [ MENTAL-FORCE: 3  ] 

 ATTACK   
 LOS   

 MENTAL SWAP   

 Trade card hands with any other player, if you want 
 to. FULL REFLECTION only nullifies this spell.

 FAQ: 
 If you were really rude, you could dump all your cards except for MENTAL SWAP, and then trade hands. Of course, the other player might use a FULL SHIELD on you. 

 See also: Create Familar with Mental Swap .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ MENTAL-SWAP ] 

 NEUTRAL   

 MIST-BODY   

 You turn to mist. You can pass through anything but 
 solid stone or stone walls. You may not attack or be attacked. Firewalls 
 still damage you. Touched objects become "misted" when touched 
 so you may pick up and carry objects. Duration equals NUMBER card played.

 FAQ: 
 Not affected by THORNBUSH or ROSEBUSH. A falling WALL would not hurt you. You can still use objects, even while misted. If you drop or throw something, it becomes
 unmisted (solid). No, Waterwalls will not affect you, as you are floating along in the air, and the water is rushing along on the floor. Yes, you can reach into a SAFE. MISTBODY
 is also immune to KILLER OOZE, which lies on the floor. 

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ MIST-BODY ] 

 ATTACK   
 LOS   

 MONSTER BANE   

 This spell sucks all remaining life points out of any 
 one monster in your LOS, adding the points to your own and utterly destroying 
 the monster.

 FAQ: 
 If you cast this against a monster that does not have any specific life points, like SHADOW or FIRE-IMP, then you only get 1 point from the monster. 

 See also: KILLER OOZE .

 [ TARGETS TOKEN
 MUST BE OPPONENT
 MUST BE MONSTER ] 

 [ MONSTER-BANE ] 

 ATTACK   
 LOS   

 MUNDANE   

 Strips a Wizard (during your turn) of all his magic 
 (he discards all his cards, except for non-magical cards such as Dagger 
 or Pick Lock). He may replenish his magic the normal way (draws two 
 cards per turn) during his turn. Controlled monsters and active duration 
 spells are not affected by this.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ MUNDANE ] 

 SPECIAL   

 NEGATE NEUTRAL   

 Nullifies any neutral spell when first cast. This is 
 cast on the spell, not the opponent, so FULL SHIELD and REFLECTIONS 
 have no effect. Does not need L.O.S.

 FAQ: 
 This is a counteraction, and as such can certainly stop a Destroy Wall spell as it is cast. It has no effect on Neutrals after they have been cast, so it cannot make an item that
 was created with a Neutral spell go away if it already exists.

 See also: Protocols of play (Yet another ruling discussion) .

 [ NEGATE-NEUTRAL ] 

 ATTACK   
 LOS   

 NO SPELL   

 Opponent cannot use any spell, except for a magic stone's 
 power. Player can discard spell cards. Duration equals NUMBER 
 card played.

 FAQ: 
 Works only on the player, not his magic items. 

 See also: No Spell .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ NO-SPELL ] 

 SPECIAL   

 OPPORTUNITY FIRE   

 You may perform an attack out of turn, interrupting 
 another player's turn. The other player must not e moving and must finish 
 any spell started before you may perform your attack.

 [ 
 MUST BE ATTACK ] 

 [ INTERRUPT ] 

 NEUTRAL   
 LOS   

 PASS THE BUCK   

 This spell creates a huge, mild-mannered Buck with big 
 antlers within your LOS. He is quite impossible to pass (unless you 
 can FLY over him), even BIG MAN cannot push this beast. Any player may 
 move the BUCK 1 space during his turn. It takes 10 points to destroy 
 it. BUCK cannot enter spaces with players or monsters, and it block 
 L.O.S.

 FAQ: 
 Can be attacked by a MONSTER in an adjacent square, or punched by a Wizard in an adjacent square. 

 See also: Waterwall and Pass the Buck and The Buck, Tiny Swap and Items .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a BUCK token. 

 [ HIT-POINTS EQUALS 10  ] 

 [ MOVEMENT EQUALS 1  ] 

 [ IMMOVABLE ] 

 [ BLOCKS-LOS ] 

 [ FILLS-SQUARE ] 

 [ BLOCKS-PASSAGE ] 

 NEUTRAL   

 PASS THROUGH WALL   

 Allows passage through one wall. Works on WALL OF FIRE, 
 ILLUSION WALLS, and normal walls.

 See also: Pass through wall + waterwall .

 [ TARGETS SELF ] 

 [ DURATION EQUALS 1 TURN ] 

 [ PASS-THROUGH-WALL ] 

 NEUTRAL   

 PERMAWARP   

 Take two Warp tokens and place them anywhere on the 
 board (except home bases). This is now an open warp from one token to 
 the other, and movement between them counts as one space. You can't 
 create an object on a PERMAWARP, but you can put down an object there, 
 or walk around it in the same space. There is not L.O.S. through the 
 warp.

 FAQ: 
 With area affect spells such as FEAR and BOMB, you would count up to where the PERMAWARP is, then count the remainder of the effect's distance in an area around the
 other end of PERMAWARP. I've also been told PERMAWARP is much too powerful. If it seems so to you, play it so it activates immediately upon being drawn, meaning a player
 cannot hold it until the perfect moment to win the game, but must choose the best place to locate it based upon where he is at the time. 

 See also: HOWLING VACUUM .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a PERMAWARP token. 

 PICK LOCK   

 Unlock any door (but the door will relock behind you). 
 Can only use when adjacent to door. You may "hold the door open" 
 for others, if you wish.

 [ PHYSICAL ] 

 [ TARGETS TOKEN
 MUST BE DOOR
 CANNOT BE JAMMED ] 

 [ UNLOCK ] 

 NEUTRAL   

 POWER ATTACK   

 This spell allows you to use up points from your life-points 
 to add to your own attack for damage-point type spell, including magic 
 stick spells.

 [ 
 MUST BE POINT-BASED ] 

 [ MODIFIER: ADD HIT-POINTS-SPENT  ] 

 ARTIFACT   

 POWER BATTERY   

 Stores magical power. You can put NUMBER cards
 in it, and use the power in any quantity deisred, even for
 movement. Note, however, if someone steals this item, they get
 all the power stored in it. The NUMBER cards in the battery
 do not count as cards in your hand. Display immediately.

 ATTACK   
 LOS   

 POWER DRAIN   

 Drain points from an opponent and add them to your own 
 points. Amount equals NUMBER card played.

 FAQ: 
 If REFLECTION is used against it, they cancel, since you both lose and gain the same number of points. Using POWER DRAIN on your own monsters is not allowed, since you
 are not allowed to attack yourself or your own controlled monsters. If POWER DRAIN is BLUNTed, then you still POWER DRAIN the same amount of points, but your opponent
 takes less damage. He is blunting "damage done", not acting upon the attack spell itself. The same is true of ABSORB SPELL. 

 COMMENTARY: 
 We play that power drain only gives you as many points are you are able
 to do to the other player, so BLUNT would reduce the number of points you gain.
 The same is true of BLUNTING a SHADOWSTONE + FIGHTERSTONE attack in our house rules.

 See also: REVERSE and Damage: physical or magical? .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS NUMBER CARD PLAYED ] 

 Secondary effect:   
 [ HEAL: DAMAGE-DONE  ] 

 NEUTRAL   

 POWER RUN   

 Lets you trade your life-points for extra movement, 
 at the rate of one point per one space. This is in addition to any NUMBER 
 card played.

 [ DURATION EQUALS 1 TURN ] 

 [ INCREASE-MOVEMENT: HIT-POINTS-SPENT  ] 

 OBJECT   

 POWERSTONE   

 POWER: Add 1 to any NUMBER card played. This card is 
 permanent. Display when used.

 [ OBJECT ] 

 [ STONE ] 

 [ NUMBER: 1 NUMBER CARD PLAYED ] 

 ATTACK   
 LOS   

 POWERTHRUST   

 A telekinetic blow that does magical damage equal to 
 two points plus an accompanying NUMBER card (optional).

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 2  PLUS NUMBER CARD PLAYED ] 

 ATTACK   
 LOS   

 PSYCHIC STORM   

 Does magical damage equal to the NUMBER card played 
 to all opponents in the target square, and all squares adjacent to the 
 target square (even through wall). A counteraction card, if played, 
 will only protect the person casting it (except ABSORB SPELL). Only 
 the target square needs to be LOS.

 FAQ: 
 This will certainly affect the caster if he is dumb enough to stand within range. FULL REFLECTION of this spell will only protect the one player using it, but casue a second
 PSYCHIC STORM to form where the caster stands. REFLECTION, likewise, would cause a half-damage STORM originating at the caster's location, also reducing damage to the
 user of REFLECTION by half, but leaving the spell at full power against anyone else that happens to be in range of the original spell. In the strange case where more than one
 player reflects it, damage is cumulative, so this is one case where the spell could do more damage to the caster than the opponent.
 An "adjacent square" is defined as one of the 4 that are side-by-side with the target square, not the diagonals. 

 [ TARGETS SPACE ] 

 [ PSYCHIC-STORM: NUMBER CARD PLAYED ] 

 NEUTRAL   

 PUBLIC FUNDS   

 This spell permanently causes all treasures to be neutral, 
 that is, not owned by anyone. Any treasure on the board is available 
 as part of the 2 treasures you need to win. No player may lose due to 
 placement of his 2 treasures on home bases. You 
 must show this card to all players when you get it, but it need not 
 be permanently displayed, and need not be played right away.

 [ DISPLAY-IMMEDIATELY ] 

 [ PUBLIC-FUNDS ] 

 NEUTRAL   
 LOS   

 PUSH OBJECT   

 This spell causes a moveable object resting on the floor 
 to move away form the caster until it runs into a wall, player, bush, 
 pit, or monster or slime. If it strikes a player or monster or bush, 
 it does 2 points of physical damage. If a bush is hit, the object ends 
 up adjacent to the bush. If object starts in your space, you decide 
 initial direction.

 [ TARGETS TOKEN
 MUST BE OBJECT
 CANNOT BE IMMOVABLE ] 

 [ PUSH-OBJECT ] 

 RANDOM CARD   

 Counts as a number card, but you roll the die and add 
 2 to the result to see what number it represents.

 [ NUMBER: 3 - 6 ] 

 COUNTERACTION   

 REFLECTION   

 A spell cast against you works 50% for both parties. 
 Only works on point-based or duration-based spells. Round fractions 
 up. A single lost turn, then, divided and rounded up, is a lost turn 
 for both players.

 FAQ: 
 If you counteract a spell with this, then you may still also counteract the remaining damage with another counteraction, such as BLUNT. Yes, an attack with RICOCHET or
 AROUND THE CORNER can be reflected back onto the caster. Note that other spells that do not have LOS can also be reflected. You are, in essence, casting a reflection upon
 a spell which itself has a spell cast upon it, allowing you to control it. REFLECTION also works on "numbers of things", like cards, so it would work on THOUGHT STEAL so
 both players lose a card to each other. 

 COMMENTARY: 
 Note that the FAQ is inconsistent in the ruling between REFLECTION and VISIONSTONE vis-a-vis
 the affect of altering the LOS capabilities of the caster.

 See also: ABSORB SPELL and VISIONSTONE .

 [ 
 MUST BE POINT-BASED
 OR DURATION-BASED ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] 

 [ ATTACKER RECEIVES EFFECTS EQUAL TO CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] 

 NEUTRAL   

 REJUVENATION   

 Use one NUMBER card to rejuvenate yourself (increase 
 your life-points by the number on the card) up to a maximum of 15 life 
 points.

 [ TARGETS SELF ] 

 [ HEAL: NUMBER CARD PLAYED ] 

 NEUTRAL   

 RELOCATE SECTOR   

 Allows you to relocate (but not rotate) any one sector 
 to any other area, so long as all sectors are still adjacent to at least 
 one other when you are done.

 FAQ: 
 No, you can't have 2 sets of two boards, each, isolated.
 The entire board must remain connected after a RELOCATE SECTOR. AUTOWARPS
 do not suddenly appear after RELOCATE SECTOR is used. Opposite board edges
 connect, nothing more. RELOCATE SECTOR is useless in a two-player game in 
 the 7th edition since the exits cross over the way they do, and should be 
 discarded if drawn, and replaced with a new card. 

 See also: Relocate Sector and Auto-Warp .

 [ TARGETS SECTOR ] 

 [ RELOCATE-SECTOR ] 

 NEUTRAL/COUNTERACTION   

 REMOVE CURSE   

 Remove effects of duration-type spells, even after they 
 have taken effect, including spells which won't let you cast other spells 
 while in effect, or spells that make you lose turn. Also will stop any 
 "good" duration spell another player may be using on himself. 
 Will work on permanent spells. There is only a limited chance of success 
 against SHRINK and INVISIBLE though.

 FAQ: 
 This will stop permanent spells, even LIFESAVER, on a player.
It does not affect magic items, such as ARTIFACTS, magic sticks, or magic
stones, or an ANIMATED OBJECT.

 See also: Remove Curse and Control Creation .

 When used as Neutral: 

 [ TARGETS ENCHANTMENT ] 

 [ REMOVE-CURSE ] 

 When used as Counteraction: 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 [ 
 MUST BE ENCHANTMENT ] 

 NEUTRAL   
 LOS   

 REMOVE LOCK   

 Permanently removes lock from any one door. Must be 
 adjacent to door to use. Door is still considered to block L.O.S.

 [ PHYSICAL ] 

 [ TARGETS EDGE
 MUST BE DOOR ] 

 Creates a LOCK-GONE token. 

 [ HIT-POINTS EQUALS 15  ] 

 [ BLOCKS-PASSAGE ] 

 [ BLOCKS-LOS ] 

 [ DOOR ] 

 [ UNLOCKED ] 

 NEUTRAL/COUNTERACTION   

 REUSE SPELL   

 You may retrieve any spell you use immediately after 
 you use it (but not the NUMBER card, if used). You may reuse your retrieved 
 spell immediately if you wish (except when it is an ATTACK).

 See also: ABSORB SPELL and Reuse Spell; How immediate is "immediately"? .

 When used as Neutral: 

 [ REUSE-SPELL ] 

 When used as Counteraction: 

 [ REUSE-SPELL ] 

 COUNTERACTION   

 REVERSE   

 Instead of losing points in a magical attack, you gain 
 them. Only works on point-based spells (including SLOW DEATH). Any remaining 
 effect of a spell (such as "lose turn" or "move back 
 two spaces") still takes effect. 

 FAQ: 
 Against POWER DRAIN, both players will get points. REVERSE will
 not work on you if it is you who are doing the attack. Thus, if you lose
 points due to a POWER ATTACK you've used, you may not REVERSE these points!

 COMMENTARY: 
 In our set, the phrase about remaining effects still taking
 effect does not appear, so our interpretation was that gaining
 points instead of loisng them effectively blocked the damage,
 so remaining effects are also blocked.

 [ 
 MUST BE POINT-BASED ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 [ HEAL: CURRENT-VALUE-OF-ATTACK  ] 

 NEUTRAL   

 REWARP   

 Swap two external sector exits. Signify their new directions 
 by placing the A.A tokens on one set of exits and the B.B tokens on 
 the other set of exits. These stay in place unless any one token of 
 the four is moved by use of RELOCATE SECTOR, in which case REWARP goes 
 away. REWARP affects entire sector sides. ROTATE SECTOR does not rotate 
 the counters.

 [ TARGETS SECTOR-EXIT ] 

 [ TARGETS SECTOR-EXIT ] 

 [ REWARP ] 

 NEUTRAL   

 RICHOCHET   

 Allows you to bounce any LOS spell around two 90 degree 
 corners.

 See also: AROUND THE CORNER , REFLECTION and VISIONSTONE .

 [ 
 MUST BE LOS ] 

 [ MODIFIER: RICHOCHET ] 

 ARTIFACT   

 RING OF POWER   

 Acts as a reusable 3-point NUMBER card which you may use
 once per turn. Display immediately.

 NEUTRAL   
 LOS   

 ROSEBUSH   

 Creates a fragrant but thorny rosebush which fills one 
 entire square when created, and is permanent. Causes 3 points of damage 
 to anyone passing through it. There is no L.O.S. through it.

 See also: THORNBUSH and Trapped in a thorny prison .

 [ TARGETS SPACE ] 

 Creates a ROSEBUSH token. 

 [ BLOCKS-LOS ] 

 [ FILLS-SQUARE ] 

 Has Attack: 

 [ DAMAGE EQUALS 3 POINTS PHYSICAL ] 

 NEUTRAL   

 ROTATE SECTOR   

 Allows you to rotate any one sector 90 degrees.

 See also: Relocate Sector and Auto-Warp .

 [ TARGETS SECTOR ] 

 [ ROTATE-SECTOR ] 

 NEUTRAL   
 LOS   

 SAFE   

 Lock a treasure or item in a magical safe too heavy 
 to be carried. All LOCK-type cards will work on it. To smash it open 
 takes 15 points of damage. Getting an item from a safe counts as picking 
 that item up. SAFE dispels if object removed. Creator of SAFE knows 
 the combination, and need not use PICK LOCK to open.

 FAQ: 
 If an item is in a SAFE, it is not considered to be lying on the
 ground. Thus, an item on a home base that is in a SAFE does not count as
 one of the 2 needed to win, though technically there is no way to create a 
 SAFE on a home base, since it's an immobile object, and you cannot create objects 
 there. If a SAFE is dispelled, the item inside immediately falls to the ground.

 See also: MIST-BODY and Giving Jolly a headache... .

 [ TARGETS TOKEN ] 

 Creates a SAFE token. 

 NEUTRAL   
 LOS   

 SHADOW   

 Create SHADOW at the cost of one life-point per turn, 
 starting the turn created. This image can punch, move, and carry objects, 
 but cannot cast spells. The shadow cannot be altered by spells such 
 as MIST-BODY, SHRINK, etc. Any damage at all destroys it. Movement (3) 
 begins the turn the SHADOW is created. Sustaining the SHADOW during 
 a "lost turn" still costs a life-point.

 FAQ: 
 This clearly only costs you a point during your OWN turn, not everyone
 else's too! The 1 point cost is paid at the beginning of each turn; you can
 stop Shadow anytime you feel like it.

 See also: MONSTER BANE .

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 Creates a SHADOW token. 

 [ HIT-POINTS EQUALS 1  ] 

 [ MOVEMENT EQUALS 3  ] 

 Has Attack: 

 [ DAMAGE EQUALS 1 POINT PHYSICAL ] 

 Has special ability: 

 [ CARRY-OBJECTS ] 

 OBJECT   

 SHADOWSTONE   

 POWER: Any damage you do physically (i.e. punch or dagger) 
 to another player adds to your points equal to the damage done. This 
 card is permanent. Display when used.

 [ OBJECT ] 

 [ STONE ] 

 [ MODIFIER: SHADOWSTONE ] 

 NEUTRAL   

 SHATTER   

 Quadruples damage done by an attack against any non-player 
 target (walls, monsters, bushes, etc.)

 [ 
 MUST BE POINT-BASED
 OR DURATION-BASED ] 

 [ 
 CANNOT BE OPPONENT ] 

 [ MODIFIER: MULTIPLY 4  ] 

 ARTIFACT   

 SHIELD OF AZPESDOZE   

 Prevents damage to you from any fire-based attacks, including
 Firewalls, Fireballs, Fire Imps, Fireflies, etc. Acts as a COUNTERACTION.
 Display immediately.

 OBJECT   

 SHIELDSTONE   

 POWER: Allows you to use a NUMBER card as a counteraction 
 against point- or duration-based spells, reducing effects by value of 
 the NUMBER card played. No effect without a NUMBER card. This card is 
 permanent. Display when used.

 FAQ: 
 No, it does not work as a "1" without a NUMBER card, and says
so right on the card. Only one Number Card per use!

 See also: AMPLIFY , ANTI-ANTI , Reflection/Shieldstone and Remove Curse and Control Creation (Anti-anti) .

 [ OBJECT ] 

 [ STONE ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS NUMBER CARD PLAYED ] 

 [ ATTACKER NOT HURT ] 

 ATTACK   
 LOS   

 SHIFT STICK   

 Moves opponent one space from where he is, to whichever 
 adjacent space you chooses (note that he could be shoved through a stone 
 wall). Not useable on self. The number of charges on this magic wand 
 equals the NUMBER card played with it on its first use. Discard after 
 all charges are gone. Can only use one charge per turn.

 [ OBJECT ] 

 [ STICK ] 

 [ CHARGES EQUALS NUMBER CARD PLAYED ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ SHIFT-STICK ] 

 ATTACK   
 LOS   

 SHOCK WAVE   

 Does magical damage equal to the NUMBER card played, 
 and knocks all o the carried objects out of a wizard's hands (or any 
 other created Creature's hands) and into the square behind him (away 
 from you), if there is a space there. Otherwise, the objects just fall 
 in the square he is in. If all damage is blocked, the wizard drops nothing.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS NUMBER CARD PLAYED ] 

 Secondary effect:   
 [ KNOCKBACK-ITEMS ] 

 NEUTRAL   

 SHRINK   

 You shrink. Reduces opponent's chance to hit you by 
 50% in any attack. Also reduces your normal movement to 2. Duration 
 equals NUMBER card played.

 FAQ: 
 If a spell misses you while you are shrunk, it dissipates into
nothingness. Big Man will nullify Shrink.

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ SHRINK ] 

 ATTACK   
 LOS   

 SLOW   

 Reduces opponent's movement to 1 space per turn (can't 
 add NUMBER cards or other speed-enhancing spells), and his attacks to 
 every other turn, starting on his next turn. Duration equals NUMBER 
 card used.

 See also: Survey: Slow and Adrenaline .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ SLOW ] 

 ATTACK   
 LOS   

 SLOW DEATH   

 Opponent takes 1 points of magical damage whenever he 
 draws a new card. This is permanent. Opponent can have less than seven 
 cards in his hand if desired. ABSORB and BLUNT work momentarily against 
 this card. Once SLOW DEATH is on, it can't be turned off.

 FAQ: 
 REMOVE CURSE works just fine on this. Once it has been
 activated, FULL SHIELD and REFLECTIONS would have no effect on it, as they
 only work when a spell is cast, not on subsequent effects of the spell. If
 SLOW DEATH is REVERSED, the player receives a point for every card drawn.
 ABSORB against SLOW DEATH will only stop the damage incurred by one card,
 sine ABSORB is meant to work for one attack. That's what's meant by
 counteractions working "momentarily", they only effect the one point of
 Slow Death that they are cast on, then the Slow Death spell continues to
 operate as before.

 See also: AMPLIFY and BLOODSTONE .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ SLOW-DEATH ] 

 OBJECT   

 SOULSTONE   

 POWER: Last three points you have cannot be taken by 
 spell attack--they can only be lost to physical damage. Life points 
 spent voluntarily, as in POWER RUN, are not affected by SOULSTONE. This 
 card is permanent. Display when used.

 FAQ: 
 If hit by a FIREBALL and you only have, for example, 4 points
left, since it is a Counteraction it will do its job first, thus you would
only take 1 point of fire damage, since the last 3 must be taken with
physical damage, but then the stone would be destroyed because some fire
damage got through at all.

 See also: ANTI-ANTI , Magical or Physical Damage? and Damage: physical or magical? .

 [ OBJECT ] 

 [ STONE ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ REMAINING-LIFE-POINTS  NOT GREATER THAN 3 ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 NEUTRAL   

 SPEED   

 Allows one extra turn. Cannot be used during a "lost 
 turn", as you would have no turn in which to use it. Must be played 
 before new cards are drawn after first turn. You may draw cards after 
 each turn.

 FAQ: 
 With SPEED cast on you, your controlled MONSTERS get an extra turn,
 too. Also, SPEED can be cast anytime during your turn, but not after you
 pick up an object. This means you could cast it, pick up an object, draw
 cards, then take your extra turn. You can't use SPEED to help you attack
 someone on the first round of turns. If you have SPEED on you while under the
 influence of a duration spell, it uses up a turn of that duration. This redefines 
 the duration of a spell from the viewpoint of a caster; the duration STILL lasts until 
 the start of the caster's turn, but the total number of turns is based on the 
 recipient's turn-count. 

 [ TARGETS SELF ] 

 [ SPEED ] 

 OBJECT   

 SPEEDSTONE   

 POWER: Your movement rate is increased by 1. This card 
 is permanent. Display when used.

 COMMENTARY: We don't have this card (but we have our own SWIFTSTONE, that
 behaves the same way); this must be 6th edition

 [ OBJECT ] 

 [ STONE ] 

 [ INCREASE-MOVEMENT: 1  ] 

 OBJECT   

 SPELL STONE   

 POWER: You may draw 3 cards each turn, up to your limit. 
 This card is permanent. Display immediately.

 [ OBJECT ] 

 [ STONE ] 

 [ DISPLAY-IMMEDIATELY ] 

 [ INCREASE-DRAW: 1  ] 

 ATTACK   
 LOS   

 STICKS AND STONES   

 Does magical damage to opponent equal to the number 
 of Magical Sticks he carries plus the number of Magical Stones he carries, 
 time the NUMBER card played. If FULLY REFLECTED, does damage to the 
 caster based on his own "Sticks and Stones" carried.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS COUNT-STICKS-AND-STONES  TIMES NUMBER CARD PLAYED ] 

 ATTACK   
 LOS   

 STICKY STICK   

 A magic wand that covers an enemy with webs, reducing 
 movement by -3 (enemy can still use NUMBER cards for movement). Lasts 
 one turn. Any fire-damage done to player in webs causes 2 extra points 
 of damage due to webs burning. the wand has a limited number of charges 
 determined by a NUMBER card played before use. Discard the wand when 
 last charge is gone.

 FAQ: 
 Webs, if burned, disappear immediately.

 See also: Fireball, Sticky Stick and Featherweight .

 [ OBJECT ] 

 [ STICK ] 

 [ CHARGES EQUALS NUMBER CARD PLAYED ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS 1 TURN ] 

 [ STICKY-STICK ] 

 ATTACK   
 LOS   

 STONE DEAD   

 Does magical damage to opponent equal to the NUMBER 
 card played times the number of magic stones the opponent carries.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS COUNT-STONES  TIMES NUMBER CARD PLAYED ] 

 NEUTRAL   
 LOS   

 STONE TO WATER   

 Turns either a wall or a solid stone block into water. 
 A wall turns into a WATERWALL with a range and damage of 2. A solid 
 stone block turns to a WATERWALL with a range and damage of 4. As in 
 WATERWALL, if you cannot wash back in a straight line for 4 spaces, 
 you would take 4 points of damage from smacking up against a wall.

 [ TARGETS EDGE
 CANNOT BE EMPTY ] 

 [ STONE-TO-WATER ] 

 NEUTRAL   

 STRENGTH   

 This spell doubles all physical damage you do to others, 
 and allows you to physically tear a treasure out of the grasp of another 
 player if you occupy the same space (an attack). The other player must 
 rolla 1 on the D4 to retain the treasure each turn. Duration equals 
 NUMBER card played.

 FAQ: 
 If you tear a treasure out of someone else's hands, this does NOT count 
 as picking up an object and does not end your turn. In fact, you can tear a 
 treasure out of somebody's hands and drop it on the floor even while 
 carrying another treasure. 

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ STRENGTH ] 

 ATTACK   
 LOS   

 SUCKER   

 This spell causes another player in your LOS to suddenly 
 discover that the treasure he is carrying is a fake! It suddenly disappears 
 from his hands. Please the treasure token back on the space it started 
 on at the beginning of the game. The attacker will decide which of the 
 two starting spaces the treasure will return to if in question.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ SUCKER ] 

 ATTACK   
 LOS   

 SUDDEN DEATH   

 Does ten points of magical damage to any person or object.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS 10 POINTS ] 

 COUNTERACTION   

 SUPER-DODGE   

 You may dodge (without moving into another square) any 
 one physical attack (including a falling DESTROYed WALL), and have a 
 50% chance to avoid an LOS spell attack. This spell is cast on yourself, 
 so may not be absorbed by another player.

 See also: Super-Dodge and the "Bomb" Trap Card and Damage: physical or magical? .

 When used as Counteraction: 

 [ 
 MUST BE PHYSICAL ] 

 When used as Counteraction: 

 [ 
 CANNOT BE PHYSICAL ] 

 [ RELIABILITY 50 % ] 

 ATTACK   

 SWAP   

 Swap places with any other character during your turn. 
 Counts as your movement. FULL REFLECTION, if used against SWAP, merely 
 nullifies it.

 FAQ: 
 You can use a SWAP before TELEPORT, but not after (within the same
 turn, of course). Since SWAP indicates that it replaces your movement, then
 if a REUSE SPELL card is used, you cannot use SWAP again in the same turn,
 as you have already performed your movement for the turn. Aesthetically this
 doesn't make a lot of sense, and the card shouldn't say that SWAP replaces
 movement, but rather if you use SWAP, you foresake your movement, which
 would allow you to use it twice in a turn, as it would not actually be your
 movement. Swaps tend to disobey the rule about creating objects in occupied spaces,
 but that's okay, they're supposed to.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ CANNOT-HAVE-MOVED  ] 

 [ SWAP-LOCATIONS ] 

 Secondary effect:   
 [ NO-FURTHER-MOVEMENT ] 

 NEUTRAL   

 SWAP HOME BASES   

 Swap your home base with any other player, so long as 
 you both have an equal number of treasures on your home bases. You must 
 be within L.O.S. of the other player with whom you are swapping.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ SWAP-HOME-BASES ] 

 ATTACK   
 LOS   

 SWAP MEET   

 This spell lets you swap any two carried items (your 
 choice) with another player. REFLECTION nullifies the spell. FULL REFLECTION 
 lets the other player decide which objects, if any, will be swapped.

 FAQ: 
 SWAP MEET conflicts somewhat with the rule that says you can't create an
 object where there is already an object, since SWAP MEET clearly says that
 you swap carried objects, meaning you would HAVE to be in the same space as
 the "created object". SWAP MEET, though, is an acception to the rules, and
 its operation is clearly explained on the card. Swap Meet is also a little
 ambiguous; you only swap ONE of your objects for ONE of the opponent's, not
 two for two.

 [ TARGETS TOKEN ] 

 NEUTRAL   

 SWAP SECTORS   

 You may swap (but not rotate) any two sectors. REWARP 
 counters do not move with the sectors, but remain in place, as does 
 the AUTOWARP if used.

 See also: Relocate Sector and Auto-Warp .

 [ TARGETS SECTOR ] 

 [ TARGETS SECTOR ] 

 [ SWAP-SECTORS ] 

 NEUTRAL   
 LOS   

 SWARTHMORE'S ENCHANTMENT   

 This spell adds one point of magical damage to the damage 
 done by any physical object (such as DAGGER, MAGIC STONEs or THORNBUSH, 
 etc.) This enchantment is permanent unless REMOVE CURSE is cast on the 
 object.

 See also: Magical or Physical Damage? .

 [ TARGETS TOKEN ] 

 [ SWARTHMORES-ENCHANTMENT ] 

 ATTACK   

 TELEPATH   

 This spell lets you see any one person's cards, one 
 time only.

 [ TARGETS TOKEN ] 

 [ TELEPATH ] 

 NEUTRAL/COUNTERACTION   

 TELEPORT   

 This spell lets you move up to four spaces (not diagonally) 
 from where you are, ignoring walls and objects. You may take your normal 
 movement before playing this card, but your movement ends after you 
 play it.

 FAQ: 
 If you use this spell as a Counteraction, the attack has no chance
 of hitting you. Yes, with a REUSE SPELL, you can TELEPORT twice in a turn.
 You can teleport only into a vacant space; the 8th edition clarifies this.
 Some teleporation spells let you teleport into occupied spaces and some don't. 
 This is usually called out explicitly on each card. They vary because some cards 
 would violate game mechanics if you did them a certain way. Say for example, someone 
 takes control of your Wizard and tries to use Teleport to put you inside a Solid Stone block. 
 It can't happen in the 8th edition, because the card stipulates that you cannot teleport 
 into an occupied space. If a card does NOT call out one or the other, then you can perform 
 the noted teleportation to any space you like, within the limits of the card. 

 See also: Teleport puzzlers .

 When used as Neutral: 

 [ TARGETS SELF ] 

 [ TARGETS SPACERANGE 4  ] 

 [ TELEPORT ] 

 Secondary effect:   
 [ NO-FURTHER-MOVEMENT ] 

 When used as Counteraction: 

 [ TARGETS SELF ] 

 [ TARGETS SPACERANGE 4  ] 

 [ TELEPORT ] 

 Secondary effect:   
 [ NO-FURTHER-MOVEMENT ] 

 ARTIFACT   

 TELEPORT AMULET   

 This amulet allows you to teleport a number of
 spaces equal to a role of the die, but it sucks up your life
 points at a rate equal to another roll of the die. This damage
 may not be stopped or counteracted in any way, and this card
 overrules any other card on this issue, including other magic
 objects (though this does not prevent healing spells from
 working). May be used once per turn. Replaces normal movement.
 Display immediately.

 NEUTRAL   
 LOS   

 TELEPORT CREATION   

 Teleports any created object or monster in you LOS to 
 any vacant space (except a home base) on the board, including normally 
 immobile objects such as Wall, Pit, Solid Stone, or Bushes.

 See also: TELEPORT , Teleporting creations with embedded creatures/objects and Giving Jolly a headache... .

 [ TARGETS TOKEN
 MUST BE CREATION ] 

 [ TARGETS SPACE
 MUST BE EMPTY ] 

 [ TELEPORT ] 

 OBJECT   

 TELEPORT LOAD   

 This object may be placed anywhere in the board you 
 go to, or carried. It may be "On" of "OFF" (you 
 can switch it without picking it up). When it's ON, if any player or 
 monster tries to teleport, they end up in the same space as the LOAD. 
 If you secretly carry this, it is assumed to e "ON" unless 
 you announce otherwise. It must be OFF for you to teleport yourself. 
 Counteractable as a spell.

 See also: Empathy and Disease Revisited (Teleport Load) and Question about Teleport Load .

 NEUTRAL   
 LOS   

 TELEPORT OBJECT   

 Allows you to teleport any moveable object (but not 
 players or monsters) up to 4 spaces, ignoring walls and other obstacles. 
 It may not be teleported to a home base. You must have LOS with the 
 object before you teleport it, not necessarily with its destination. 
 Object cannot currently be carried by another players.

 See also: TELEPORT and Giving Jolly a headache... .

 [ TARGETS TOKEN
 MUST BE OBJECT ] 

 [ TARGETS SPACE
 CANNOT BE HOME-BASE
 CANNOT BE BLOCKS-PASSAGERANGE 4  ] 

 [ TELEPORT ] 

 ATTACK   
 LOS   

 TELEPORT OPPONENT   

 This spell lets you move opponent's piece to any square 
 on the board, excluding solid blocks of stone, but including otherwise 
 occupied spaces.

 FAQ: 
 If REFLECTED, opponent chooses where he wishes to send
you. You may finish your normal movement after he moves you (unlike a
regular TELEPORT).

 See also: TELEPORT .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ TARGETS SPACE
 CANNOT BE HOME-BASE
 CANNOT BE BLOCKS-PASSAGE ] 

 [ TELEPORT ] 

 ATTACK   
 LOS   

 THIEF   

 This is not a spell. You may take on physical item from 
 any other player if you occupy the same square as him or her. The item 
 may not be a treasure.

 [ PHYSICAL ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 NEUTRAL   
 LOS   

 THORNBUSH   

 Creates a thornbush that permanently blocks an entire 
 square. Five points of damage will destroy it. If a player enters it, 
 his turn ends, he loses his following turn, and he takes one point of 
 physical damage from thorns. One cannot attack or be attacked while 
 in a bush, or attack through a bush.

 FAQ: 
 Could be punched from an adjacent square without damage to the
 Wizard doing the punching.

 See also: Trapped in a thorny prison .

 [ TARGETS SPACE ] 

 Creates a THORNBUSH token. 

 [ BLOCKS-LOS ] 

 [ FILLS-SQUARE ] 

 Has Attack: 

 [ DAMAGE EQUALS 1 POINT PHYSICAL ] 

 [ TURN-ENDS ] 

 Secondary effect:   
 [ LOSE-TURN ] 

 ATTACK   
 LOS   

 THOUGHT STEAL   

 Remove and keep any two cards from an opponent's hand. 
 Includes displayed cards.

 See also: LOAD STONE .

 [ TARGETS TOKEN ] 

 [ THOUGHT-STEAL ] 

 ATTACK   

 THUMB OF GOD   

 Allows you to flip the die from a distance of no less 
 than six inches onto the board so as to hit playing tokens. whichever 
 space the tokens land closest to it where they must be located, including 
 tokens knocked off the board. There is no Counteraction against this 
 spell.

 FAQ: 
 If your set says this card is LOS, ignore that. It can be
 aimed anywhere on the board. If you really, really hate this card, and you
 own the set, remove it from the game. There has been a bit of confusion 
 about this card. It does NOT eliminate any pieces or players from the game.
 If they are knocked off the board, you just put them back on at the space
 which is nearest to the edge where they got knocked off. 

 COMMENTARY: Also removed from our deck.

 [ THUMB-OF-GOD ] 

 NEUTRAL   

 TIME WARP   

 This spell makes a number of turns zip by equal to the 
 NUMBER card played. This affects all duration-type spells by burning 
 up any turns left for the spell. Effects of active duration spells, 
 such as damage, still occur. No players can perform any action during 
 these lost turns (except INTERRUPT). The caster's turn then continues 
 as normal.

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ TIME-WARP ] 

 NEUTRAL   
 LOS   

 TINY SWAP   

 This spell lets you swap any two items (uncarried), 
 people, monsters, or immovable created object, or any combination of 
 the same, as long as both are in your LOS! In the case of swapping a 
 person for a created wall, the person could end up in either square 
 adjacent to where the wall was, and vice-versa. Both objects, once swapped, 
 must still be in your LOS afterwards.

 FAQ: 
 Though not intended to be used this way, it is possible to use
 TINY SWAP to move yourself, since you are in your own LOS. Yes, this is a
 much more powerful version of TRADER. No, you may not put immovable objects 
 on a player's home base.

 See also: CREATE PIT and The Buck, Tiny Swap and Items .

 [ TARGETS TOKEN ] 

 [ TARGETS TOKEN ] 

 [ TINY-SWAP ] 

 NEUTRAL   
 LOS   

 TRADER   

 Swap any two items that are resting on the floor, both 
 within you line-of-sight. Does not overcome GLUE. Does not work on players 
 or monsters.

 FAQ: 
 If your Wizard is in LOS with 2 different objects which are resting
 on the floor, you may swap their positions. The two items must be normally mobile objects, 
 not things like THORNBUSHES.

 [ TARGETS TOKEN
 MUST BE OBJECT
 OR TREASURE ] 

 [ TARGETS TOKEN
 MUST BE OBJECT
 OR TREASURE ] 

 TRAP   

 TRAP!   

 You fool! You just walked into an old trap. Display 
 immediately, lose your next turn and draw another card.

 [ LOSE-TURN ] 

 NEUTRAL   

 UGLY   

 You momentarily become so ugly that all opponents in 
 L.O.S. retreat as far away as necessary to avoid L.O.S., along the shortest 
 path available. This happens during your turn. Passage through firewalls 
 and bushes blocks L.O.S. For multiple corridor choices, opponent rolls 
 D4 for random direction. Affects SHRUNK and INVISIBLE opponents.

 FAQ: 
 Not permanent, no. People move away even though it's not their turn.
 This is instantaneous, no duration. It will affect all players in LOS.
 Since it is cast on yourself, there is no "roll to hit" on players who are
 INVISIBLE, SHRUNK, etc., if they are in LOS. Likewise, a Blinded person
 cannot be affected by Ugly.
 If you are stuck in a 1 square room with another player and he casts
 UGLY on himself, nothing happens. I suppose you could throw up or
 something, but there are no bad game effects.
 Since UGLY is instantaneous, an opponent may certainly enter the UGLY
 person's LOS after that person's turn, since he is no longer UGLY. Even
 though most Counteractions are useless against UGLY, since it is cast on
 oneself and not an opponent, it is still possible for an opponent to get
 off a non-related Counteraction, like a Waterwall, just before UGLY forces
 him to move, even casting past the UGLY person if desired.

 See also: FEAR and Conundrum... .

 [ TARGETS SELF ] 

 [ UGLY ] 

 NEUTRAL   

 VAMPIRE!   

 Allows you to change yourself into a bat for a duration 
 equal to the NUMBER card played. Your base movement is 7 spaces per 
 turn (including the turn you change into a bat), and your chances of 
 being hit by any attack are 1 in 4. You may not carry treasures or cast 
 spells. You can carry and use any other objects. You can attack the 
 other players for 2 points per bite, physical damage, once per turn. 
 The turn you change back, you can only move 3 spaces.

 See also: Can vampires fly? , Big Man/Vampire and how it relates to New Card Classes , Big Man & Vampire! and Janitor on Animated Treasure .

 [ TARGETS SELF ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ VAMPIRE ] 

 Has Attack: 

 [ DAMAGE EQUALS 2 POINTS PHYSICAL ] 

 Has Counteraction: 

 [ INTRINSIC ] 

 [ RELIABILITY 75 % ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 Has special ability: 

 [ FLIGHT ] 

 OBJECT   

 VISIONSTONE   

 POWER: Allows vision through one wall (any type) or 
 door. Only functions when YOU want it to. L.O.S. spells can be used. 
 This card will not work with the UGLY spell, as opponent cannot see 
 you. This card is permanent. Display when used.

 FAQ: 
 We've said this before; you can't DRAG a solid object through a wall. Generally, this applies to some other spells, too. VISIONSTONE allows you to cast through a wall, but it
 does not allow solids to pass through. You can still, of course, create objects and monsters on the other side of a wall; it's the spell that goes through the wall, not the object that
 you are creating! VISIONSTONE works fine on doors, but not SOLID STONE. It will not help you see through other LOS-blocking things, such as a THORNBUSH or
 DUSTCLOUD. REFLECTED spells will not get back to you, as the person doing the REFLECTING cannot see through the wall.
 If you are using Visionstone and are shooting a spell diagonally so that it just clips the corner of the wall, passing through the corner counts as going through 2 walls (the
 line-of-sight line does actually pass through both walls that intersect at a corner), thus, the Visionstone would not work here. 

 COMMENTARY: 
 Note that the FAQ is inconsistent in the ruling between REFLECTION and VISIONSTONE vis-a-vis
 the affect of altering the LOS capabilities of the caster. We play VISIONSTONE per the
 interpretation of AROUND THE CORNER, where reflected attacks return to the caster, as
 they are modified by all of the LOS-enhancements that were placed on the original attack.

 See also: ASTRAL PROJECTION , REFLECTION , The power of Vision Stone, XRay Vision, astral projection and Visionstone while blinded .

 [ OBJECT ] 

 [ STONE ] 

 [ REUSABLE ] 

 [ 
 MUST BE LOS ] 

 [ MODIFIER: XRAY 1  ] 

 ATTACK   
 LOS   

 WALKING DEAD   

 Opponent takes 1/2 point of damage for every space moved. 
 BLOODSTONE will nullify this spell. This spell is permanent.

 FAQ: 
 FULL SHIELD and REFLECTIONS have no effect on this after it's
 started, as they only work when a spell is first cast, not on subsequent
 effects of the spell. WALKING DEAD works on folks that are flying, as well.

 See also: Protocols of play (Yet another ruling discussion) .

 [ TARGETS TOKEN ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ WALKING-DEAD ] 

 NEUTRAL/COUNTERACTION   
 LOS   

 WALL OF FIRE   

 Creates a barrier of fire across any corridor. passing 
 through it does four points of magical damage. As counteraction, it 
 will stop a waterbolt. Duration equals NUMBER card played.

 FAQ: 
 This blocks LOS, even for a FIRE IMP. WALL OF FIRE does not
 destroy Magic Stones as a FIREBALL does. Damage done by a WALL OF FIRE is
 not considered an attack on you, thus REVERSE has no effect on the damage.
 You may NOT cast it on top of an ILLUSION WALL, as that violates the rule
 about creating an object in an occupied space.

 See also: Waterwall vs Wall of Fire .

 When used as Neutral: 

 [ TARGETS EDGE
 MUST BE EMPTY ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 Creates a FIRE-WALL token. 

 [ BLOCKS-LOS ] 

 Has Attack: 

 [ FIRE-BASED ] 

 [ DAMAGE EQUALS 4 POINTS ] 

 When used as Counteraction: 

 [ 
 MUST BE WATER-BASED ] 

 [ 
 CANNOT BE PHYSICAL ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 NEUTRAL   
 LOS   

 WALL OF FOG   

 Creates a wall of fog which allows movement but not 
 LOS through it. It is permanent until destroyed or dispelled. Wall of 
 Fire and Wall of Fog will destroy one another. Fireball and Waterwall 
 will dispel it (but Fireball would lose all effectiveness, while Waterwall 
 would not).

 [ TARGETS EDGE
 MUST BE EMPTY ] 

 Creates a WALL-OF-FOG token. 

 [ BLOCKS-LOS ] 

 NEUTRAL   
 LOS   

 WALL OF GLASS   

 Creates a glass wall which allows LOS but not movement 
 through it. It is permanent until destroyed. A single attack doing 6 
 points of damage or multiple attacks doing 10 points of damage will 
 shatter it. Spells may be directed at the wall or through it.

 [ TARGETS EDGE
 MUST BE EMPTY ] 

 Creates a WALL-OF-GLASS token. 

 [ HIT-POINTS EQUALS 10  ] 

 [ BLOCKS-PASSAGE ] 

 Has Counteraction: 

 [ CURRENT-VALUE-OF-ATTACK  AT LEAST 6 ] 

 [ INTRINSIC ] 

 [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  PLUS 4  ] 

 [ ATTACKER NOT HURT ] 

 NEUTRAL   

 WARD   

 When a player picks up one of your treasures, you may 
 play at that time (out of turn) this card in him, signifying that he 
 has set off a trap that you set on one of your own treasures (you need 
 not specify) which one). Causes 3 points magical damage. Counteractions 
 against WARD have no effect against the caster of WARD, but otherwise 
 work as written.

 FAQ: 
 This is to be played when a player picks up a treasure, you can't use
 it after a player has been carrying a treasure.

 See also: Damage: physical or magical? .

 [ DAMAGE EQUALS 3 POINTS ] 

 [ MODIFIER: COWARDS-ATTACK ] 

 OBJECT   
 LOS   

 WARP STICK   

 This wand makes on section (one space long) of wall 
 disappear during your turn, reappearing at the end of your turn. The 
 magic wand has a number of charges equal to the NUMBER card played with 
 it the first time it is used. Discard it after all the charges are used 
 up. Only one charge may be used each turn.

 [ OBJECT ] 

 [ STICK ] 

 [ CHARGES EQUALS NUMBER CARD PLAYED ] 

 [ TARGETS EDGE
 CANNOT BE EMPTY ] 

 ATTACK   
 LOS   

 WATERBOLT   

 Does magical damage equal to the accompanying NUMBER 
 card, or knocks opponent back of squares equal to the NUMBER card, or 
 a combination thereof, as chosen by the caster.

 See also: Waterbolt + Reflection: Who decides? and Damage: physical or magical? .

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ WATER-BASED ] 

 [ DAMAGE EQUALS NUMBER CARD PLAYED ] 

 NEUTRAL/COUNTERACTION   
 LOS   

 WATERWALL   

 The moment you create it, it collapses, washing away 
 any player within two spaces back two spaces (including the caster). 
 If a player can't go straight back two spaces, he takes one point of 
 physical damage per space he cannot move. Acts as counteraction to FIREBALL 
 or WALL OF FIRE. Has no effect on another wall.

 FAQ: 
 If used as a Counteraction against a fire-based spell, it still
 washes Wizards back 2 spaces if in range. The movement of a WATERWALL does
 not constitute a Counteraction, that is, if the backwash from a WATERWALL
 would wash you out of LOS of a non-fire-based Attack, it doesn't move you
 fast enough to prevent damage. Its effect against fire is based on the fact
 that it suddenly appears right in front of the FIREBALL or on top of the
 WALL OF FIRE. It need not be cast the same turn as WALL OF FIRE to destroy
 it. 
 This of course implies that in this case you can create an object
 where one already exists. Since this is explicitly defined on the card, it's
 okay (since cards overrule the rules).
 WATERWALL pushes away from the point of creation, so players on
 opposite sides are pushed opposite directions. You could conceivably use it
 just to move yourself an extra 2 spaces during a turn, if you like. If you
 are in a space with another player and you use a WATERWALL, you are both
 moved the same direction. Waterwall will NOT move you around corners; you
 smack into the wall at the corner instead. If used on Handful of Tacks, they 
 are removed entirely from the board, not just washed back.
 The Waterwall itself WILL move around corners, even though it won't push 
 people around corners, so if someone is within the 2 space range around a corner, 
 the Waterwall will still get them.

 COMMENTARY: 
 Contrary to the FAQ, we play that a WATERWALL used as a counteraction
 against a fire-based spell does NOT create a WATERWALL.

 See also: MIST-BODY , Pass through wall + waterwall , Waterwall vs Wall of Fire , Waterwall and Pass the Buck and Damage: physical or magical? .

 When used as Neutral: 

 [ TARGETS EDGE
 MUST BE EMPTY ] 

 [ WATERWALL: 2  ] 

 When used as Counteraction: 

 [ 
 MUST BE FIRE-BASED ] 

 [ ALL BLOCKED ] 

 [ ATTACKER NOT HURT ] 

 ATTACK   
 LOS   

 WEAKNESS   

 Opponent drops any treasure carried, and takes 2 times 
 normal damage from any point-type spells or physical attacks. Duration 
 of this spell equals NUMBER card played. Opponent cannot carry treasure 
 for this duration. WEAKNESS and STRENGTH cancel each other.

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DURATION EQUALS NUMBER CARD PLAYED ] 

 [ WEAKNESS ] 

 NEUTRAL   

 WEREWOLF   

 This spell lets you turn yourself into a large, hairy 
 werewolf. You normal movement increases to 4, and you do 1 to 4 points 
 of physical damage with a punch (roll the die). However, you may not 
 cast spells except for counteractions or magical items. You may still 
 carry items and use NUMBER cards for movement. You may remain a Werewolf 
 as long as you wish, but changing back stops spell.

 See also: Janitor on Animated Treasure .

 [ TARGETS SELF ] 

 [ VOLITIONAL ] 

 [ WEREWOLF ] 

 ARTIFACT   

 WINGS OF MERCURY   

 Lets you perform actions even after picking up an object.
 Display immediately.

 ATTACK   

 WIZARDBLADE   

 Does magical damage equal to the NUMBER card played. 
 Does NO damage without a NUMBER card. Must be on same square as opponent 
 to attack.. If target fills an entire square, you must be in an adjacent 
 square to use. Permanent. Display when used.

 FAQ: 
 This is most certainly an object. However, the damage it does
 is like a spell attack, but since it is any object, ABSORB SPELL has no
 effect on it. REFLECTIONS will work, putting magical damage back upon the
 user. NO SPELL would stop WIZARDBLADE for its duration.
 You have to supply a new Number card each time you use Wizardblade. 
 You have to discard each Number card as it's used in each attack. 

 See also: AMPLIFY and FULL SHIELD .

 [ OBJECT ] 

 [ TARGETS TOKEN
 MUST BE OPPONENT ] 

 [ DAMAGE EQUALS NUMBER CARD PLAYED ] 

 NEUTRAL   

 X-RAY VISION   

 Allows LOS through any two walls to cast any one spell.

 See also: The power of Vision Stone, XRay Vision, astral projection .

 [ 
 MUST BE LOS ] 

 [ MODIFIER: XRAY 2  ] 

 