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  ]