Files
wizwar6e/research/cards-5e-with-expansions.txt
Eric WagonerandClaude Fable 5 574c707798 Add 6th edition research: rules, cards, and board layouts
Assembled from the Wayback Machine (Tom Jolly's wizwar.com), BGG, and
fan archives: 5E rules transcription (6E is a light revision), Jolly's
2002 FAQ, ~208-card Chessex-era card pool with mechanics, all six
sector board layouts reconstructed from photos + fan redraws, and
setup diagrams. Gaps flagged for verification against Eric's copy.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 18:25:50 -04:00

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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  ]