10d5c5815d73b3184b6880f4d31610490de3e064
Randy raised his double, selected it, and could cast nothing through it: the card's whole point — "it may use any of the spells in your hand, and you need not be in its L.O.S." — had never been wired. A cast may now name the double, and the double's square becomes the spell's origin: sight, reach, the launch point the reel films, and the direction a knockback or rout pushes. The hand, the attack, and every answer to it stay the caster's. Spells that move the caster's own body — a goat's charge, a swap — do not travel through it. On the board, the double's sight lights the eligible squares; selecting the double and then a card aims from where it stands. A test hides the caster and fires through the double. The first-stride caption sat on the maze and hid the walls beside the wizard; it now stands above the board with a color chip for "you." Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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