28949bdb7d42c4a5407e22fb4bd22c627989bfc2
Wands charge on first use from the number card(s) played (Amplify and Add both work when setting charges), spend one charge per use with a hard once-per-turn limit, stay displayed while charged, and crumble to the discard when the last charge goes. They are isolated from their wielder — usable under NO SPELL — and Absorb Spell cannot eat them. BLASTER WAND fires 3-point bolts through the normal counteraction stack; STICKY WAND webs its victim (movement -3 for a turn, +2 to any fire damage, including hotter firewall crossings); SHIFT WAND shoves a wizard one space in any direction straight through stone walls; WARP WAND opens a wall section that snaps back at the end of the turn. DEJA-VU retrieves any discard except a wand. The wands' 5e-era "stick" subtype is renamed "wand" per Eric (the 6e faces say Wand; Exp2 shelf cards keep their period names). Client: charge badges, shove targeting, retrieve-by-name. 101 tests passing. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Description
A web port of the 6th edition Wiz-War by Jolly Games / Chessex
254 MiB
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