DUCK (counteraction)
This spell may be cast in response to an LOS spell, or
an LOS physical attack (generally a thrown object) targeted
directly at you. The attack misses, and hits the next
attackable thing in its path along the LOS line, which may
be the attacker's own monsters or even the attacker himself
in the case of sector wrap (the original attacker is still the
attacker, and in this case an attack on himself is allowed).
Note that this will not work on ADJACENT attacks, nor on such
attacks as BUTT-HEAD and DISEASE. DUCK is considered an "escape"
type counteraction.
DON'T GO (attack/LOS)
Opponent must remain in LOS for the duration of the spell, which
includes refraining from leaving via spells such as TELEPORT.
However, if LOS is involuntarily broken (including via spells such
as BLIND), the spell is broken. Duration equals NUMBER card played.
GORGON (attack/LOS)
Transforms hair of target (which may be yourself) into a hissing
head of snakes. Whenever any wizard or creature moves into LOS
with the GORGON (but not the other way around, and not if they
are in LOS with the GORGON at the time the spell is cast), they
are hit with a MEDUSA spell from the GORGON (for each instance of
entering LOS per turn), with a duration equal to the remaining
duration of the GORGON spell (these MEDUSA spells do not count
against attack quotas). GORGONs may be safely seen through
MIRRORs and via SCRYing, and will not be seen while BLIND.
Duration equals NUMBER card played.
ANTI GRAVITY (neutral)
Reverses the gravity in the dungeon so that all portable objects
on the floor are now resting on the ceiling (TRADER et. al., will
still work on them, however), and wizards and creatures walk along
the ceiling. However, inanimate creations remain affixed to the
floor, and may generally be avoided, except for those which fill
the entire square (only those with FILL SQUARE in the title; the
language on other cards notwithstanding). Note that treasures are
not resting on home bases while this spell is in effect, nor may they
be "dropped" there. This spell will not affect GLUEd objects, and
objects may be GLUEd to the ceiling. GRAVITY and ANTI GRAVITY cancel
each other. Duration equals NUMBER card played.
CREATE GATE (neutral/LOS)
Creates a heavy, locked stone barred GATE in an empty edge. A
GATE operates like a locked door, except that there is LOS through
it. 10 points of damage will destroy a GATE. A GATE is
considered a stone wall for the purposes of spells which work on
walls or stone, but it is half the strength of one (e.g., a
DESTROY WALL would do 2 points of collateral damage).
BRAIN EXCHANGE (attack)
Causes everyone to pass cards of their choice from their hand
to the wizard to their left or right (caster chooses direction; everyone
passes the chosen direction). Number of cards passed by each wizard
equals NUMBER card played (those who don't have enough take a point of
magical damage for each card they are short). Displayed cards may be
used. ABSORB SPELL absorbs. FULL SHIELD avoids participation. Other
counteractions generally have no effect.
MAGIC POOL (neutral/LOS)
Creates a MAGIC POOL in the target square. Wizards who spend an entire
turn adjacent to a POOL may SCRY on an opponent. This allows LOS to
the opponent, regardless of where they are, (so long as scrying wizard
can see the pool). In addition to using any LOS spells on the target,
the scrying wizard may also use a NUMBER card to see that NUMBER
of cards (chosen randomly) in the target's hand (such use would be
an ATTACK). You may only scry on one opponent on a given turn. It
takes 2 movement points to cross a POOL, and it otherwise works
as a PIT filled with water. Objects dropped in the POOL are lost
until it is DISPELed. A BRRR spell cast at the POOL will turn it
to a PATCH OF ICE, which works as an OIL SLICK with regards to
movement, and removes its scrying power. (It will revert back
to a POOL upon taking any fire damage).
DOUBLE TROUBLE (neutral)
This spell modifies another spell, which must be cast at the exact
same time. It allows you to use the other spell twice on separate
targets, if there are two such suitable targets available at the time
of casting. If the spell is an attack, the second attack does not
count towards any attack quotas. This spell may not be combined with
spells that take more than one target. Caster decides which instance
of the spell occurs first.
STONE TO ICE (neutral/LOS)
Transmutes the target stone barrier into crystal clear ice through which
there is LOS, and which the points needed to destroy are 25% of the
original (rounded up; ICE SQUARES take 15 points to destroy). Any fire
damage at all destroys the ice, creating a WATERWALL as if STONE TO
WATER had been cast on the original object.
POWER OF GOD (neutral)
Multiply any two NUMBER cards together for any one action.
DECREE OF GOD (neutral)
Specify any one card, other than NUMBER cards, and remove all
instances of it from the game (including from the discard
pile and the draw pile). The card named may not be an
instantiated object or an extant creation.
REPLACE SECTOR (neutral)
Replace any one sector with an unused sector. The orientation
must remain the same (i.e., the treasure markers must be in the
same place between the old and new sectors). In the case of
edge alterations/creations in the sector being replaced, randomly
determine whether the edge alteration/creation replaces the
corresponding edge feature in the new sector. REPLACE SECTOR will
not affect any REDIRECTION markers that may be in place. Both
sectors must be stock sectors.
VAULT (counteraction)
May be played as a COUNTERACTION when one of your treasures is picked
up in your home sector by an opponent (even if on your home base).
When played, a WALL is created in each empty edge surrounding the
space the treasure is in. This spell may also be used with GUARD;
in such usage, it has a similar effect when the GUARDed object is
picked up.
LICH (attack/LOS)
Creates a LICH under control of the caster, which has 3 life points,
and moves at a base rate of 3. The LICH may use one card per turn
from its controller's hand (either a spell or NUMBER card (for
additional movement)). The spell may be an ATTACK (but not on the
turn it is created), which would not count against its controller's
ATTACK quota. A LICH may not use or pick up physical objects, or make
physical attacks.
CUSHION (counteraction)
CUSHION the blow of any damage from any source you sustain by an
amount equal to the NUMBER card played. The NUMBER card may be
either taken from your hand as normal, or the top NUMBER card on
the discard pile may be used. In either case, add-ons such as
AMPLIFY may be used in conjunction with this spell.
OUCH! (attack/LOS)
This nasty spell cuts the target's life points in half via magical
damage (remaining life points are rounded up if the result is a
fraction). For the purposes of COUNTERACTIONS such as REFLECTIONs
and EMPATHYs, the loss is relative to the final target, meaning
the attacker could lose more or less points than the target based
on their own life points in the case of FULL REFLECTION. REFLECTION
reduces each party to three quarters of their life points (again
rounding up fractions).
WATER CLOAK (object)
While wearing this CLOAK, you are immune to all fire damage and fire
effects. Additionally, when doing physical damage to an opponent
(even via thrown objects), you may move the target in straight line
away from you rather than doing damage points (as per WATERBOLT).
However, ice-based/cold-based damage done to you is doubled (you are
lucky you are not permanently MEDUSAed in this case), while
earth-based damage (e.g, DESTROY WALL collateral damage) done to
you destroys the CLOAK (you wouldn't be caught dead walking around
the dungeon covered in mud). You may not wear more than one CLOAK
at once.