Freeze opponent with an icy cold blast. Does magical damage equal to
NUMBER card played. In addition, opponent is frozen (treat as if under
the effect of a SLOW spell) for the duration of the played NUMBER card.
While frozen, any fire-based attack or effect does no point damage (but
may have other effects), and will unfreeze the target.
Creates under your control, or in your possession, an identical copy of
a target monster (excluding FIRE IMP and similar) or portable object
(other than a treasure). If the target object is carried by an
opponent, LOS to that opponent is sufficient. Note that it is possible
via this spell to obtain a DEMOCRATIC MONSTER (or similar) under the
control of a single player. This spell is an attack unless the target
object is resting on the floor. May not be cast on objects carried by
the caster, but may be on monsters controlled by the caster.
MONSTER MAGNET (attack/LOS)
This spell allows you to take full control of the target monster from
another player (or the DEMOCRATIC MONSTER). May only be counteracted if
current owner (or anyone, in the case of the DEMOCRATIC MONSTER) has LOS
to the target monster.
STONE DUD (attack/LOS)
Neuters the targeted stone (though it can be fixed with HOLY WATER). The
stone remains in the game as a physical object with no power. If the
stone is carried by an opponent, LOS to that opponent is sufficient.
BRAIN DRAIN (attack/LOS)
Opponent loses number of cards equal to NUMBER card played (chosen
randomly, including carried objects). Also, any BRAINSTONE carried is
neutered (as in STONE DUD). REFLECTION splits the number, rounded up if
Opponent believes he is the dungeon mascot, a dull-witted barnyard
animal. While under such an illusion, he may not win the game, the
provisions of all other rules notwithstanding, except, of course, if all
opponents are killed. This spell is permanent until removed with REMOVE
CURSE or similar.
Opponent drops number of carried objects equal to NUMBER card played.
The objects are chosen randomly. REFLECTION splits the number, rounded
up if necessary.
Allows you to remove any duration or curse-like spell on yourself (ala
REMOVE CURSE), even if ?good,? and foist it onto the target opponent.
There must be a target opponent in LOS, or this spell may not be cast.
Similarly, allows you to ?steal? any such spell affecting an opponent,
and transfer it to yourself. The parameters of the original spell
remain in place. REFLECTIONs have no effect on this spell; if FULL
REFLECTION (or similar) is cast, it is as if the target cast the spell
originally (and in some cases, may simply nullify the spell, at the FULL
REFLECTION caster?s option). If cast as a counteraction to the initial
casting of the curse-like spell, it acts as a FULL REFLECTION.
Stupidity abounds! While under the effects of this spell, opponent may
not draw cards for any reason, the provisions of any cards or rules
notwithstanding. Duration equals NUMBER card played.
Draw cards one by one from opponent?s hand and look at them until an
attack card is drawn. At that point, that attack is played or cast on
the opponent as if you played or cast it (though it does not count as an
extra attack, and if it is an adjacent type card, or non targeted attack
card (e.g. CHAOS), it is still played/cast). If the opponent has no
attack cards, this spell is functionally equivalent to TELEPATH.
VOICE OF GOD (counteraction)
You may cast this spell to nullify any spell cast at any time, anywhere,
by anyone or anything (including those spells that explicitly may not be
COUNTERACTed), at the time it is cast. This spell can nullify ANTI-ANTI
(but ANTI-ANTI can also be used to nullify it by the caster of the
Allows you to move any creation (other than a monster), a straight line
distance equal to the NUMBER card played, ignoring all obstacles. LOS
is necessary only to the target initially. The ending edge or space must
be able to accept the creation (i.e., you can?t put a wall on a wall, or
a bush on a home base or occupied square). Players in the path of
movement may counter such movement with FORCE FIELD or similar; this
stops the movement, and if there is no place for the creation to legally
stop, it is destroyed.
Destroys target creation in a ball of fire; the blaze burns for the
duration specified by the NUMBER card played. The fire will do magical
damage equal to the points of the original target object (minimum of 1,
maximum of 5), to anything in it or that passes thru it, and it will
also destroy all STONES that pass thru it. The target creation must be a
creation that could be dispelled by DISPEL CREATION.
Fills the square with a prickly magic cactus with yellow flowers that
blocks LOS. Anyone entering the square takes magical damage from the
sharp needles equal to half the current strength of the CACTUS, and
their movement ends. Physical damage done to the CACTUS damages it as
normal; however, magical damage done against it adds to its strength,
which starts at five points. Anyone in the square may not be attacked
or attack anything other than the CACTUS.
OIL SLICK (neutral/LOS)
Fills the square with a gooey, oily mess, which does not block LOS.
Anyone entering the square cannot change direction, and must continue in
the same direction equal to the number of squares they have already
moved (this does not count towards movement), even if into an obstacle.
For every square they cannot move, they take one point of physical
damage, and if their movement is stopped thusly, it ends while they
recover their wits. Oil and water don?t mix, so no water of any kind
will affect anyone in an OIL SLICK, or enter one, the provisions of
other cards notwithstanding (if in doubt, assume it magically diffuses).
CLONE CREATION (neutral/LOS)
Allows you to clone any edge creation (e.g. created wall, but not a
DESTROY WALL marker) or immobile creation occupying a square (e.g., a
bush) within LOS, and create the duplicate in another location which you
have LOS to, subject to the usual rules for creations. The created
object is created with the same number of points as the original object.
Creates a thick, green creeping wall of steely ivy on an empty edge, or
covering a wall or door. A section of IVY is an impassable layered edge
alteration, with no LOS thru it. Creep: The IVY will creep on an
Uncommon Event; when such occurs, each IVY patch adds a section onto a
random adjacent eligible edge (a patch is defined as one or more
contiguous sections). It takes 7 points to destroy a section; however,
any water damage done to it actually adds to its points.
ILLUSIONARY CREATION (neutral/LOS)
Similar to an ILLUSION WALL, allows you to create a fake version of any
full-square type creation (e.g. a bush). The first time an opponent has
LOS to it, they must roll, and they have a 50% chance of believing it is
real for the rest of the game. You know it is fake and move thru it
freely. The creation may not be a BLACK HOLE.
Allows you to attach an attack spell to a normally portable object or treasure
resting on the floor. Take an attack spell from your hand (and optionally a
NUMBER card if the spell takes one), and place it face down near the object.
When an opponent attempts to pick up the object, they are attacked by the spell
as with FILL SQUARE WITH SLIME, though if any decisions are required (e.g.,
MENTAL FORCE), you make them. If as a result of the spell, the opponent would
no longer be in a position to pick the object up, it remains on the floor. After going
off, the spell is discarded, and cannot be claimed as in REUSE SPELL.
RECONFIGURE SECTOR (neutral)
This spell allows you to swap any two sectors. Objects, monsters,
players, treasures, home bases, and so forth remain where they are (that
is, in the same absolute spatial location) and are NOT moved when the
sector is moved. Wall and edge alterations move with the sector. In
other words, you are reconfiguring the walls and doors of two sectors,
if in doubt. Wall alterations on the edge of affected sectors are
subject to the 50/50 determination as described in other sector
manipulation rules/cards. This spell does not affect any REDIRECTIONs
in place. Both sectors must be stock sectors.
Creates a WORMHOLE endpoint between the target space and another
WORMHOLE endpoint, an ILLUSION, or the bottom of a PIT. If more than one
such feature exists, caster chooses the other endpoint. If no such
other feature exists, the first created will complete the WORMHOLE.
Takes 1 movement point to move thru it. If an endpoint s a PIT, those
who fall in the PIT are transported thru (but still take damage per PIT
rules); otherwise its use is optional. If the exit point is an edge
feature, choose which side is exited randomly. Objects may not be
thrown thru the WORMHOLE, and there is no LOS thru it. The WORMHOLE is
broken if one of the endpoints is destroyed; however, if the WORMHOLE
endpoint remains, it will bind to any other appropriate extant feature.
Creates a global, blissful state of PEACE. While PEACE is in effect, no
attacks of any kind may be performed (including by the FIRE IMP et.
al.), nor via INTERRUPT, et. al. (unless the INTERRUPT is used to
INTERRUPT the casting of the PEACE spell itself). May be used as a
COUNTERACTION to neuter attacks directed at you, but when so cast, PEACE
lasts until the start of the attacker?s turn. Duration equals NUMBER
You may cast any LOS spell around one or more corners (up to 180
degrees), the number of corners being equal to the NUMBER card played.
If the LOS spell has multiple targets (e.g. TRADER), SNAKE can only be
used to see one of them. If no NUMBER card is played, this spell is
identical to AROUND THE CORNER.
Creates a GHOST under command of the caster. Moves at a rate of 3, but
may move as if under the effect of a MIST-BODY spell, except that it
will not cross any water. Punches opponents for two points of magical
damage when in the same square. It has no life points (and thus, POWER
related spells and other damage spells have no meaning, except for
possible side effects). Can only be destroyed by DISPEL CREATION, REMOVE
CURSE, or contact with any sort of water (including HOLY WATER).
UNFINISHED WAND (attack/LOS)
When initially played (doing so counts as an attack), a NUMBER card and
LOS attack spell must be played at the same time; this finishes the
wand, though the attack spell itself is not cast at this time. The
NUMBER card is the number of charges the wand has, and the attached
attack spell is the effect of the wand when used for subsequent attacks.
Thus, you could make a SLOW DEATH wand if you want to. If the
associated spell takes a NUMBER card, one may be played each time it is
used. Only the wand itself counts against your hand quota.
HOLY WATER (object/LOS)
Power equals NUMBER card played. Adds power in points to target player
(which may be self), monster, or object, even above starting quota (includes
walls, doors, bushes, and the like). May also be used to restore neutered stones,
dispel GHOSTs and other undead (such use is an ATTACK), or as a
COUNTERACTION against an ATTACK from an undead; in which case the
undead is destroyed, regardless of its strength. It is considered water for the
purposes of other rules and cards. After one use for any purpose, it is destroyed.
PARDON ME (neutral)
Allows you to interrupt another player's turn and take your normal
movement quota, as well as play any one other card, which may be a
NUMBER card for movement or an attack. No other actions may be
performed (e.g., dropping, throwing, picking up objects, unless the card
played allows such (e.g. HEAVE-HO). If precedence is an issue, this
spell has precedence over OPPORTUNITY FIRE, but not INTERRUPT.
You are imbued with great courage and cannot be bamboozled by cheesy
wizardry while under the effect of CONVICTION. You are immune to the
effects of FEAR, IDIOT, and similar spells that suggest you believe
something ridiculous (e.g. JACKASS), and you ignore/are unaffected by
any sort of ILLUSION for the duration of the spell (though belief
reverts when the spell expires). If required to establish initial
belief while under the effect of this spell, then disbelief is retained
upon expiry. May be used as a COUNTERACTION to (or used to remove) any
attacks/effects on you in the classes described above. Duration equals
POWER: This stone does not count toward your hand quota. If you are directly
killed by another player, this stone is discarded, and you, after waiting one turn,
come back as a GHOST to haunt that player. You move, may attack, and are
killed as a GHOST. You are bound by any other restrictions a GHOST is. You
may not pick up or carry any objects. You may not make physical attacks. You
may only attack the player you are haunting. While you do not start with any
cards, you draw, play, and discard cards as normal on your turn. A player who
comes back as a GHOST via this stone may still win the game.
STONE TO FIRE (neutral/LOS)
Turn one wall or door section into a four point passable FIREWALL for
played NUMBER card turns. Turn one STONE SQUARE into an eight point
passable FIREZONE for NUMBER card turns. Upon expiry, the target is
destroyed, and the space is freely passable. Note that the eight point
FIREZONE, unless fully counteracted, is equivalent to a FIREBALL in
terms of side effects (including, but not limited to, destroying STONES).
You can use this spell to counteract any spell attack cast upon you and
redirect it to another target in your LOS, except the original caster
(you are considered the attacker if that target counteracts). For
point-based spells, this includes targets such as walls, bushes, and the
like. If no suitable target of the original spell is in LOS, or such
usage is otherwise nonsensical, this spell works as a FULL SHIELD.
EYE OF GOD (neutral)
This spell is used to modify another LOS spell. This spell removes all
LOS restrictions on the original spell, including any ambient effects
caused by other spells ? that is, it allows you to target the original
spell anywhere on the board (subject to the usual non-LOS related rules).
LIFE SWAP (attack/LOS)
Swaps your current life points with those of an opponent. REFLECTION
cast against this spell causes it to work as a SHARE LIFE spell. FULL
REFLECTION acts as a FULL SHIELD. Other point-based counteractions and
STONES act to mitigate the net point drain, if any.
You become so radiantly beautiful that every opponent within LOS is
drawn toward your shining aura and must immediately move toward your
square until they reach it, even if doing so requires that they move
thru dangerous obstacles. If LOS from an opponent to you is broken
along the way for any reason, that opponent is no longer bound by this
spell. Opponents with a VISIONSTONE may use it, or not, to maintain
LOS, at their option.
BLACK HOLE (neutral/LOS)
Creates a vicious black hole in the target square that sucks everything
in the dungeon toward it. Its initial escape velocity (EV) is 2 plus
NUMBER card played. Any non-carried object or creation that makes
contact with it, including treasures, is sucked in and removed from the
game (before affecting anyone in the square), and its EV is increased
by 1 for each. A player in its square has his base movement reduced by
its EV (it can go negative), and they take 1 point of magical
damage on the start of their turn. Magical damage reduces its EV, but
never to below 3. On a Common Event, everything not on an edge
(including bushes, etc.) move directly toward it, unless blocked by a
wall or door. A CATACLYSM (strength as sum of EVs) occurs if 2 BLACK
HOLES collide. There is LOS thru it.