Opponent may not trace LOS more than one space (including via add-ons
such as EYE OF GOD). Duration equals NUMBER card played.
CAVE IN (attack/LOS)
Collapses the dungeon ceiling, raining stone debris down on everything
in its radius (including the caster), doing physical damage equal to
a NUMBER card played to every space-occupying target in its radius
able to take such damage. This spell takes a second NUMBER card,
which specifies the radius. Either may default to 1; a radius of 1
meaning only the target square is affected.
GET REAL (neutral/counteraction/LOS)
Transforms any illusion (even one you don't believe), into a real
version of itself. This may be used in conjunction with ILLUSIONARY
ATTACK (and even as a COUNTERACTION to such, if you really want to).
Allows you to use an ATTACK spell from your hand as a COUNTERACTION,
in an attempt to prevent the original ATTACK from being possible,
or hitting you. The COUNTERATTACK has precedence; for example, NO SPELL
could be used to prevent a spell ATTACK. Regardless of the success
of the COUNTERATTACK (which itself may be countered), the original
ATTACK card is discarded. Only ATTACKS that have a chance of preventing
the original ATTACK may be used (for example, BLIND may be used as there
is a chance the attacker would miss; purely point-based ATTACKs could
only be used if there is a chance the attacker would be killed).
REACH THROUGH WALL (neutral)
Allows you to reach through a wall, door, or other edge creation
to perform an ATTACK that otherwise would require the target
to be in the same space as you, or allows you to pick up an object in the
adjacent space. Since the wall is providing the structure for
your arms, this spell will not work across an empty edge.
Creates a heavy, locked stone barred GATE around the target
square, in each empty edge (LOS to the target square is
sufficient). Each created GATE is a separate creation, and
operates like a locked door, except that there is LOS through
it. Ten 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).
Strength equals NUMBER card played, with a default of ZERO.
Replace any NUMBER card played at any time anywhere with
this spell's strength. As this spell is a COUNTERACTION,
only things along the lines of ANTI-ANTI will nullify it.
Spells with ZERO durations will still have an instantaneous
"main" part of their effect (e.g. a ZERO duration INVISIBLE
would still work for the one attack in which it is played,
then expire instantly).
DIRT BALL (attack/LOS)
Hit opponent with a massive DIRT BALL that does magical damage
equal to double the NUMBER card played (or 2). Water-based
COUNTERACTIONs (e.g. WATERWALL) may be used to halve the damage;
however, the target will be a mud-covered mess, and the other
wizards get to tease him.
HOUSE OF HORRORS (neutral)
The target sector becomes so scary that no one, including yourself,
will, (or can be made to), enter it for any reason (unless they
have CONVICTION), including via such powerful effects as HAND OF GOD.
Those trapped in it must move towards the nearest exit (per the rules
for such cards as FEAR and IDIOT), and escape if they possibly can.
REMOVE CURSE will remove; FOIST can be used to FOIST it onto another
sector (both require LOS to some part of the affected sector, but in
the case of FOIST, not the target sector). Duration equals NUMBER
Cast the top spell on the discard pile as if you were casting
it from your hand (i.e., if it is an ATTACK, you must be able to
attack). You may add NUMBER cards and other add-ons from your
hand as normal. The card must have been previously cast (not
discarded), by an opponent wizard.
MAGIC DOOR (neutral/LOS)
Creates a locked MAGIC DOOR in an empty edge or stone
wall, or replaces a normal door (in this case it is still a
creation). Anyone passing through the door is teleported to
another random door in the dungeon (and may choose which side
to exit). Need PICK LOCK, MIST BODY, etc. to use it, just like
a normal door. It may serve as a WORMHOLE endpoint.
This spell allows you to see through one wall, door, etc., more
than you would normally be able to. In general, it works exactly
like a VISIONSTONE; however, its effects are cumulative with a
VISIONSTONE and other instances of itself. VISIONBONE and BLIND
cancel each other. Duration equals NUMBER card played.
SPELL BOOK (object)
When instantiated, number of pages equals NUMBER card played.
You may place one spell per page into the BOOK from your hand.
Cards placed in the BOOK are not part of your hand, for the
purposes of hand quotas and other spells (e.g. CHAOS, WRAITH,
THOUGHT STEAL), yet they may still be used as needed. However,
the BOOK is still part of your hand, and if it is lost, all cards
contained in it go with it. Fire damage destroys one page per
point of damage taken. EXTEND may be used at any time to double
the number of current pages. ADD with a NUMBER card will ADD
pages at any time.
Suck up a spell after any other wizard has used it (not discarded),
and take it into your hand. SPONGE has no effect on the original spell,
and works regardless of the outcome of the original spell, unless an
ABSORB SPELL takes it up first. SPONGE has precedence over (and thus
will block), REUSE SPELL.
Add life points equal to NUMBER card played to the target wizard,
creature, or object.
Target opponent is teleported to your space.
COUNCIL OF ILLAMOOR (attack)
You are empowered to call the prestigious Council of Illamoor, where
all wizards are summoned to your space to discuss extremely important
dungeon matters. All wizards are thusly teleported for this
important and momentous event. FULL REFLECTION causes the casting
wizard to be teleported to the FULL REFLECTION caster's space
(while all other wizards still go to the original space; multiple
FULL REFLECTIONs take precedence randomly). FULL SHIELD, and similar
which fully block spell ATTACKs, allow the casting wizard to avoid
participation (but he still feels terribly guilty about shirking his
civic duty). SHHH! may be cast in response to nullify; ABSORB
SPELL absorbs and nullifies.
ILLUSIONARY SHIFT (neutral/attack/counteraction/LOS)
Shifts an illusion of a given type into another of the same type.
Edge and space illusions are replaced with a different edge
or space illusion as chosen by the caster, as if ILLUSIONARY
CREATION had been cast. Can change an ILLUSIONARY STONE into a
different type (such would be an ATTACK if carried by another
wizard). As a COUNTERACTION, can shift an ILLUSIONARY ATTACK
to a different ATTACK spell.