PAIN TRAIN (attack/LOS)
Creates a PAIN TRAIN in the target space under the control of the caster, which moves as a
MIST BODY, and can move a distance equal to a NUMBER card played (or 1 space). It does a
number of points of magical equal to the number of spaces it has moved from its start space to
any damageable target that it encounters or passes thru. It disappears once it has completed its
movement, which must be completed before the wizard who created it performs any other action.
It may reverse on itself, but it will not damage the same target more than once.
GOLDEN EGG (object)
You have discovered the GOLDEN EGG! -- a rare and mysterious object that everyone covets,
yet no one knows why. Display immediately, even if dealt. If you willingly drop it, throw it, or
discard it, you suffer 6 points of magical damage; it is fragile and magic, after all. There is no
penalty if one rids itself of it via other means, which include unwillingly dropping it, and spells
such as REMOVE CURSE, FOIST, etc.
If you walk onto it via normal movement, you must pick it up.
Other than wasting a space in your hand, its effect is
that everyone is so envious of you that they must attack you via any means possible as soon as
they are able (including use of non-LOS attacks, INTERRUPT, EYE OF GOD, etc.); yet if not in
LOS, they are not required to attempt to move into LOS to attack you.
ELEMENTAL SHIFT (neutral/LOS)
This spell modifies any spell or creation this is based on an element (fire, water, earth/stone,
air/lightning). You may replace the element of the original with any other. For example, a
FIREBALL can become a 5 point WATERBOLT; a FIREWALL a STONE WALL, a created WALL
a WATERWALL, and so forth. Damage of attack spells remains the same; damage from creation
transformation is consistent with other effects (e.g., a 20 point STONE WALL to
WATERWALL is 2 points (with WATERWALL effects); FIREWALL is still 4 points; STONE
SQUARE to water is 4 points, yet to FIREZONE is 8 points). DESTROY WALL is like "stone to
air", except any other shifts to air cause no damage or other side effects (thus a FIREWALL
could be turned to air and passed thru freely).
MAGIC MIRROR (neutral/LOS)
Transforms a stone wall segment into a MAGIC MIRROR (both sides). Anyone passing directly
adjacent to it loses a movement point due to being spooked by the hideous visage within. It may
serve as a WORMHOLE endpoint. May be touched to pass thru for a movement point (but are
again spooked as above on the other side). DISPEL CREATION is the only spell that can affect
it; all other spells cast at it either pass thru it, or are reflected at the incoming angle (and thus LOS
can be "reflected"), at the option of the caster. Only 5 points of physical damage from thrown
objects damages it, but cracking it does 7 turns of bad luck to the offender (left-hand opponent
calls the outcome of all die rolls for their next 7 turns). It may not be created adjacent to a home
base.
BASKET (object)
You may place any or all of your objects in the BASKET, if you want to. Objects placed in the
BASKET are not part of your hand, for the purposes of hand quotas and other spells (e.g.
CHAOS, WRAITH, THOUGHT STEAL), yet they still confer their effects, and can be used as
normal. However, the BASKET is still part of your hand, and if it is lost, all objects contained in it
go with it. Placing a BASKET in another BASKET is just too much, and attempting to do so will
cause a CATACLYSM, its strength being the sum of the total objects involved (including both
BASKETS, all of which are destroyed before the CATACLYSM occurs).
GUST OF WIND (attack/neutral/LOS)
As an ATTACK, creates a GUST OF WIND that blows opponents away from you a distance equal
to the NUMBER card played (physical damage is taken for spaces that cannot be moved due to
obstacles, as in WATERWALL). As a NEUTRAL, blows any object resting on the floor away from
you for a distance equal to NUMBER card played; again, such movement is blocked by physical
objects.
TIME WARP (neutral)
Game board (and placement of objects/alterations) is rolled back to how it was a NUMBER card
played turns ago. Has no effect on life points or player's cards, except that objects/treasures may
be added/removed from players' hands as needed to get the board right. All players will make a
good faith attempt to remember how it was and get it right, realizing that time travel is an
imprecise science, and things may not seem quite as they were.