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|
Name |
Card Description |
Card Type |
Target |
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Absorb |
Reduces any point damage done to you, up to three points. Has no effect on duration-based spells. |
Counteraction |
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Absorb Spell |
You can nullify and take into your hand one spell used directly against you. Does not include NUMBER cards. Will work on other COUNTERACTIONS. REFLECTION, FULL REFLECTION, FULL SHIELD have no effect on this card. |
Counteraction |
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Add |
You may add two NUMBER cards together for any single action. |
Neutral |
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Adrenaline |
Allows 2 attacks in one turn. Duration equals NUMBER card played. cast on yourself. |
Neutral |
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Alter Ego |
Create a stationary double of yourself in the square you now occupy. It may use any of the spells in your hand, and you need not be in its L.O.S. to do so. Permanent until destroyed. Any damage done to it at all destroys it. |
Neutral |
L.O.S. |
|
Alter Reality |
Take one of the unused boards, flip it over in a random orientation, and replace the one on which your Wizard is standing. All Wizards, treasures, and other tokens are moved onto the new board in the same relative positions. Tokens overlaying real walls (such as WALL OF FIRE) are removed. |
Neutral |
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Amplify |
Doubles spell power of one point-based or duration-based spell. Two AMPLIFY spells quadruple spell power when used together. |
Neutral |
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Animate Object |
This spell makes a moveable, non-living object move 2 spaces per turn at your command. LOS is required to cast the spell on the object (but not to move it). It cannot climb or enter a space already containing something. One point of damage to the object will dissolve the enchantment. Thus, punching an animated Treasure dissolves the spell (even though Treasures are not damageable). Duration permanent. GLUE cancels. |
Neutral |
L.O.S. |
|
Anti-Anti |
Nullifies any one spell that counteracts an attack spell directly. Does not work against escape, such as SHRINK, TELEPORT, or INVISIBLE. Will work against SHIELDSTONE. |
Counteraction |
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Around the Corner |
You may cast any line of sight spell around one corner (up to 180 degrees) |
Neutral |
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Astral Projection |
Cast any one of your LOS spells anywhere on the board. This card accompanies the spell you are casting. Any REFLECTIONS to any attack spell you might use have no effect on you. |
Neutral |
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Big Man |
Makes you so large that you fill up to corridor (but gives you no extra life-points). Other players cannot pass you, cast spells past you, punch you, or enter your square, nor can monsters. You can push other players or monsters (in an adjacent square) down the corridor ahead of you as you move (but not other objects). Can also step over a PIT, TACKS, or KILLER OOZE, SHRINK will nullify it. Duration equals NUMBER card played. |
Neutral |
Self |
|
Blaster Stick |
A magic wand that does 3 points of magical damage per charge. Number of charges is determined before use by NUMBER card played. After charges are used up, discard. Only one charge can be used per turn, as with all magic sticks. |
Attack |
L.O.S. |
|
Blind |
Blinds opponent, who must roll direction on D4 if attempting to move, throw objects, or cast spells, except for spells he cats on himself (e.g., BLUNT). Misdirected spells go intended distance. If movement is attempted, bumping into a wall counts as one space of movement. Reroll for each movement point. Duration equals NUMBER card. |
Attack |
L.O.S. |
|
Blink |
For the next NUMBER card worth of turns, the opponent will teleport 1 to 4 spaces in a random direction (roll the die twice). This occurs during your turn. If a BLINK takes opponent to SOLID STONE, reroll distance, otherwise opponent is affected by contents of the destination square. Can be cast on self as a counteraction to an LOS spell (the spell would miss), but no NUMBER card can be played.. |
Attack / Counteraction |
L.O.S. |
|
Bloodstone |
POWER: Lowers all damage done you by one point per attack (will cancel SLOW DEATH). This card is permanent. Display when used. |
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Blunt |
Reduces any damage done to you by 1/2. Round fractions up. Works on point-based or duration-based spells, or physical damage. |
Counteraction |
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Bomb |
KABOOM! You just set off a bomb. Tough luck. You, everyone, and everything within 4 squares (not through walls...the blast will, however, go around corners) take 3 points of physical damage. Display this card immediately and redraw. |
Trap |
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Boobytrap |
Take three blank tokens and the boobytrap token, placing each of them face down anywhere on the board. If a player moves over the one boobytrapped token, he or she takes 4 points of physical damage. Boobytrap is permanent until triggered. You, as the caster, may move across the boobytrapped token without harm. Can also cast when BLINDED. |
Neutral |
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Brain Drain |
This spell causes your opponent to lose a number of random cards out of his hand equal to the NUMBER card played. If a Magic Stone is lost, it is also discarded, not dropped on the board. A REFLECTION would cause both players to lose 1/2 the NUMBER played (round up). |
Attack |
L.O.S. |
|
Brainstone |
POWER: Draw two more card, now. Hand limit is now nine cards (including this card). This card is permanent. Display when used. |
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Buddy |
Opponent will not attack you unless you attack first. This is permanent until you attack. |
Neutral |
L.O.S. |
|
Burden |
For each Magic Stick, Magic Stone, Monster, or Artifact carried by an opponent, he takes 1 point of damage due to the excessive burden he has taken upon himself. If REFLECTED, you take damage based on the items you control. |
Attack |
L.O.S. |
|
Card Erasure |
Remove and discard any one card from opponent's hand. You name which one. If opponent doesn't have it, this is still considered your attack for the turn. |
Attack |
L.O.S. |
|
Cease-Fire |
No one may attack another player or monster for one round of turns, nor monsters attack players. ABSORB SPELL may be used by any player to counteract CEASE-FIRE; FULL SHIELD will allow only the shielded player to attack. FULL REFLECTION by any player means that only the caster of CEASE-FIRE cannot attack. |
Attack |
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Chaos |
Each player counts his or her cards, then everyone tosses them in a pile and they are redistributed randomly, each player receiving the same number that they started with. ABSORB SPELL will absorb CHAOS, FULL SHIELD removes a player from participation. REFLECTIONS have no effect. |
Attack |
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Clone |
If you die (from damage only, not from lost treasures), play this card. A new "you" appears on your home base, with 7 hit-points and no cards at all. All monsters you controlled disappear. All duration spells that were in you cease. In all other ways, "death" occurs as normal, per the rules. If killed during your own turn, you may start moving and draw cards next turn. |
Counteraction |
Self |
|
Control Creation |
This spell allow the caster to permanently take over control of any one created controlled creature which is presently under someone else's control (an ANIMATE OBJECT is not a creature). This spell cannot be counteracted (unless the Monster can carry a spell). |
Neutral |
L.O.S. |
|
Create Big Black Bat |
Creates a bat under you command; moves at 10 spaces per turn (during your tunr). If it enters a square with another player, it bites for 1 point damage. It takes 2 points of damage to destroy it. Can also pick up any one one-treasure item from the floor, which ends its turn. Cannot use items. Can fly over obstacles on the floor or through BUSHES. |
Attack |
L.O.S. |
|
Create Door |
Creates a permanent, locked door in any stone wall or corridor. If cast on an illusionary wall, it is under the illusion, which must be seen through in order to use the door. |
Neutral |
L.O.S. |
|
Create Familiar |
Creates a cat with hit points equal to a NUMBER card played. A familiar attacks for 2 points of physical damage, moves at a speed of 4, and can carry one spell (face down), which you must choose upon its creation, plus a NUMBER card, if required for the spell. The familiar cannot cast its spell the turn created. You control movement. When a familiar's spell is used up, it may not get another. |
Attack |
L.O.S. |
|
Create Ghoul |
Creates a ghoul, controlled by caster, which moves 3 spaces per turn and starts with 5 life-points. It may do 2 points of physical damage per turn (yours) with its claws, the ghoul's life-points OR speed increases by 1. There is no limit to the number of life-points or speed it can have. |
Attack |
L.O.S. |
|
Create Pit |
Create a square pit. To jump over, roll a D4. If you roll a 1, you miss, fall in, and take 2 points damage. Roll a 1 or 2 on later turns to climb out. Tales 1 whole turn to climb into a pit. WATERWALL created within 2 spaces does 2 more points damage to the person in the pit, but lifts him to the top of the pit. Water drains in 1 turn. Can swim across pit using normal movement when filled. Doors adjacent to a pit cannot be opened on that side. FILL SQUARE WITH STONE fills a pit. Other objects can be created or left in a pit. |
Neutral |
L.O.S. |
|
Create Skeleton |
Creates a skeleton under command of caster. Moves at a rate of 3. Punches opponents for 2 points of damage while in same square as opponent. Takes 4 points of physical damage to destroy it, otherwise it is permanent. |
Attack |
L.O.S. |
|
Create sub-Wizard |
This spell creates a sub-Wizard with a movement of 3, life-points of 6, that can cast a 3 point mini-FIREBALL each turn. The created Wizard cannot carry anything. Any damage caused by his FIREBALL destroys all Magic Stones carried by opponent. |
Attack |
L.O.S. |
|
Create Troll |
This rock-hard beast can punch a player (or a wall, etc.) for a D4 of damage. He moves at a rate of 3, controlled by creator. Moves immediately before the creating player. Takes 6 points of damage to destroy him, but at the end of each turn (the creator's turn) he gets back one point. Cannot carry objects. |
Attack |
L.O.S. |
|
Create Wall |
Creates a section of permanent wall, one square long. |
Neutral |
L.O.S. |
|
Create Wraith |
This spell creates a wraith that moves through 1 wall or object per turn at will. If it enters the same square as a player (touching him), that player takes 2 points of damage and loses a random card. Wraith is killed by 4 points of damage. It is permanent and controlled by caster, and moves 3 spaces per turn. REFLECTIONS used on the wraith's touch will damage the wraith. |
Attack |
L.O.S. |
|
Crossbow |
This object, when fired at a Wizard, causes 3 points of physical damage. The number of bolts in the CROSSBOW is equal to the NUMBER card played on the first shot. |
Neutral |
L.O.S. |
|
Cure Of The Litter Bug |
This spell causes another player to take 2 points of magical damage every time he drops or throws any item. Does not count for items discarded to discard pile. If reflected, both players lose 1 point for each item dropped. This effect is permanent. |
Attack |
L.O.S. |
|
Curse Of The Monster Musk |
Give this card to another player. All moving monsters go toward him to attack him (and no one else), regardless of other player demands. You move them during your turn. He can pass this card on to any player in LOS during this turn (at which point he takes control of Monster movement), but may not discard it. FULL REFLECTION or FULL SHIELD will stop this card so that it can be discarded. This curse does not count as a card in opponent's hand. |
Attack |
L.O.S. |
|
Dagger |
You may throw it. Does three points physical damage. Cannot stab with it. Retrievable by anyone after it is thrown. |
Attack |
L.O.S. |
|
Decoy |
Produces a permanent double of yourself occupying the same square then moving with you (there is no playing piece for DECOY) Any attack against you has a 50% chance of striking you double. If the double is hit, it disappears, or you can expend 2 life-points to retain it when it is hit. |
Neutral |
Self |
|
Deja-Vu |
Allows you to go through the discard pile and retrieve any one card. |
Neutral |
|
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Democratic Monster |
A horribly ugly monster that all players get to move (3 spaces per each player's turn). It does 2 points of clawing damage per turn if it enters a player's square. Five points damage destroys it. It may attack only one player per round of turns. Its movement begins the turn it is created. |
Attack |
L.O.S. |
|
Destroy Wall |
Completely crumbles one section of wall. Anyone in either square next to the wall takes 4 points of physical damage (not considered an attack). Will also destroy wall sections with doors. |
Neutral |
L.O.S. |
|
Disease |
You're the carrier! The disease caused by this spell does not affect you, only others. If you enter a square with another player (or players), each takes 3 points physical damage from the disease. Disease is short-lived, you must infect a player every turn for it to do any damage. Duration that you are the carrier equals NUMBER card played. REFLECTIONS have no effect against its physical damage. AMPLIFY+DISEASE only doubles duration, not the strength of the spell. |
Attack |
Special |
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Disguise Magic |
Cast with any one attack spell, which is then played face-down, along with any necessary accompanying cards (NUMBER, AMPLIFY, etc.) Your target must play any counteraction before finding out what your attack spell is. Inappropriate counterspells have no effect, and are discarded. No other counteractions may be taken against this spell. |
Neutral |
|
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Dispel Creation |
This spell un-creates any created object or creature. (A destroyed wall is not considered a created object. However, a pit is). If a SLIME is dispelled, any spells trapped in it disappear. If a PIT is dispelled, any objects that were in it appear at floor level. |
Neutral |
L.O.S. |
|
Door-To-Door |
Two doorway become connected to each other. Take the 2 door-to-door tokens and place them on existing doors. The "A" side of one door now connects to the "A" side of the other, and the "B" connects to "B". You may open the doors once as you cast this spell. Destroying or permanently unlocking a door ends this spell which is otherwise permanent. |
Neutral |
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Double Back |
Fully reflects and doubles the power (point or duration only) of any spell cast against you. Has no effect on spells which are not point or duration spells. |
Counteraction |
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Double Barrel |
Play with any point or duration based attack; opponent takes damage as if hit by two separate self-strength spells (round odd numbers up). The two attacks must be counteracted separately, if counteracted. |
Neutral |
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Drag |
Drags any moveable object within L.O.S. towards you until it tuns into a fixes object (such as a wall) or arrives in you square. This does not function on walls, bushes, items held by another player, or a player with LOCK IN PLACE cast on him. |
Neutral |
L.O.S. |
|
Drop Object |
Opponent drops any one object you specify |
Attack |
L.O.S. |
|
Dusk Cloud |
A permanent magical cloud of dust that obscures a square space. If a player enters it, he must roll a D4 (each number signifying a direction) to see where he went (or if a spell is cast, where the spell went). Bumping into a wall counts as 1 space of movement. Roll once for every space of movement attempted. L.O.S. spells will not pass through DUSTCLOUD, not will VISIONSTONE. |
Neutral |
L.O.S. |
|
Empathy |
Any attack done in any form against you acts against both you and the caster of the spell. Duration equals NUMBER card played, starting in player's turn in which it is cast. |
Counteraction |
Self |
|
Exploding Door |
The door explodes into a million splinters away from the side on which you stand, doing 3 points of physical damage to anyone or anything (excluding walls) within LOS of the door on the other side. An open passage is left where the door used to be. If cast on a SAFE, only the SAFE gets destroyed and its contents do not. |
Neutral |
L.O.S. |
|
Exploding Energy |
This spell causes any magical energy retained by your opponent (that is, any NUMBER cards he carries in his hand) to suddenly explode in a burst of light from this body. Add up his NUMBER cards and discard them. He take 1/2 of this total number in magical sunburn damage. Ignore effects of POWERSTONE if opponent carries it. Has no effect on POWER BATTERY. If REFLECTED, both players lose NUMBER cards and take 1/4 damage (round up). |
Attack |
L.O.S. |
|
Extend |
Doubles the length of duration-based spells. Will also work with AMPLIFY. Must be used when spell is cast. |
Neutral |
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Fear |
When you cast this spell on yourself, no player or monster will move to within 3 spaces of you, even if walls separate you. Players or monsters must move away from you on their turn if within range, if they can (unless normally immobile, like FIRE IMP, or if at a dead end), even if the only option is to use a card or run into a dangerous obstacle to escape. Opponent chooses direction to run when options exist, as long as it is not toward you! Duration equals NUMBER card played. |
Neutral |
Self |
|
Featherweight |
This spell is cast on yourself. All damage to you moves you back 1 space per point instead of doing damage. Duration equals NUMBER card played. In case of multiple directions possible for movement, you choose which way you will go. You can also go around corners. In the case of being stuck in a dead end, you take damage. |
Counteraction |
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Fighterstone |
POWER: This magical stone allows you to do 1 to 4 points of damage with a punch (roll the die). Display immediately. |
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Fill `Er Up |
Caster may draw enough new cards to fill his hand. This does not end your turn. |
Neutral |
Self |
|
Fill Square With Slime |
Fills an entire square with a cube of lime-flavored gel. Any pushing their way through end their turn upon entering and may not leave until the next turn (monsters, too). Spells cast at the slime get stuck there, and affect anyone in the slime or entering it later on (spells "go off" only once). Counteractions against "trapped" attacks do not affect the caster of the attack. A 5 point WATERBOLT will wash it away, or a WATERWALL. There is no L.O.S. through it. |
Neutral |
L.O.S. |
|
Fill Square with Stone |
Fills one square with impenetrable stone. Can only be used on empty squares. Can't be cast on home bases. This not a wall, so no "wall" associated spells will affect it. |
Neutral |
L.O.S. |
|
Fire Imp |
Creates a floating, stationary fire imp that shoots anybody coming within L.O.S. with 2 points of magical fire-damage (once per turn per player in L.O.S.). This happens the moment a player enters L.O.S. with the imp, or is in L.O.S. at the start of that player's turn. The imp will attack his creator if he can (but not on the turn created). Imp is permanent, but any WATERBOLT or WATERWALL will destroy it. Imp cannot see through a FIREWALL! |
Attack |
L.O.S. |
|
Fireball |
Does five points of magical damage and destroys all magical stones an opponent is carrying, if any of the points get through. |
Attack |
L.O.S. |
|
Firefly Stick |
This magic stick can create 1 flying firefly per turn (up to the NUMBER card played with it) which will do 1 point of magical fire damage each to anyone they touch during your turn. Each firefly move 5 spaces per turn at your command. Each may go different directions and attack once per turn (during yours). Any damage will destroy them. WATERBOLT will destroy all in its path. WATERWALL has no effect of them. Movement starts in any LOS square. If another player takes possession of the stick, you still maintain control of the fireflies you created. |
Attack |
L.O.S. |
|
Fit Of Frenzy |
Lose you temper. Drop any treasure you may be carrying and go attack someone, now. You may not pick anything up during this period. After that, you may return to normal and do as you wish. This also cancels BUDDY, of you are under its effect. |
Trap |
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Flame On |
This spell allows you to burst into flame. Each turn, starting the turn you cast it, you take 2 points of damage (not counteractible), but you can cast a small Fireball (4 pts. damage) every turn and are immune to any Fire damage. You may "flame-off" any time you wish. WATERBOLT or WATERWALL will extinguish you. |
Neutral |
Self |
|
Flight |
This spell allows you to fly over Pits, Slime, Tacks, or over walking monsters and other players, keeping out of their reach (unless they can fly). You still remain in their LOS while flying near others. WATERWALL has no effect on you. At turn end it is assumed you are flying unless you state otherwise, even if you have just picked up an item (like a Treasure). Duration equals NUMBER card played. REMOVE CURSE, if cast on you, will make you fall for 1 to 4 points of damage (roll the die). |
Neutral |
Self |
|
Full Reflection |
Opponent's spell, if cast upon you, is reflected back on him. |
Counteraction |
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Full Shield |
Stops any spell attack. Does not stop any physical attack. Will stop WIZARDBLADE for only one attack. |
Counteraction |
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Full Shield |
This spell completely stops any attack cast against you. |
Counteraction |
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Geas |
May be cast on any monster. If the monster can move, then it will move back to its creator (you move) using its normal movement. It will then attack its creator every turn until dead. For GEAS and CONTROL CREATION, whichever is cast last takes precedence. |
Attack |
L.O.S. |
|
Ghost |
Cast on self or opponent, turns you into a ghost for a number of turns equal to the NUMBER card played. You can walk through anything without damage. But when cast, you drop all the objects you are carrying and cannot carry any while a Ghost. Can still cast spells. Can still attack and be attacked, but physical damage has no effect on you. Neutral if cast on self, attack if cast on others. Objects drawn while you are a GHOST get discarded. |
Neutral/Attack |
L.O.S. |
|
Gift From Below |
Sorry, bud. You lose 3 points to magical damage, now. Play this immediately on yourself, then discard and redraw. Discard without any damage taken if this is dealt on the first turn. |
Attack |
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Gift From God |
Add 3 points to your total, now. You may go higher than 15 points. |
Neutral |
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Glue |
This spell keeps an object in place for a duration equal to twice the NUMBER card played, making it impossible for any other player to pick it up. Spell does not work on humans or monsters. |
Neutral |
L.O.S. |
|
Go Away |
Opponent must move away a number of spaces equal to the NUMBER card played, as straight as possible. Roll D4 for random direction, if necessary. Opponent also loses turn. |
Attack |
L.O.S. |
|
Handful Of Tacks |
Not a spell. Fills one square with tacks. A player will take 3 points of damage if crossing them, or must use two turns (starting the turn a player come up adjacent to them) to sweep hem up and reuse them later (or discard them). WATERWALL washed then away. |
Neutral |
Adjacent Square |
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Hard Cell |
This spell allows you to add 3 charges to any one magic stick having at least 1 charge left, or extend any active duration spell 2 turns. |
Neutral |
L.O.S. |
|
Health Stone |
POWER: Any turn in which you do not move, this magic stone allows you to recover 2 life points, up to a maximum of your starting life points (15). This card is permanent. |
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Heave-Ho |
This spell lets you throw a carried treasure at someone or something (including an empty space). Physical damage equals the number of spaces thrown. The spell is actually cast on yourself, so REFLECTION won't work with it. If thrown diagonally, measure the distance as the number of spaces a player would move. The attack is physical and not a spell. |
Attack |
L.O.S. |
|
Hotfoot |
Opponent's feet become magically hot, causing him 1 point of damage for every square less than 4 he moves during his turns (that is, if he moves 3 spaces in a turn, he take 1 pt. of damage). Duration equals NUMBER card played. |
Attack |
L.O.S. |
|
Howling Vacuum |
Anything moveable in the sector you are in moves one space closer to you. "Closer" means toward you as a Wizard would walk along the shortest path possible. If there are 2 paths of equal distance, then the object or person or monster does not move. Bushes and Slime block the air flow. |
Neutral |
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Hypnosis |
Allows you to completely control all the actions of any one opponent for his entire turn (when it starts). However, you may use (or discard) no more than 3 of his cards and may not make him attack himself or damage himself (like walking through a FIREWALL). |
Attack |
L.O.S. |
|
Idiot |
Opponent heads straight for the nearest of his own treasures, during his own turns. He can do nothing else but cast Counteraction spells if needed. This lasts until opponent is on his own treasure, saying "What am I doing here?". Then he may move normally. In case of REFLECTION, both players are affected, as this is in essence a duration-type spell. This spell ends if both opponent's treasures are currently being carried. |
Attack |
L.O.S. |
|
Illusion Wall |
Creates a fake wall, one square long. Each opponent has on 50% chance to see that it is fake, when they gain L.O.S. to it. It is real for the rest of the game for those who fail this chance. For those who believe it is real, it will stop spells and thrown objects, ad can take damage. You may move through it freely. |
Neutral |
L.O.S. |
|
Illusionary Attack |
Cast an illusionary attack spell of your choice. The other player has a 50% chance (1 or 2 on the D4) of believing the spell to be real. If so, he takes damage from the spell. If the attack spell requires a NUMBER card, then one must e provided. If the attack normally requires L.O.S., so does the illusion. Only players and monsters are affected, not objects. |
Attack |
|
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Interrupt |
Using this spell you may stop the game and cast any one spell. For any spell in progress, the interrupting spell acts first. This has priority over OPPORTUNITY FIRE. |
Neutral |
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Invisible |
You become invisible. As your opponent attacks, he must roll D4 for random direction to see if he hit. Duration equals NUMBER card played. |
Neutral / Counteraction |
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It |
Makes the opponent "IT". Whoever is IT takes a point of magical damage at the end of his turn. Only one wizard or monster can be IT at a time (unless the spell is cast twice). IT can be transferred by entering another wizard's space and saying "You're IT (an attack). REFLECTION on IT places IT on both players. REMOVE CURSE stops IT. |
Attack |
L.O.S. |
|
Jam Lock |
Lets you permanently jam a door lock so that nobody can use that door. You also may not pass through. |
Neutral |
L.O.S. |
|
Janitor |
This spell allow you to discard all board tokens within 2 spaces of you (ignoring walls) except treasures and players. |
Neutral |
|
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Killer Ooze |
Covers the surface of one square of the floor with acidic ooze. Any character entering the square takes on point of damage, and on a roll of 1 or 2 on the D4, falls down, dropping treasure, taking two more points of physical damage, ad is unable to move for the rest of the turn. Any following turns that he tries to stand and exit must be rolled again as stated. Only 5 points of fire damage will destroy the ooze. |
Neutral |
L.O.S. |
|
Klutz |
Butter mysteriously appears all over your hands. You immediately drop all carried objects, then the butter disappears. Display this card immediately, then redraw. Note: you may only pick up 1 item per turn. |
Trap |
|
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Large Rock |
You may throw it. Does two points physical damage. Once thrown, it may picked up and thrown again by this player. |
Attack |
L.O.S. |
|
Lifesaver |
You are now immune to the effects of losing both of your treasures to other player's home bases. This effect is permanent. Discard this card next turn. Not applicable in a 2-player game. |
Neutral |
|
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Lightningblast |
Does magical damage equal to the accompanying NUMBER card, and stuns. Opponent loses one turn while recovering from electrified senses. If all damage gets counteracted, opponent does not lose turn. |
Attack |
L.O.S. |
|
Load Stone |
POWER: This card does nothing but take up space in your hand. You may not discard it (unless other cards require it). If you enter a space with another player you may give it to him (an attack), and he must discard a card to take it if he already has a full hand. FULL REFLECTION and SHIELD will stop it, even if it's drawn. Display immediately. This is considered to be a Magic Stone. |
Trap |
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Lock In Place |
Stops movement of opponent. He may still cast spells, but cannot move or be moved in any way (including teleportation). Duration equals NUMBER card played. |
Attack |
L.O.S. |
|
Mad Dash |
This spell doubles your movement (including NUMBER cards and other add-ons) for one turn. You cannot carry treasures while exerting yourself under ND DASH. |
Neutral |
|
|
Master Key |
Unlocks any door (but door relocks behind you). Do not discard when used. Display Immediately. Must be adjacent to door to use. Does not work on a JAMmed LOCK. |
Neutral |
|
|
Medusa |
Opponent cannot move or cast spells, including COUNTERACTIONs. However, opponent is also immune to any damage. Duration equals NUMBER card played. |
Attack |
L.O.S. |
|
Mental Force |
Opponent moves three spaces to wherever you say. REFLECTION allows both players to move one another 2 spaces. |
Attack |
|
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Mental Swap |
Trade card hands with any other player, if you want to. FULL REFLECTION only nullifies this spell. |
Attack |
L.O.S. |
|
Mist-Body |
You turn to mist. You can pass through anything but solid stone or stone walls. You may not attack or be attacked. Firewalls still damage you. Touched objects become "misted" when touched so you may pick up and carry objects. Duration equals NUMBER card played. |
Neutral |
|
|
Monster Bane |
This spell sucks all remaining life points out of any one monster in your LOS, adding the points to your won and utterly destroying the monster. |
Attack |
L.O.S. |
|
Mundane |
Strips a Wizard (during your turn) of all his magic (he discards all his cards, except for non-magical cards such as Dagger or Pick Lock). He may replenish his magic the normal way (draws two cards per turn) during his turn. Controlled monsters and active duration spells are not affected by this. |
Attack |
L.O.S. |
|
Negate Neutral |
Nullifies any neutral spell when first cast. This is cast on the spell, not the opponent, so FULL SHIELD and REFLECTIONS have no effect. Does not need L.O.S. |
Counteraction |
|
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No Spell |
Opponent cannot use any spell, except for a magic stone's power. Player can discard spell cards. Duration equals NUMBER card played. |
Attack |
L.O.S. |
|
Opportunity Fire |
You may perform an attack out of turn, interrupting another player's turn. The other player must not e moving and must finish any spell started before you may perform your attack. |
Neutral |
|
|
Pass The Buck |
This spell creates a huge, mild-mannered Buck with big antlers within your LOS. He is quite impossible to pass (unless you can FLY over him), even BIG MAN cannot push this beast. Any player may move the BUCK 1 space during his turn. It takes 10 points to destroy it. BUCK cannot enter spaces with players or monsters, and it block L.O.S. |
Neutral |
L.O.S. |
|
Pass Through Wall |
Allows passage through one wall. Works on WALL OF FIRE, ILLUSION WALLS, and normal walls. |
Neutral |
|
|
Permawarp |
Take two Warp tokens and place them anywhere on the board (except home bases). This is now an open warp from one token to the other, and movement between them counts as one space. You can't create an object on a PERMAWARP, but you can put down an object there, or walk around it in the same space. There is not L.O.S. through the warp. |
Neutral |
|
|
Pick Lock |
Unlock any door (but the door will relock behind you). Can only use when adjacent to door. You may "hold the door open" for others, if you wish. |
Neutral |
L.O.S. |
|
Pick Lock |
Unlock any door (but the door will relock behind you). Can only be used when adjacent to a door. This is not a spell. |
Neutral |
L.O.S. |
|
Power Attack |
This spell allows you to use up points from your life-points to add to your own attack for damage-point type spell, including magic stick spells. |
Neutral |
Self |
|
Power Drain |
Drain points from an opponent and add them to your own points. Amount equals NUMBER card played. |
Attack |
L.O.S. |
|
Power Run |
Lets you trade your life-points for extra movement, at the rate of one point per one space. This is in addition to any NUMBER card played. |
Neutral |
|
|
Powerstone |
POWER: Add 1 to any NUMBER card played. This card is permanent. Display when used. |
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|
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Powerthrust |
A telekinetic blow that does magical damage equal to two points plus an accompanying NUMBER card (optional). |
Attach |
L.O.S. |
|
Psychic Storm |
Does magical damage equal to the NUMBER card played to all opponents in the target square, and all squares adjacent to the target square (even through wall). A counteraction card, if played, will only protect the person casting it (except ABSORB SPELL). Only the target square needs to be LOS. |
Attack |
L.O.S. |
|
Public Funds |
This spell permanently causes all treasures to be neutral, that is, not owned by anyone. Any treasure on the board is available as part of the 2 treasures you need to win. No player may lose due to placement of his 2 treasures on home bases. You must show this card to all players when you get it, but it need not be permanently displayed, and need not be played right away. |
Neutral |
L.O.S. |
|
Push Object |
This spell causes a moveable object resting on the floor to move away form the caster until it runs into a wall, player, bush, pit, or monster or slime. If it strikes a player or monster or bush, it does 2 points of physical damage. If a bush is hit, the object ends up adjacent to the bush. If object starts in your space, you decide initial direction. |
Neutral |
L.O.S. |
|
Random Card |
Counts as a number card, but you roll the die and add 2 to the result to see what number it represents. |
|
|
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Reflection |
A spell cast against you works 50% for both parties. Only works on point-based or duration-based spells. Round fractions up. A single lost turn, then, divided and rounded up, is a lost turn for both players. |
|
|
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Reflection |
This spell partly reflects any point or duration-based spell cast against you, causing both players to take 1/2 the damage (rounded up) caused by the spell. |
Counteraction |
|
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Rejuvenation |
Use one NUMBER card to rejuvenate yourself (increase your life-points by the number on the card) up to a maximum of 15 life points. |
Neutral |
Self |
|
Relocate Sector |
Allows you to relocate (but not rotate) any one sector to any other area, so long as all sectors are still adjacent to at least one other when you are done. |
Neutral |
|
|
Remove Curse |
Remove effects of duration-type spells, even after they have taken effect, including spells which won't let you cast other spells while in effect, or spells that make you lose turn. Also will stop any "good" duration spell another player may e using on himself. Will work on permanent spells. There is only a limited chance of success against SHRINK and INVISIBLE though. |
Counteraction |
Self |
|
Remove Lock |
Permanently removes lock from any one door. Must be adjacent to door to use. Door is still considered to block L.O.S. |
Neutral |
L.O.S. |
|
Reuse Spell |
You may retrieve any spell you use immediately after you use it (but not the NUMBER card, if used). You may reuse your retrieved spell immediately if you wish (except when it is an ATTACK). |
Neutral / Conteraction |
|
|
Reverse |
Instead of losing points in a magical attack, you gain them. Only works on point-based spells (including SLOW DEATH). Any remaining effect of a spell (such as "lose turn" or "move back two spaces") still takes effect. |
Counteraction |
|
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Rewarp |
Swap two external sector exits. Signify their new directions by placing the A.A tokens on one set of exits and the B.B tokens on the other set of exits. These stay in place unless any one token of the four is moved by use of RELOCATE SECTOR, in which case REWARP goes away. REWARP affects entire sector sides. ROTATE SECTOR does not rotate the counters. |
Neutral |
|
|
Richochet |
Allows you to bounce any LOS spell around two 90 degree corners. |
Neutral |
|
|
Rosebush |
Creates a fragrant but thorny rosebush which fills one entire square when created, and is permanent. Causes 3 points of damage to anyone passing through it. There is no L.O.S. through it. |
Neutral |
L.O.S. |
|
Rotate Sector |
Allows you to rotate any one sector 90 degrees. |
Neutral |
|
|
Safe |
Lock a treasure or item in a magical safe too heavy to be carried. All LOCK-type cards will work on it. To smash it open takes 15 points of damage. Getting an item from a safe counts as picking that item up. SAFE dispels if object removed. Creator of SAFE knows the combination, and need not use PICK LOCK to open. |
Neutral |
L.O.S. |
|
Shadow |
Create SHADOW at the cost of one life-point per turn, starting the turn created. This image can punch, move, and carry objects, but cannot cast spells. The shadow cannot be altered by spells such as MIST-BODY, SHRINK, etc. Any damage at all destroys it. Movement (3) begins the turn the SHADOW is created. Sustaining the SHADOW during a "lost turn" still costs a life-point. |
Neutral |
L.O.S. |
|
Shadowstone |
POWER: Any damage you do physically (i.e. punch or dagger) to another player adds to your points equal to the damage done. This card is permanent. Display when used. |
|
|
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Shatter |
Quadruples damage done by an attack against any non-player target (walls, monsters, bushes, etc.) |
Neutral |
|
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Shieldstone |
POWER: Allows you to use a NUMBER card as a counteraction against point- or duration-based spells, reducing effects by value of the NUMBER card played. No effect without a NUMBER card. This card is permanent. Display when used. |
|
|
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Shift Stick |
Moves opponent one space from where he is, to whichever adjacent space you chooses (note that he could be shoved through a stone wall). Not useable on self. The number of charges on this magic wand equals the NUMBER card played with it on its first use. Discard after all charges are gone. Can only use one charge per turn. |
Attack |
L.O.S. |
|
Shock Wave |
Does magical damage equal to the NUMBER card played, and knocks all o the carried objects out of a wizard's hands (or any other created Creature's hands) and into the square behind him (away from you), if there is a space there. Otherwise, the objects just fall in the square he is in. If all damage is blocked, the wizard drops nothing. |
Attack |
L.O.S. |
|
Shrink |
You shrink. Reduces opponent's chance to hit you by 50% in any attack. Also reduces your normal movement to 2. Duration equals NUMBER card played. |
Neutral |
|
|
Slow |
Reduces opponent's movement to 1 space per turn (can't add NUMBER cards or other speed-enhancing spells), and his attacks to every other turn, starting on his next turn. Duration equals NUMBER card used. |
Attack |
L.O.S. |
|
Slow Death |
Opponent takes 1 points of magical damage whenever he draws a new card. This is permanent. Opponent can have less than seven cards in his hand if desired. ABSORB and BLUNT work momentarily against this card. Once SLOW DEATH is on, it can't be turned off. |
Attack |
L.O.S. |
|
Soulstone |
POWER: Last three points you have cannot be taken by spell attack--they can only be lost to physical damage. Life points spent voluntarily, as in POWER RUN, are not affected by SOULSTONE. This card is permanent. Display when used. |
|
|
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Speed |
Allows one extra turn. Cannot be used during a "lost turn", as you would have no turn in which to use it. Must be played before new cards are drawn after first turn. You may draw cards after each turn. |
Neutral |
|
|
Speedstone |
POWER: Your movement rate is increased by 1. This card is permanent. Display when used. |
|
|
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Spell Stone |
POWER: You may draw 3 cards each turn, up to your limit. This card is permanent. Display immediately. |
|
|
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Sticks And Stones |
Does magical damage to opponent equal to the number of Magical Sticks he carries plus the number of Magical Stones he carries, time the NUMBER card played. If FULLY REFLECTED, does damage to the caster based on his own "Sticks and Stones" carried. |
Attack |
L.O.S. |
|
Sticky Stick |
A magic wand that covers an enemy with webs, reducing movement by -3 (enemy can still use NUMBER cards for movement). Lasts one turn. Any fire-damage done to player in webs causes 2 extra points of damage due to webs burning. the wand has a limited number of charges determined by a NUMBER card played before use. Discard the wand when last charge is gone. |
Attack |
L.O.S. |
|
Stone Dead |
Does magical damage to opponent equal to the NUMBER card played times the number of magic stones the opponent carries. |
Attack |
L.O.S. |
|
Stone To Water |
Turns either a wall or a solid stone block into water. A wall turns into a WATERWALL with a range and damage of 2. A solid stone block turns to a WATERWALL with a range and damage of 4. As in WATERWALL, if you cannot wash back in a straight line for 4 spaces, you would take 4 points of damage from smacking up against a wall. |
Neutral |
L.O.S. |
|
Strength |
This spell doubles all physical damage you do to others, and allows you to physically tear a treasure out of the grasp of another player if you occupy the same space (an attack). The other player must rolla 1 on the D4 to retain the treasure each turn. Duration equals NUMBER card played. |
Neutral |
Self |
|
Sucker |
This spell causes another player in your LOS to suddenly discover that the treasure he is carrying is a fake! It suddenly disappears form his hands. Please the treasure token back on the space it started on at the beginning of the game. The attacker will decide which of the two starting spaces the treasure will return to if in question. |
Attack |
L.O.S. |
|
Sudden Death |
Does ten points of magical damage to any person or object. |
Attack |
L.O.S. |
|
Super-Dodge |
You may dodge (without moving into another square) any one physical attack (including a falling DESTROYed WALL), and have a 50% chance to avoid an LOS spell attack. This spell is cast on yourself, so may not be absorbed by another player. |
Counteraction |
Self |
|
Swap |
Swap places with any other character during your turn. Counts as your movement. FULL REFLECTION, if used against SWAP, merely nullifies it. |
Attack |
|
|
Swap Home Bases |
Swap your home base with any other player, so long as you both have an equal number of treasures on your home bases. You must be within L.O.S. of the other player with whom you are swapping. |
Neutral |
L.O.S. |
|
Swap Meet |
This spell lets you swap any two carried items (your choice) with another player. REFLECTION nullifies the spell. FULL REFLECTION lets the other player decide which objects, if any, will be swapped. |
Attack |
L.O.S. |
|
Swap Sectors |
You may swap (but not rotate) any two sectors. REWARP counters do not move with the sectors, but remain in place, as does the AUTOWARP if used. |
Neutral |
|
|
Swarthmore's Enchantment |
This spell adds one point of magical damage to the damage done by any physical object (such as DAGGER, MAGIC STONEs or THORNBUSH, etc.) This enchantment is permanent unless REMOVE CURSE is cast on the object. |
Neutral |
L.O.S. |
|
Telepath |
This spell lets you see any one person's cards, one time only. |
Attack |
|
|
Teleport |
This spell lets you move up to four spaces (not diagonally) from where you are, ignoring walls and objects. You may take your normal movement before playing this card, but your movement ends after you play it. |
Neutral / Counteraction |
|
|
Teleport Creation |
Teleports any created object or monster in you LOS to any vacant space (except a home base) on the board, including normally immobile objects such as Wall, Pit, Solid Stone, or Bushes. |
Neutral |
|
|
Teleport Load |
This object may be placed anywhere in the board you go to, or carried. It may be "On" of "OFF" (you can switch it without picking it up). When it's ON, if any player or monster tries to teleport, they end up in the same space as the LOAD. If you secretly carry this, it is assumed to e "ON" unless you announce otherwise. It must be OFF for you to teleport yourself. Counteractable as a spell. |
Neutral |
Same Space |
|
Teleport Object |
Allows you to teleport any moveable object (but not players or monsters) up to 4 spaces, ignoring walls and other obstacles. It may not be teleported to a home base. You must have LOS with the object before you teleport it, not necessarily with its destination. Object cannot currently be carried by another players. |
Neutral |
L.O.S. |
|
Teleport Opponent |
This spell lets you move opponent's piece to any square on the board, excluding solid blocks of stone, but including otherwise occupied spaces. |
Attack |
L.O.S. |
|
Thief |
This is not a spell. You may take on physical item from any other player if you occupy the same square as him or her. The item may not be a treasure. |
Attack |
Special |
|
Thornbush |
Creates a thornbush that permanently blocks an entire square. Five points of damage will destroy it. If a player enters it, his turn ends, he loses his following turn, and he takes one point of physical damage from thorns. One cannot attack or be attacked while in a bush, or attack through a bush. |
Neutral |
L.O.S. |
|
Thought Seal |
Remove and keep any two cards from an opponent's hand. Includes displayed cards. |
Attack |
L.O.S. |
|
Thumb Of God |
Allows you to flip the die from a distance of no less than six inches onto the board so as to hit playing tokens. whichever space the tokens land closest to it where they must be located, including tokens knocked off the board. There is no Counteraction against this spell. |
Attack |
L.O.S. |
|
Time Warp |
This spell makes a number of turns zip by equal to the NUMBER card played. This affects all duration-type spells by burning up any turns left for the spell. Effects of active duration spells, such as damage, still occur. No players can perform any action during these lost turns (except INTERRUPT). The caster's turn then continues as normal. |
Neutral |
|
|
Tiny Swap |
This spell lets you swap any two items (uncarried), people, monsters, or immovable created object, or any combination of the same, as long as both are in your LOS! In the case of swapping a person for a created wall, the person could end up in either square adjacent to where the wall was, and vice-versa. Both objects, once swapped, must still be in your LOS afterwards. |
Neutral |
L.O.S. |
|
Trader |
Swap any two items that are resting on the floor, both within you line-of-sight. Does not overcome GLUE. Does not work on players or monsters. |
Neutral |
L.O.S. |
|
Trap! |
You fool! You just walked into an old trap. Display immediately, lose your next turn and draw another card. |
|
|
|
Ugly |
You momentarily become so ugly that all opponents in L.O.S. retreat as far away as necessary to avoid L.O.S., along the shortest path available. This happens during your turn. Passage through firewalls and bushes blocks L.O.S. For multiple corridor choices, opponent rolls D4 for random direction. Affects SHRUNK and INVISIBLE opponents. |
Neutral |
L.O.S. |
|
Vampire! |
Allows you to change yourself into a bat for a duration equal to the NUMBER card played. Your base movement is 7 spaces per turn (including the turn you change into a bat), and your chances of being hit by any attack are 1 in 4. You may not carry treasures or cast spells. You can carry and use any other objects. You can attack the other players for 2 points per bite, physical damage, once per turn. The turn you change back, you can only move 3 spaces. |
Neutral |
Self |
|
Visionstone |
POWER: Allows vision through one wall (any type) or door. Only functions when YOU want it to. L.O.S. spells can be used. This card will not work with the UGLY spell, as opponent cannot see you. This card is permanent. Display when used. |
|
|
|
Walking Dead |
Opponent takes 1/2 point of damage for every space moved. BLOODSTONE will nullify this spell. This spell is permanent. |
Attack |
L.O.S. |
|
Wall Of Fire |
Creates a barrier of fire across any corridor. passing through it does four points of magical damage. As counteraction, it will stop a waterbolt. Duration equals NUMBER card played. |
Neutral / Counteraction |
L.O.S. |
|
Wall Of Fog |
Creates a wall of fog which allows movement but not LOS through it. It is permanent until destroyed or dispelled. Wall of Fire and Wall of Fog will destroy one another. Fireball and Waterwall will dispel it (but Fireball would lose all effectiveness, while Waterwall would not). |
Neutral |
L.O.S. |
|
Wall Of Glass |
Creates a glass wall which allows LOS but not movement through it. It is permanent until destroyed. A single attack doing 6 points of damage or multiple attacks doing 10 points of damage will shatter it. Spells may be directed at the wall or through it. |
Neutral |
L.O.S. |
|
Ward |
When a player picks up one of your treasures, you may play at that time (out of turn) this card in him, signifying that he has set off a trap that you set on one of your own treasures (you need not specify) which one). Causes 3 points magical damage. Counteractions against WARD have no effect against the caster of WARD, but otherwise work as written. |
Neutral |
|
|
Warp Stick |
This wand makes on section (one space long) of wall disappear during your turn, reappearing at the end of your turn. The magic wand has a number of charges equal to the NUMBER card played with it the first time it is used. Discard it after all the charges are used up. Only one charge may e used each turn. |
Neutral |
L.O.S. |
|
Waterbolt |
Does magical damage equal to the accompanying NUMBER card, or knocks opponent back of squares equal to the NUMBER card, or a combination thereof, as chosen by the caster. |
Attack |
L.O.S. |
|
Waterwall |
The moment you create it, it collapses, washing away any player within two spaces b |