standard wizwar cards

Spell list from the 5th edition of Wiz-War, including the first two expansion sets. The card descriptions on this page were taken from work typed up by David Kane ("glasseye" on wizwar.com).

Wiz-War is (c) 1985 by Jolly Games.

 
CONTENTS:
1. Absorb  [COUNTERACTION] 
2. Absorb Spell  [COUNTERACTION] 
3. Add   
4. Adrenaline  [NEUTRAL] 
5. Alter Ego  [NEUTRAL] 
6. Alter Reality  [NEUTRAL] 
7. Amber Pendant  [ARTIFACT] 
8. Amplify  [NEUTRAL] 
9. Animate Object  [NEUTRAL] 
10. Anti-Anti  [COUNTERACTION] 
11. Around the Corner  [NEUTRAL] 
12. Arm of Thor  [ARTIFACT] 
13. Astral Projection  [NEUTRAL] 
14. Big Man  [NEUTRAL] 
15. Blaster Stick  [ATTACK] 
16. Blind  [ATTACK] 
17. Blink  [ATTACK] 
18. Bloodstone  [OBJECT] 
19. Blunt  [COUNTERACTION] 
20. Bomb  [TRAP] 
21. Boobytrap  [NEUTRAL] 
22. Book of Infinite Spells  [ARTIFACT] 
23. Brain  [ARTIFACT] 
24. Brain Drain  [ATTACK] 
25. Brainstone  [OBJECT] 
26. Buddy  [NEUTRAL] 
27. Burden  [ATTACK] 
28. Card Erasure  [ATTACK] 
29. Cease-Fire  [ATTACK] 
30. Chaos  [ATTACK] 
31. Claw of Mars  [ARTIFACT] 
32. Clone  [COUNTERACTION] 
33. Control Creation  [NEUTRAL] 
34. Create Big Black Bat  [ATTACK] 
35. Create Door  [NEUTRAL] 
36. Create Familiar  [ATTACK] 
37. Create Ghoul  [ATTACK] 
38. Create Pit  [NEUTRAL] 
39. Create Skeleton  [ATTACK] 
40. Create Sub-Wizard  [ATTACK] 
41. Create Troll  [ATTACK] 
42. Create Wall  [NEUTRAL] 
43. Create Wraith  [ATTACK] 
44. Crossbow  [ATTACK] 
45. Crystal Ball  [ARTIFACT] 
46. Curse Of The Litter Bug  [ATTACK] 
47. Curse Of The Monster Musk  [ATTACK] 
48. Dagger  [ATTACK] 
49. Decoy  [NEUTRAL] 
50. Deja-Vu  [NEUTRAL] 
51. Democratic Monster  [ATTACK] 
52. Destroy Wall  [NEUTRAL] 
53. Disease  [ATTACK] 
54. Disguise Magic  [NEUTRAL] 
55. Dispel Creation  [NEUTRAL] 
56. Door-To-Door  [NEUTRAL] 
57. Double Back  [COUNTERACTION] 
58. Double Barrel  [NEUTRAL] 
59. Drag  [NEUTRAL] 
60. Drop Object  [ATTACK] 
61. Dust cloud  [NEUTRAL] 
62. Empathy  [COUNTERACTION] 
63. Evil Eye  [ARTIFACT] 
64. Exploding Door  [NEUTRAL] 
65. Exploding Energy  [ATTACK] 
66. Extend  [NEUTRAL] 
67. Eye of the Beholder  [ARTIFACT] 
68. Eye of Claremont  [ARTIFACT] 
69. Fear  [NEUTRAL] 
70. Featherweight  [COUNTERACTION] 
71. Fighterstone  [ATTACK] 
72. Fill `Er Up  [NEUTRAL] 
73. Fill Square With Slime  [NEUTRAL] 
74. Fill Square with Stone  [NEUTRAL] 
75. Fire Imp  [ATTACK] 
76. Fireball  [ATTACK] 
77. Firefly Stick  [ATTACK] 
78. Fit Of Frenzy  [TRAP] 
79. Flame On  [NEUTRAL] 
80. Flight  [NEUTRAL] 
81. Force of the Jet-Eye  [ARTIFACT] 
82. Full Reflection  [COUNTERACTION] 
83. Full Shield  [COUNTERACTION] 
84. Geas  [ATTACK] 
85. Ghost  [ATTACK] 
86. Gift From Below  [TRAP] 
87. Gift From God  [INSTANT] 
88. Glue  [NEUTRAL] 
89. Go Away  [ATTACK] 
90. Handful Of Tacks  [OBJECT] 
91. Hard Cell  [NEUTRAL] 
92. Health Stone  [OBJECT] 
93. Heave-Ho  [ATTACK] 
94. Hotfoot  [ATTACK] 
95. Howling Vacuum  [NEUTRAL] 
96. Hypnosis  [ATTACK] 
97. Idiot  [ATTACK] 
98. Illusionary Attack  [ATTACK] 
99. Illusion Wall  [NEUTRAL] 
100. Interrupt  [SPECIAL] 
101. Invisible  [NEUTRAL/COUNTERACTION] 
102. It  [ATTACK] 
103. Jam Lock  [NEUTRAL] 
104. Janitor  [NEUTRAL] 
105. Killer Ooze  [NEUTRAL] 
106. Klutz  [TRAP] 
107. Large Rock  [ATTACK] 
108. Lifesaver  [NEUTRAL] 
109. Lightningblast  [ATTACK] 
110. Load Stone  [ATTACK] 
111. Lock In Place  [ATTACK] 
112. Mad Dash  [NEUTRAL] 
113. Magic Armor of Ares  [ARTIFACT] 
114. Master Key  [OBJECT] 
115. Medusa  [ATTACK] 
116. Mental Force  [ATTACK] 
117. Mental Swap  [ATTACK] 
118. Mist-Body  [NEUTRAL] 
119. Monster Bane  [ATTACK] 
120. Mundane  [ATTACK] 
121. Negate Neutral  [SPECIAL] 
122. No Spell  [ATTACK] 
123. Opportunity Fire  [SPECIAL] 
124. Pass The Buck  [NEUTRAL] 
125. Pass Through Wall  [NEUTRAL] 
126. Permawarp  [NEUTRAL] 
127. Pick Lock   
128. Power Attack  [NEUTRAL] 
129. Power Battery  [ARTIFACT] 
130. Power Drain  [ATTACK] 
131. Power Run  [NEUTRAL] 
132. Powerstone  [OBJECT] 
133. Powerthrust  [ATTACK] 
134. Psychic Storm  [ATTACK] 
135. Public Funds  [NEUTRAL] 
136. Push Object  [NEUTRAL] 
137. Random Card   
138. Reflection  [COUNTERACTION] 
139. Rejuvenation  [NEUTRAL] 
140. Relocate Sector  [NEUTRAL] 
141. Remove Curse  [NEUTRAL/COUNTERACTION] 
142. Remove Lock  [NEUTRAL] 
143. Reuse Spell  [NEUTRAL/COUNTERACTION] 
144. Reverse  [COUNTERACTION] 
145. Rewarp  [NEUTRAL] 
146. Richochet  [NEUTRAL] 
147. Ring of Power  [ARTIFACT] 
148. Rosebush  [NEUTRAL] 
149. Rotate Sector  [NEUTRAL] 
150. Safe  [NEUTRAL] 
151. Shadow  [NEUTRAL] 
152. Shadowstone  [OBJECT] 
153. Shatter  [NEUTRAL] 
154. Shield of Azpesdoze  [ARTIFACT] 
155. Shieldstone  [OBJECT] 
156. Shift Stick  [ATTACK] 
157. Shock Wave  [ATTACK] 
158. Shrink  [NEUTRAL] 
159. Slow  [ATTACK] 
160. Slow Death  [ATTACK] 
161. Soulstone  [OBJECT] 
162. Speed  [NEUTRAL] 
163. Speedstone  [OBJECT] 
164. Spell Stone  [OBJECT] 
165. Sticks And Stones  [ATTACK] 
166. Sticky Stick  [ATTACK] 
167. Stone Dead  [ATTACK] 
168. Stone To Water  [NEUTRAL] 
169. Strength  [NEUTRAL] 
170. Sucker  [ATTACK] 
171. Sudden Death  [ATTACK] 
172. Super-Dodge  [COUNTERACTION] 
173. Swap  [ATTACK] 
174. Swap Home Bases  [NEUTRAL] 
175. Swap Meet  [ATTACK] 
176. Swap Sectors  [NEUTRAL] 
177. Swarthmore's Enchantment  [NEUTRAL] 
178. Telepath  [ATTACK] 
179. Teleport  [NEUTRAL/COUNTERACTION] 
180. Teleport Amulet  [ARTIFACT] 
181. Teleport Creation  [NEUTRAL] 
182. Teleport Load  [OBJECT] 
183. Teleport Object  [NEUTRAL] 
184. Teleport Opponent  [ATTACK] 
185. Thief  [ATTACK] 
186. Thornbush  [NEUTRAL] 
187. Thought Steal  [ATTACK] 
188. Thumb Of God  [ATTACK] 
189. Time Warp  [NEUTRAL] 
190. Tiny Swap  [NEUTRAL] 
191. Trader  [NEUTRAL] 
192. Trap!  [TRAP] 
193. Ugly  [NEUTRAL] 
194. Vampire!  [NEUTRAL] 
195. Visionstone  [OBJECT] 
196. Walking Dead  [ATTACK] 
197. Wall Of Fire  [NEUTRAL/COUNTERACTION] 
198. Wall Of Fog  [NEUTRAL] 
199. Wall Of Glass  [NEUTRAL] 
200. Ward  [NEUTRAL] 
201. Warp Stick  [OBJECT] 
202. Waterbolt  [ATTACK] 
203. Waterwall  [NEUTRAL/COUNTERACTION] 
204. Weakness  [ATTACK] 
205. Werewolf  [NEUTRAL] 
206. Wings of Mercury  [ARTIFACT] 
207. Wizardblade  [ATTACK] 
208. X-Ray Vision  [NEUTRAL] 

Enjoy.
COUNTERACTION  
ABSORB 
Reduces any point damage done to you, up to three points. Has no effect on duration-based spells.
  
FAQ: This is only for one attack, it does not work against 3 points of damage from multiple attacks in one turn.


[  MUST BE POINT-BASED ] [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS 3  ] [ ATTACKER NOT HURT ] 

COUNTERACTION  
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.
  
FAQ: When played versus a REUSE SPELL, ABSORB SPELL takes priority, since it makes no sense doing it the other way! Also ABSORB SPELL defeats a CARD ERASURE, as Counteractions take effect before Attacks. ABSORB SPELL has no effect on objects or the spells they produce, such as Magics Sticks, Magic Stones, and Artifacts. ABSORB SPELL will not work against ANTI-ANTI, since ANTI-ANTI is not used against the player, but rather his spell. Yes, ABSORB SPELL will work on FULL REFLECTION or REFLECTION, but not FULL SHIELD, as that is not used against you, but cast upon the player using it.


[ ABSORB-SPELL ] 

  
ADD 
You may add two NUMBER cards together for any single action.
  
FAQ: Can you play a NUMBER card to add to your movement, then perform some action that gets you another NUMBER card, THEN play your ADD with the new NUMBER card, adding it to the NUMBER card already played? No, you can't. When the ADD card is used, the NUMBER cards to be added must be played together, immediately upon casting the ADD spell.


[ NUMBER: NUMBER CARD PLAYED PLUS NUMBER CARD PLAYED ] 

NEUTRAL  
ADRENALINE 
Allows 2 attacks in one turn. Duration equals NUMBER card played. Cast on yourself.
  
FAQ: This lets you attack 2 times in a turn, it doesn't let you use objects twice in a turn when the particular object says that it can be used once a turn.

See also: Survey: Slow and Adrenaline.

[ TARGETS SELF ] 
[ DURATION EQUALS NUMBER CARD PLAYED ] 
[ ADRENALINE ] 

NEUTRAL  
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.
  
See also: Blind & Alter ego and Alter Ego - Werewolf (Hypnosis).

[ TARGETS SPACE ] 
alter-ego Creates a ALTER-EGO token.
[ HIT-POINTS EQUALS 1  ] [ MOVEMENT EQUALS 0  ] 
Has special ability: 
[ ALTER-EGO ] 

NEUTRAL  
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.
  

[ TARGETS SECTOR ] 
[ ALTER-REALITY ] 

ARTIFACT  
AMBER PENDANT 
Can cast a counteraction or neutral-duration type spell on this pendant, and while you wear the pendant this spell will be reusable or continuously active. Once a spell has been set on the Amber Pendant, it may not be changed, even if the Pendant is transferred. Display immediately.
  


NEUTRAL  
AMPLIFY 
Doubles spell power of one point-based or duration-based spell. Two AMPLIFY spells quadruple spell power when used together.
  
FAQ: With SLOW DEATH, it causes 2 pts. damage per turn. If AMPLIFY is used with SHIELDSTONE, SHADOWSTONE, WIZARDBLADE, or other permanent objects, note that it only affects that object for one use of the object, not permanently. AMPLIFY can be used with a 1 point spell (one without a NUMBER card) to make it worth 2 points. AMPLIFY does not affect NUMBER cards going into POWER BATTERY, it only affects the power as you use it to cast spells.

See also: FIRE IMP, Can you amplify someone else's spell? and Giving Jolly a headache....

[  MUST BE POINT-BASED OR DURATION-BASED ] 
[ MODIFIER: MULTIPLY 2  ] 

NEUTRAL LOS 
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.
  
FAQ: If this is on a TREASURE, and the treasure is on your home base, is it considered to be sitting on your home base? Since this is an enchantment on the object, and not a creature that is carrying it, then the answer is YES.

See also: Giving Jolly a headache... and Janitor on Animated Treasure.

[ TARGETS TOKEN MUST BE OBJECT OR TREASURE ] 
animate-object Creates a ANIMATE-OBJECT token.
[ HIT-POINTS EQUALS 1  ] [ MOVEMENT EQUALS 2  ] 

COUNTERACTION  
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.
  
FAQ: Will work against SHIELDSTONE, but not SOULSTONE. This will not work against Remove Curse, as Remove Curse does not counter the attack spell, but merely stops the ongoing effects of the spell.

See also: ABSORB SPELL.

[  CANNOT BE INTRINSIC ] 
[ ANTI-ANTI ] 

NEUTRAL  
AROUND THE CORNER 
You may cast any line of sight spell around one corner (up to 180 degrees)
  
FAQ: This is a spell cast on another spell. If such a spell is reflected, then the reflected spell will go back around the corner, since it still has AROUND THE CORNER cast on it.

See also: ASTRAL PROJECTION, REFLECTION and VISIONSTONE.

[  MUST BE LOS ] 
[ MODIFIER: AROUND-THE-CORNER ] 

ARTIFACT  
ARM OF THOR 
Lets you carry 2 treasures. The catch is, you must role a die at the beginning of each turn you carry the ARM OF THOR, or if you pick it up. If you roll a one, take 4 points of magical hernia damage, (as though you were attacked, thus counteractions will prevent damage). Display immediately.
  


NEUTRAL  
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.
  

COMMENTARY: Note that since the card says that REFLECTIONS have no effect on you, that is the way we play it (unlike AROUND THE CORNER and VISIONSTONE).

See also: AROUND THE CORNER, VISIONSTONE and The power of Vision Stone, XRay Vision, astral projection.

[  MUST BE LOS ] 
[ MODIFIER: ASTRAL-PROJECTION ] [ MODIFIER: COWARDS-ATTACK ] 

NEUTRAL  
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.
  
FAQ: Can be punched from an adjacent square, or attacked by MONSTERS from an adjacent square. If he steps over something, like a PIT or KILLER OOZE, it requires 2 movement points. If Big Man pushes someone to an intersection, then the other player gets to decide which direction to go, if Big Man decides to push him further. Big Man will cancel Shrink.


COMMENTARY: The faq text is somewhat in conflict with the card description, which says that a BIG MAN cannot be punched. We interpret this to mean that the BIG MAN is immune from ordinary punches, but can still be damaged by FIGHTERSTONE and similar attacks.

See also: Big Man and immovable creatures, Big Man/Vampire and how it relates to New Card Classes, Big Man & Vampire!, Janitor on Animated Treasure and Trapped in a thorny prison (Big Man).

[ TARGETS SELF ] 
[ DURATION EQUALS NUMBER CARD PLAYED ] 
[ ENHANCE ] [ IMMOVABLE ] [ FILLS-SQUARE ] [ BLOCKS-LOS ] [ BLOCKS-PASSAGE ] [ PUSH-OPPONENTS ] [ STEP-OVER-THINGS-ON-FLOOR ] 

ATTACK LOS 
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.
  

Blaster Stick
 
[ OBJECT ] [ STICK ] [ CHARGES EQUALS NUMBER CARD PLAYED ] 
[ TARGETS TOKEN MUST BE OPPONENT ] 
[ DAMAGE EQUALS 3 POINTS ] 

ATTACK LOS 
BLIND 
Blinds opponent, who must roll direction on D4 if attempting to move, throw objects, or cast spells, except for spells he casts 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.
  
FAQ: Even if you're BLIND, you can still move your MONSTERS okay, since they aren't LOS controls, anyway. Also, non-LOS spells are not affected by your being blind. If you try to cast a spell on someone, if it goes the right direction, then it hits him. If you cast a spell that was supposed to go 3 spaces away, and you accidentally point it at the wall next to you instead, since the spell can't go the intended distance, it dissipates. If you are trying to attack one player while you are BLIND and the spell ends up going toward another player, it misses him.

See also: DUST CLOUD, Visionstone while blinded and casting creation spells blindly.

[ TARGETS TOKEN MUST BE OPPONENT ] 
[ DURATION EQUALS NUMBER CARD PLAYED ] 
[ BLIND ] 

ATTACK LOS 
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.
  

COMMENTARY: Note by the wording of the spell that Blink can only be used against magical damage. Since blink is an escaping-type spell, we have always allowed it to work against both physical and magical attacks.

See also: TELEPORT.

When used as Attack: 
[ TARGETS TOKEN MUST BE OPPONENT ] 
[ DURATION EQUALS NUMBER CARD PLAYED ] 
[ BLINK ] 
When used as Counteraction: 
[ TARGETS SELF ] 
[  CANNOT BE PHYSICAL ] [ ESCAPES-ATTACK ] [ BLINK ] 

OBJECT  
BLOODSTONE 
POWER: Lowers all damage done you by one point per attack (will cancel SLOW DEATH). This card is permanent. Display when used.
  

Bloodstone
 
[ OBJECT ] [ STONE ] 
[  MUST BE POINT-BASED ] [ REUSABLE ] [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  MINUS 1  ] [ ATTACKER NOT HURT ] 

COUNTERACTION  
BLUNT 
Reduces any damage done to you by 1/2. Round fractions up. Works on point-based or duration-based spells, or physical damage.
  
FAQ: If you play two in a row, they act one after the other, they do not cancel the damage out entirely! Thus, against a 5 point Fireball, the first would reduce damage to 3 points (2.5 rounded up), and the second would reduce damage to 2 points (1.5 rounded up).


[  MUST BE POINT-BASED OR DURATION-BASED ] [ EFFECTS EQUAL CURRENT-VALUE-OF-ATTACK  DIVIDED BY 2  ] [ ATTACKER NOT HURT ] 

TRAP  
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.
  

COMMENTARY: I think that this is a 6th edition card.

See also: DOOR-TO-DOOR, PERMAWARP and Super-Dodge and the "Bomb" Trap Card.

[ TARGETS SPACE ] 
[ DAMAGE EQUALS 4 POINTS PHYSICAL ] 

NEUTRAL  
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.
  

[ TARGETS SPACE MUST BE EMPTY ] [ TARGETS SPACE MUST BE EMPTY ] [ TARGETS SPACE MUST BE EMPTY ] [ TARGETS SPACE MUST BE EMPTY ] 
boobytrap Creates a BOOBYTRAP token.
Has Attack: 
[ CREATOR-IMMUNE ] [ DAMAGE EQUALS 4 POINTS PHYSICAL ] 

ARTIFACT  
BOOK OF INFINITE SPELLS 
Draw 5 cards, use as desired, replenish at 1 per turn maximum. Cards are not considered part of your hand. If any objects are drawn, discard and redraw. Can use in combination with your card hand. Display immediately.
  


ARTIFACT  
BRAIN 
No matter how many spells you use in a turn, fill your card-hand at turn-end. Display immediately.
  


ATTACK LOS 
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).
  

[ TARGETS TOKEN MUST BE OPPONENT ] 
[ BRAIN-DRAIN: NUMBER CARD PLAYED ] 

OBJECT  
BRAINSTONE 
POWER: Draw two more card, now. Hand limit is now nine cards (including this card). This card is permanent. Display when used.
  
FAQ: This has a loophole. If you drop it and pick it up, you get two new cards, then get to draw 2 more at the end of your turn. This is, so far, legal.


COMMENTARY: With the loophole, the brainstone is better than the spell stone. It is more reasonable to close the loophole with a rule variant that you only get two new cards when drawing the card, not when picking it up or stealing it.


Brainstone
[ OBJECT ] [ STONE ] 
When first drawn: 
[ DRAW-CARDS: 2  ] 
When held: 
[ INCREASE-HAND-LIMIT: 2  ] 

NEUTRAL LOS 
BUDDY 
Opponent will not attack you unless you attack first. This is permanent until you attack.
  
FAQ: Some people think this should be an ATTACK. If you want to play it that way, fine. Some people also think it should be burned. Some play it as a duration card, so you could do this as a house rule. In the next revision, it will just become an ATTACK.

See also: Buddy as an attack and How buddy is your buddy?.

[ TARGETS TOKEN MUST BE OPPONENET ] 
[ BUDDY ] 

ATTACK LOS 
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.
  
See also: Damage: physical or magical?.

[ TARGETS TOKEN MUST BE OPPONENET ] 
[ DAMAGE EQUALS COUNT-STICKS-AND-STONES  ] 

ATTACK LOS 
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.
  
See also: ABSORB SPELL.

[ TARGETS TOKEN MUST BE OPPONENET ] 
[ CARD-ERASURE ] 

ATTACK  
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.
  
See also: ABSORB SPELL.

[ TARGETS EVERYONE ] 
[ DURATION EQUALS 1 TURN ] 
[ CAN-NOT-ATTACK ] 

ATTACK  
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.
  

[ TARGETS EVERYONE ] 
[ CHAOS ] 

ARTIFACT  
CLAW OF MARS 
Lets you attack 3 times in a turn. Display immediately.
  


COUNTERACTION  
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.
  

[  MUST BE DYING ] [ CLONE ] 

NEUTRAL LOS 
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).
  

COMMENTARY: It seems like you should be able to REMOVE CURSE on CONTROL CREATION to get your creation back...

See also: Remove Curse and Control Creation.

[ TARGETS TOKEN MUST BE MONSTER MUST BE CONTROLLED ] 
[ CONTROL-CREATION ] 

ATTACK LOS 
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.
  
FAQ: It can carry, but not use, objects, not even passive objects like AMBER PENDANT with a Counteraction. Obviously a BAT with a BRAINSTONE can't draw cards.


COMMENTARY: Although the bat can fly, we do not grant it immunity from being punched, as the FLIGHT spell does.

See also: FLIGHT, <