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SPELLCAST(6)			 Games Manual			  SPELLCAST(6)

NAME
       spellcast  -  a game of duelling	wizards

SYNOPSIS
       spellcast remotedisplay [ remotedisplay ...  ]

       One  game  window will appear on	the default display (determined	by the
       contents	of the DISPLAY environment variable.) The second  will	appear
       on  remotedisplay,  which  should  be either an internet	host name or a
       complete	X display identifier (host:0.0,	for example.) (If just a  host
       name is given, display 0	and screen 0 are assumed.)  If more remotedis-
       play  arguments	are  supplied, additional windows will appear on those
       screens,	and you	will have a game with three or more players.

       All other machines must add your	machine	to their X access lists, using
       xhost +.

       There is	a maximum of seven remotedisplay arguments --  ie,  an	eight-
       player game.

RESOURCES
       The game	makes use of two X resources:

       spellcast*name: namestring
       Sets  the  name	used for your wizard. If you do	not set	this resource,
       the game	assigns	the names "White", "Black", "Red", and so forth.
       By default, each	character is male. You can specify a gender by	giving
       a namestring of the form
       name:f for a female character,
       name:m for a male,
       name:n for a character whose gender is ambiguous	or not well-defined in
       human terms, and
       name:x for a genderless character.

       spellcast*font: fontname
       The  font  used for all text and	labels in the game window. This	should
       not be larger than about	12-point, or things  will  start  to  overflow
       their boundaries.

INTRODUCTION
       This  is	 a  game concerning the	imaginary conflict between two or more
       powerful	wizards	in a duel of sorcery. The  opponents  perform  magical
       gestures	 with  their  hands  to	 create	 their supernatural weapons --
       spells. Some are	so potent as to	be able	to blind  a  man,  call	 forth
       terrifying  creatures,  or  even	kill the unfortunate victim instantly.
       Consequently each wizard	must rely on his own cunning  to  be  able  to
       time  enough defensive spells to	avoid the brunt	of his adversary's at-
       tack, yet force in sufficient offensive spells of his own to crack  the
       magical	armour	of his opponent, and kill the wizard outright. The in-
       ventor wishes to	state that he has never	been  involved	in  a  magical
       duel  but would be interested to	discover how realistic the game	is for
       those who have...

THE TURN
       In a turn, each wizard can either gesture with his hands	for part of  a
       spell, stab with	his knife, or do nothing. They use both	hands, and the
       hands  can act either independently or in concert. Monsters cannot make
       magical gestures	but will obey their masters' commands exactly  --  al-
       though  the identity of the master could	change as a result of enchant-
       ment. Since wizards are trained intelligent humans, they	 are  able  to
       gesture	and  attack, using both	hands independently or in conjunction.
       Each monster, being an untrained, unintelligent biped, attacks the same
       way every time and picks	whichever victim its master decides. As	a  re-
       sult, only wizards can gesture and cast spells.	Players	personally ac-
       quainted	 with  monsters	 who  wish  to vouch for their ability to cast
       spells are requested to keep quiet.

       After choosing his or her gestures, each	wizard	must  make  a  certain
       number  of  decisions  -- choosing targets for his spells, ordering his
       monsters	to attack particular targets, deciding the effects of  certain
       spells,	and so forth. After all	players	have chosen their gestures and
       made any	necessary decisions, the effects of all	spells and attacks are
       resolved	simultaneously.	 The next turn then begins.

THE GAME WINDOW
       The spellcast window is divided into seven sections.

       The text	window
       This is a large rectangle in the	upper left side	of the window.	It de-
       scribes what happens in the duel, blow by blow. There is	a  scroll  bar
       on the left side	of the text window.

       The gesture history list
       This is several columns of small	squares	in the upper right side	of the
       window  --  one pair of columns for each	player.	The player's names are
       listed at the tops of the columns.

       Each column lists the recent gestures made by each  player's  left  and
       right  hands. The most recent gestures are at the bottom; as more turns
       pass, the columns scroll	upwards. Each square may show a	spell-gesture,
       a knife stab, or	no gesture (an empty square).  There  may  also	 be  a
       'disruption' icon, indicating that an 'anti-spell' has interrupted that
       wizard's	 gestures  at that point, or a 'fog' icon, indicating that you
       could not see that gesture (because of blindness, for example.)

       Note that everyone's columns in the history  list  do  not  necessarily
       scroll at the same rate.	If one player makes extra gestures (because of
       a  'time-stop' or 'haste'), his column will scroll up extra spaces.  Do
       not assume that gestures	that appear to be lined	up actually were  per-
       formed at the same time.

       You  also  use  the gesture history list	to enter your gestures.	At the
       beginning of each turn, the bottom (most	recent)	gestures in your  col-
       umn  will be empty. (The	bottom gestures	in your	opponent's column will
       be fogged, since	you cannot see his  gestures  until  you  both	finish
       choosing.)  If  you  move  the  mouse  into  one	of your	bottom gesture
       squares,	and hold down the left mouse button, a pop-up  menu  will  ap-
       pear,  listing the possible gestures with that hand. When you have cho-
       sen gestures for	both hands, press the "End Move" button.

       The status window
       This is the small window	just below the gesture columns.	It  lists  the
       name and	status of every	living being in	the arena. Your	name is	at the
       top;  your  opponent's names are	on successive lines. Names of monsters
       are indented, and listed	below the wizards who control them.  (Monsters
       who  are	 uncontrolled are indented and listed at the top of the	status
       window -- this occurs mostly in three-player game where	a  wizard  has
       summoned	a monster and then died.) There	is a scroll bar	on the window,
       in case you manage to have more beings than will	fit.

       After each name is the number of	hit points that	being has left.	 After
       that,  there  may be some letters indicating that certain spells	are in
       effect:
       I: invisible
       H: resistant to heat
       C: resistant to cold
       P: protection from evil
       b: blind
       d: diseased
       p: poisoned

       Speech window
       This is a narrow	window,	one line tall, below the status	window.	  Any-
       thing  you  type	will appear here (the cursor need not be in the	speech
       window.)	When you hit Return, the message you have typed	will appear in
       each player's text window.

       The common Emacs	editing	keys will work:	ctrl-F,	ctrl-B,	Delete,	 ctrl-
       A, ctrl-E, ctrl-K.

       Spell List button
       This is a button	labelled "Spell	List", underneath the text window.  If
       you  press  and	hold  the mouse	button on this button, a pop-up	window
       will appear, listing all	the spells and the gestures that produce them.

       If you use the left mouse button, the spell list	will be	sorted by ges-
       ture. If	you use	the middle mouse button, the list will be  sorted  al-
       phabetically by spell name. If you use the right	mouse button, the list
       will  be	sorted by the reversed gesture sequence	-- all the spells that
       end with	a clap,	then all the spells that end  with  a  digit,  and  so
       forth.	This  is useful	for looking up your opponent's gestures	to see
       what he might be	producing.

       End Move	/ End Answers button
       This is a button	labelled "End Move", underneath	the text window.   You
       should  click  it  when	you are	finished entering your gestures	at the
       start of	the turn. If the button	changes	to read	"Move ENDED", then you
       should wait for your opponent to	finish entering	his gestures.

       When the	last player presses the	"End Move" button, the game  will  de-
       termine	which  players	need to	make decisions (about spell targets or
       other matters.) The decisions you need to make will be  listed  in  the
       questions  window  below, and the "End Move" button will	change to read
       "End Answers". When you are finished answering, press the  button,  and
       it will change to "Answers ENDED".

       If at any time the button reads "please wait...", then you have nothing
       to do but wait. (This may be because there are no decisions you have to
       make  this  turn,  or because your opponent is taking an	extra turn be-
       cause of	a 'time	stop' or something similar.)  When  your  opponent  is
       finished, he will click his "End" button	and the	game will proceed.

       When  the duel is over, this button will	change to say "Quit". When all
       players have pressed it,	the windows will be removed  and  the  program
       will exit.

       Question	window
       This  is	 the  wide rectangle at	the bottom of the screen. Whenever the
       game has	decisions for you to make, it will put them  in	 this  window,
       one  per	line. (There is	a scroll bar, in case there are	more questions
       than lines.) Move the cursor onto a question and	hold  down  the	 mouse
       button to get a pop-up menu listing the possible	answers.

       You  must  have	answers	to all the questions before you	click the "End
       Answers"	button.	 In some cases,	there will be default answers  already
       listed. You may change the answer or leave it alone.

GAME TRANSCRIPTS
       At  the	end  of	the game, in addition to his "Quit" button, the	player
       who started the game will see the question "Do you want to save a tran-
       script of this game?" If	he answers "yes" before	 hitting  "Quit",  the
       program	will store a text transcript of	the game in a temporary	direc-
       tory (usually /tmp, unless your environment is  configured  otherwise.)
       This  transcript	will show all gestures made by each player, as well as
       all the text of the game, as seen by an	outside	 observer.  Everything
       said  by	 any  of the players will also be in the transcript, including
       comments	made after the end of the game.	The filename of	the transcript
       will be printed on the standard output when all players have quit.

GESTURES
       Spells are created by sequences of gestures made	with the hands.	 There
       are five	single-handed gestures:	the fingers spread "F",	the palm  fac-
       ing  forward,  "P",  the	 snap "S", the wave "W"	and the	pointing digit
       "D". Some spells	use two-handed gestures, which must be done simultane-
       ously with both hands to	be valid. The most common  two-handed  gesture
       is the clap "(c", but the double	digit "(d", double wave	"(w", and dou-
       ble  snap  "(s" are also	used.  The other things	which can be done with
       the hand	are the	non-gestures: the knife	stab "k" and nothing " ".
       (In the game, the gestures are represented by images of	the  hands  in
       the  various positions. The single-letter and parenthesis-letter	abbre-
       viations	are used only to make this man page readable.)

       To cast a spell,	gestures are put  in  an  order	 characteristic	 of  a
       spell.  A  list	of  spells (including the gestures needed for them) is
       given later.  For example, 3 finger gestures on consecutive turns (F-F-
       F) initiates a 'paralysis' spell. The uniqueness	of the game,  however,
       is  that	 gestures  can be made to operate in more than one spell, pro-
       vided that:
       a) the gestures have been made in the correct sequence  without	inter-
       ruption;
       b)  not more than one spell is created per gesture; c) all gestures for
       one spell are made with the same	hand.

       For instance, the left hand could cast the F-F-F	 above	and  could  be
       followed	 by  S-S-D-D  in  the  next 4 turns to finish off a 'fireball'
       spell (F-S-S-D-D) as the	last 5 gestures	are those associated with that
       spell. Another alternative is to	simply perform another F for a	second
       paralysis  spell,  as  the last 3 gestures are still F-F-F. Thus, it is
       apparent	that if	spells are used	in a wise manner and  overlap  a  lot,
       the  overall  number  of	 gestures needed to cast them can be cut quite
       dramatically.

       If a gesture can	be construed to	create two or  more  spells  then  the
       caster must choose which	one he wants to	use. For example, the last two
       gestures	 of a 'finger of death'	are the	same as	'missile', yet only on
       odd occasions would the latter be used. Another	example	 of  the  one-
       spell-per-gesture concept is the	following:

       Right hand:     P P W S	  Last 4 gestures form 'invisibility'
       Left hand:      W W W S	  Last 3 gestures form 'counter-spell'

       The  trouble  here is the 'invisibility'	spell needs both hands to per-
       form certain gestures. However, since the final S of the	left hand can-
       not complete two	spells it is clear that	a choice must be made  between
       the W-W-S of the	'counter-spell'	and the	P-P-(w-(s of the invisibility.
       The  caster  must choose	one spell if the gestures are completed	in the
       correct sequence. Most spells can be shot off to	 nowhere  if  not  re-
       quired,	but  some cannot be; for example, 'fire	storm',	which gets you
       no matter where it is released. Some of the larger spells have  smaller
       ones incorporated within.

       Spells  can  be	aborted	any way	along their development	simply by per-
       forming a gesture with the hand doing the spell which is	not one	needed
       for that	spell. There is	no penalty, save having	wasted some time. Note
       that no spells contain "stab", "nothing", or "C"	(half of a  clap)  and
       consequently  after  pursuing one of these alternatives,	any spell must
       start from scratch. Note	also that wizards only have one	 dagger	 each,
       so they cannot stab with	both hands at the same time (although they can
       change hands for	stabbing without wasting time.)	Such are the disadvan-
       tages of	physical violence...

       Certain spells cancel each other	if they	take effect simultaneously. An
       obvious example is 'finger of death' and	'raise dead'. Cancellation oc-
       curs  when the subject for the spells concerned is the same person, al-
       though there are	some of	the heat versus	cold variety which don't  care
       who is the subject. Other spells	which cancel harmlessly	are mostly the
       enchantments, which direct that something be done which may be impossi-
       ble  to	obey  due  to some contradiction (e.g.	you cannot both	repeat
       last turn's gestures and	give a random gesture with one	hand,  as  you
       would if	the subject of the spells 'amnesia' and	'confusion' at once).

       Since  spells  detonate simultaneously, there is	occasionally confusion
       over spells which don't cancel, yet which seem to depend	on which  hap-
       pened  first. The best example is when a	monster	is created and,	on the
       same turn, hit by a 'fireball', or something else  sufficient  to  kill
       it.  Since  both	 are  simultaneous,  the monster will attack that turn
       whilst being destroyed. (There  are  some  exceptions  explicitly  men-
       tioned, for example ice elementals in 'ice storm', or 'counter-spell' /
       'dispel magic' against all other	spells.)

       Another	example	of a seeming conflict is when someone who is resistant
       to fire is the subject of both a	'remove	enchantment'  and  'fireball';
       the enchantment is removed as the fireball explodes (since they are si-
       multaneous)  hence  the	poor victim is fried. If, instead, he were not
       resistant to fire and was hit by	a  'resist  fire'  and	'fireball'  at
       once,  then  he would start to resist fire as the fireball exploded and
       thus be saved.

       Before the battle commences, the	referee	casts a	 'dispel  magic'  fol-
       lowed  by  an 'anti-spell' at each of the wizards. This is so that they
       cannot commence gesturing prematurely. Thus being resistant to fire  in
       your last battle	doesn't	do you any good	in the next.

WINNING
       Each  wizard  can sustain 14 points of damage, but on the 15th or above
       he dies and the surviving wizard	is declared the	winner.	  Simultaneous
       death is	a posthumous draw. Damage given	to wizards and monsters	is cu-
       mulative	 (so  you  don't  have to do it	all in one go!)	 Dead monsters
       take no further part in the game.

       There is	another	alternative to being killed, namely  the  'surrender'.
       This is not a spell, but	a pair of P gestures made by both hands	at the
       same  time.  If any wizard does this (accidentally or deliberately), he
       has surrendered,	and will be eliminated from the	game  at  the  end  of
       that turn.  See the end of the spell list for details.

SPELLS
       There  now follows, in four sections, a list of the spells which	may be
       cast.

       Protection spells

       'Shield': P

       This spell protects the subject from all	attacks	 from  monsters	 (that
       is, creatures created by	a summoning spell), from 'missile' spells, and
       from  stabs  by	wizards.  The shield lasts for that turn only, but one
       shield will cover all such attacks made against the subject that	turn.

       'Remove enchantment': P-D-W-P

       If the subject of this spell is currently being affected	by any of  the
       spells  in  the	"enchantments" section,	or if spells from that section
       are cast	at him at the same time	as the remove  enchantment,  then  all
       such  spells terminate immediately (although their effect for that turn
       might already have passed.) For example,	the victim  of	a  'blindness'
       spell would not be able to see what his opponent's gestures were	on the
       turn  that  his	sight is restored by a 'remove enchantment'. Note that
       the 'remove enchantment'	affects	all enchantments  whether  the	caster
       wants them to all go or not. A second effect of the spell is to destroy
       any  monster  upon which	it is cast, although the monster can attack in
       that turn.

       'Magic mirror': (c-(w

       Any spell cast at the subject of	this spell is reflected	 back  at  the
       caster  of  that	 spell	for  that turn only. This includes spells like
       'missile' and 'lightning	bolt' but does not include attacks by monsters
       already in existence, or	stabs from wizards. Note that  certain	spells
       are  cast  by  wizards  usually upon themselves (e.g.  spells from this
       section and the "Summons" section); the mirror has no effect  on	 these
       spells.	 It  is	 countered  totally, with no effect whatsoever,	if the
       subject is the simultaneous subject  of	either	a  'counter-spell'  or
       'dispel	magic'.	 It has	no effect on spells which affect more than one
       person, such as 'fire storm'. Two mirrors cast  at  someone  simultane-
       ously  combine to form a	single mirror.	If a spell is reflected	from a
       mirror back at a	wizard who also	has a mirror, the spell	 bounces  back
       and forth until it falls	apart.

       'Counter-spell':	W-P-P or W-W-S

       Any  other  spell  cast upon the	subject	in the same turn has no	effect
       whatever. In the	case of	blanket-type spells, which  affect  more  than
       one  person, the	subject	of the 'counter-spell' alone is	protected. For
       example,	a 'fire	storm' spell would not affect a	wizard if that	wizard
       was  simultaneously the subject of a 'counter-spell', but everyone else
       would be	affected as usual (unless they had their own protection.)  The
       'counter-spell' will cancel all the spells cast at the subject for that
       turn, including 'remove enchantment' and	'magic mirror',	but not	 'dis-
       pel  magic' or 'finger of death'. It will combine with another spell of
       its own type for	the same effect	as if it were  alone.	The  'counter-
       spell'  will  also act as a 'shield' on its subject, in addition	to its
       other properties.  The spell has	two alternative	gesture	sequences, ei-
       ther of which may be used at any	time.

       'Dispel magic': (c-D-P-W

       This spell acts as a combination	of  'counter-spell'  and  'remove  en-
       chantment',  but	 its  effects are universal rather than	limited	to the
       subject of the spell. It	will stop any spell cast in the	same turn from
       working (apart from another 'dispel magic' spell	which combines with it
       for the same result), and will remove all enchantments from all	beings
       before  they  have effect. In addition, all monsters are	destroyed, al-
       though they can attack that turn. 'Counter-spells' and 'magic  mirrors'
       have  no	 effect.  Like the 'counter-spell', it also acts as a 'shield'
       for its subject.	'Dispel	magic' will not	dispel	stabs  or  surrenders,
       since  they  are	 not  spells (although the 'shield' effect may block a
       stab.)

       'Raise dead': D-W-W-F-W-(c

       The subject of this spell is usually a recently dead human  or  monster
       corpse  (it  will  not  work  on	 elementals,  which dissipate when de-
       stroyed.)  When the spell is cast, life	is  instilled  back  into  the
       corpse  and  any	damage which it	has sustained is cured until the owner
       is back to his usual state of health.  A	'remove	enchantment' effect is
       also manifest so	any 'diseases' or 'poisons' will be neutralized	 (plus
       any other enchantments).	 The subject will be able to act as normal im-
       mediately, so that next turn he can gesture, fight, etc.	If the subject
       is a monster, it	will be	under the control of the wizard	who raised it,
       and it will be able to attack that turn.
       If  the	spell  is  cast	 on a live individual, the effect is that of a
       'cure wounds' recovering	5 points of damage, or as many	as  have  been
       sustained  if  less  than  5.  In this case, 'diseases',	'poisons', and
       other enchantments are not removed.
       This is the only	spell which affects corpses  properly;	therefore,  it
       cannot  be stopped by a 'counter-spell',	since 'counter-spell' can only
       be cast on living beings. A 'dispel magic' spell	will  stop  it,	 since
       that  affects  all spells no matter what	their subject.	Once alive the
       subject is treated as normal.

       'Cure light wounds': D-F-W

       If the subject has received damage then he is cured by 1	 point	as  if
       that point had not been inflicted. (Recall that all spells are resolved
       simultanously;  if  a wizard is suffers his 15th	point of damage	at the
       same time as he is affected by 'cure  light  wounds',  he  will	remain
       alive  with  14 points of damage	at the end of the turn.) The effect is
       not removed by a	'dispel	magic' or 'remove enchantment'.

       'Cure heavy wounds': D-F-P-W

       This spell is the same as 'cure light wounds' for  its  effect,	but  2
       points  of  damage are cured instead of 1, or only 1 if only 1 had been
       sustained. A side effect	is that	the spell will also  cure  a  disease.
       (Note that 'raise dead' on a live individual won't).

       Summons spells

       'Summon Goblin':	S-F-W

       This  spell  creates a goblin under the control of the wizard upon whom
       the spell is cast. The goblin can attack	immediately and	its victim can
       be any any wizard or other monster the controller desires.  The	goblin
       does  1 point of	damage to its victim per turn and is destroyed after 1
       point of	damage is inflicted upon it.

       'Summon Ogre': P-S-F-W

       This spell is the same as 'summon goblin', but  the  ogre  created  in-
       flicts and is destroyed by 2 points of damage rather than 1.

       'Summon Troll': F-P-S-F-W

       This  spell  is	the same as 'summon goblin', but the troll created in-
       flicts and is destroyed by 3 points of damage rather than 1.

       'Summon Giant': W-F-P-S-F-W

       This spell is the same as 'summon goblin', but the  giant  created  in-
       flicts and is destroyed by 4 points of damage rather than 1.

       'Summon Elemental': (c-S-W-W-S

       This  spell creates either a fire elemental or an ice elemental,	at the
       discretion of the wizard	upon whom the spell is cast (after he has seen
       all the gestures	made that turn.)

       Elementals must be cast at someone and cannot be	"shot off"  harmlessly
       at  some	 inanimate object. The elemental will, for that	turn and until
       destroyed, attack everyone (including its owner,	and  other  monsters),
       causing	3 points of damage per turn. Only wizards and monsters who are
       resistant to the	elemental's element (heat or  cold),  or  who  have  a
       'shield'	 or  a	spell with a 'shield' effect, are safe.	 The elemental
       takes 3 points of damage	to be killed but may be	destroyed by spells of
       the opposite type (e.g. 'fire storm', 'resist cold' or 'fireball'  will
       kill  an	ice elemental),	and will also neutralize the cancelling	spell.
       Elementals will not attack on the turn they are	destroyed  by  such  a
       spell.  An  elemental will also be engulfed and destroyed by a storm of
       its own type but, in such an event, the storm is	 not  neutralized  al-
       though  the  elemental still does not attack in that turn.  Two elemen-
       tals of the opposite type will also destroy each	other  before  attack-
       ing,  and two of	the same type will join	together to form a single ele-
       mental of normal	strength. If there are two opposite storms and an ele-
       mental, or two opposite elementals and one or two  storms,  all	storms
       and elementals cancel each other	out.

       Damaging	Spells

       'Missile': S-D

       This  spell creates a material object of	hard substance which is	hurled
       towards the subject of the spell	and causes him 1 point of damage.  The
       spell  is  thwarted  by	a  'shield' in addition	to the usual 'counter-
       spell', 'dispel magic' and 'magic mirror' (the latter causing it	to hit
       whoever cast it instead).

       'Finger of Death': P-W-P-F-S-S-S-D

       Kills the subject stone dead. This spell	is so powerful that it is  un-
       affected	 by  a	'counter-spell',  although a 'dispel magic' spell cast
       upon the	final gesture will stop	it. The	usual  way  to	prevent	 being
       harmed by this spell is to disrupt it during casting -- using an	'anti-
       spell', for example.

       'Lightning Bolt': D-F-F-D-D or W-D-D-(c

       The  subject of this spell is hit by a bolt of lightning	and sustains 5
       points of damage. Resistance to heat or cold is irrelevant.  There  are
       two gesture combinations	for the	spell, but the shorter one may be used
       only  once per battle by	any wizard. The	longer one may be used without
       restriction. A 'shield' spell offers no defence.

       'Cause Light Wounds': W-F-P

       The subject of this spell is inflicted with 2 points of damage.	Resis-
       tance to	heat or	cold offers no defence.	 A  simultaneous  'cure	 light
       wounds'	does  not cancel the spell; it only heals one of the points of
       damage. A 'shield' has no effect.

       'Cause Heavy Wounds': W-P-F-D

       This has	the same effect	as 'cause light	wounds'	but inflicts 3	points
       of damage instead of 2.

       'Fireball': F-S-S-D-D

       The  subject  of	 this  spell  is hit by	a ball of fire,	and sustains 5
       points of damage	unless he is resistant to fire.	If at the same time an
       'ice storm' prevails, the subject of  the  'fireball'  is  instead  not
       harmed  by  either spell, although the storm will affect	others as nor-
       mal. If directed	at an ice elemental, the fireball will destroy it  be-
       fore it can attack.

       'Fire storm': S-W-W-(c

       Everything not resistant	to heat	sustains 5 points of damage that turn.
       The spell cancels wholly, causing no damage, with either	an 'ice	storm'
       or an ice elemental. It will destroy but	not be destroyed by a fire el-
       emental.	Two 'fire storms' act as one.

       'Ice storm': W-S-S-(c

       Everything not resistant	to cold	sustains 5 points of damage that turn.
       The spell cancels wholly, causing no damage, with either	a 'fire	storm'
       or  a fire elemental; it	will cancel locally with a 'fireball', sparing
       the subject of the 'fireball' but nobody	else.  It will destroy but not
       be destroyed by an ice elemental. Two 'ice storms' act as one.

       Enchantments

       'Amnesia': D-P-P

       If the subject of this spell is a wizard,  next	turn  he  must	repeat
       identically  the	gestures he made in the	current	turn, including	"noth-
       ing" and	"stab" gestures.  If the subject is a monster it  will	attack
       whoever	it  attacked  this  turn. If the subject is simultaneously the
       subject of any of 'confusion', 'charm person', 'charm monster', 'paral-
       ysis' or	'fear' then none of the	spells work.

       'Confusion': D-S-F

       If the subject of this spell is a wizard, next turn one of his gestures
       will be changed randomly. Either	his left or his	right hand (50%	chance
       of either) will perform a half-clap, palm,  digit,  fingers,  snap,  or
       wave  (chosen at	random). (Recall that a	one-handed clap	is useless un-
       less the	other hand also	attempts to clap.)   If	 the  subject  of  the
       spell  is  a monster, it	attacks	at random that turn. If	the subject is
       also the	subject	of any of 'amnesia', 'charm person', 'charm  monster',
       'paralysis' or 'fear', none of the spells work.

       'Charm Person': P-S-D-F

       Except  for  cancellation  with other enchantments, this	spell only af-
       fects wizards. When the spell is	cast, the  caster  tells  the  subject
       which  of  his  hands  will  be	controlled; in the following turn, the
       caster chooses the gesture he wants the subject's chosen	hand  to  per-
       form. This could	be a stab or nothing.  If the 'charm person' spell re-
       flects  from  a	'magic	mirror'	back at	its caster, the	subject	of the
       mirror assumes the role of caster and controls down his opponent's ges-
       ture. If	the subject is also the	subject	of any of  'amnesia',  'confu-
       sion', 'charm monster', 'paralysis' or 'fear', none of the spells work.

       'Charm Monster':	P-S-D-D

       Except  for  cancellation  with other enchantments, this	spell only af-
       fects monsters (but not elementals). Control of the monster  is	trans-
       ferred to the caster of the spell (or retained by him) as of this turn;
       i.e.,  the  monster  will  attack whosoever its new controller dictates
       from that turn onwards including	that  turn.  Further  charms  are,  of
       course,	possible,  transferring	as before. If the subject of the charm
       is also the subject of any of: 'amnesia', 'confusion', 'charm  person',
       'fear' or 'paralysis', none of the spells work.

       'Paralysis': F-F-F

       If  the subject of the spell is a wizard, then on the turn the spell is
       cast, after gestures have been revealed,	the caster selects one of  the
       wizard's	 hands;	on the next turn that hand is paralyzed	into the posi-
       tion it is in this turn.	If the wizard already had a paralyzed hand, it
       must be the same	hand which is paralyzed	again.	Most  gestures	remain
       the  same (including "stab" and "nothing"), but if the hand being para-
       lyzed is	performing a C,	S, or W	it is instead paralyzed	into F,	D,  or
       P respectively.	A favourite ploy is to continually paralyze a hand (F-
       F-F-F-F-F etc.) into a non-P gesture and	then set a monster on the sub-
       ject  so	that he	has to use his other hand to protect himself, but then
       has no defence against other magical attacks. If	 the  subject  of  the
       spell is	a monster, it simply does not attack in	the turn following the
       one  in	which  the  spell was cast. Elementals are unaffected.	If the
       subject of the spell is also the	subject	of any of  'amnesia',  'confu-
       sion',  'charm  person',	 'charm	monster' or 'fear', none of the	spells
       work.

       'Fear': S-W-D

       In the turn following the casting of this  spell,  the  subject	cannot
       perform	a  C,  D,  F or	S gesture with either hand. (He	can stab, how-
       ever.) This obviously has no effect on monsters.	  If  the  subject  is
       also the	subject	of 'amnesia', 'confusion', 'charm person', 'charm mon-
       ster' or	'paralysis', then none of the spells work.

       'Anti-spell': S-P-F

       On the turn following the casting of this spell,	the subject cannot in-
       clude  any gestures made	on or before this turn in a spell sequence and
       must restart a new spell	from the beginning  of	that  spell  sequence.
       (This  is  marked  by a special 'disruption' icon interrupting the sub-
       ject's gesture history.)	 The spell does	not affect  spells  which  are
       cast on the same	turn; nor does it affect monsters.

       'Protection from	Evil': W-W-P

       For  this turn and the following	three turns, the subject of this spell
       is protected as if using	a 'shield'  spell,  thus  leaving  both	 hands
       free.  Concurrent 'shield' spells offer no further protection, and com-
       pound  'protection  from	 evil' spells merely overlap offering no extra
       cover.

       'Resist Heat': W-W-F-P

       The subject of this spell becomes permanently resistant to all forms of
       heat attack ('fireball',	'fire storm' and fire elementals). Only	 'dis-
       pel  magic' or 'remove enchantment' will	terminate this resistance once
       started (although a 'counter-spell' will	prevent	 it  from  working  if
       cast  at	 the  subject at the same time as this spell). A 'resist heat'
       cast directly on	a fire elemental will destroy it before	it can	attack
       that turn, but there is no effect on ice	elementals.

       'Resist Cold': S-S-F-P

       The effects of this spell are identical to 'resist heat'	but resistance
       is to cold ('ice	storm' and ice elementals). It destroys	ice elementals
       if  they	 are the subject of the	spell, but doesn't affect fire elemen-
       tals.

       'Disease': D-S-F-F-F-(c

       The subject of this spell immediately contracts	a  deadly  (non-conta-
       gious)  disease which will kill him at the end of 6 turns counting from
       the one upon which the spell is cast. The malady	is  cured  by  'remove
       enchantment', 'cure heavy wounds' or 'dispel magic' in the meantime.

       'Poison': D-W-W-F-W-D

       This is similar to the 'disease'	spell, except that 'cure heavy wounds'
       does not	stop its effects.

       'Blindness': D-W-F-F-(d

       For  the	next three turns (not including	the one	in which the spell was
       cast), the subject is unable to see. If he is a wizard, he cannot  tell
       what  his  opponent's  gestures are, although he	will sense what	spells
       are cast. If he tries to	cast spells (or	stab) at other beings, he will
       miss. Blinded monsters are instantly destroyed  and  cannot  attack  in
       that turn.

       'Invisibility': P-P-(w-(s

       This  spell is similar to 'blindness'; the subject of the spell becomes
       invisible to his	opponent and his  monsters.  His  gestures  cannot  be
       seen, although his spells can. No other being can attack	or cast	spells
       at  him,	 with the exception of elementals.  Any	monster	made invisible
       is destroyed due	to the unstable	nature of such magically created crea-
       tures.

       'Haste':	P-W-P-W-W-(c

       For the next three turns, the subject is	speeded	up; wizards  can  make
       an  extra  set of gestures, and monsters	can make an extra attack.  For
       wizards,	the effects of both sets of gestures are taken	simultaneously
       at  the end of the turn.	 Thus a	single 'counter-spell' from his	adver-
       sary could cancel two spells cast by the	hastened wizard	on  two	 half-
       turns  if  the  phasing is right. Non-hastened wizards and monsters can
       see everything the hastened individual is doing.	 Hastened monsters can
       change target in	the extra turns	if desired.

       'Time stop': S-P-P-(c

       The subject of this spell immediately takes an extra turn, on which no-
       one can see or know about unless	they are harmed. All non-affected  be-
       ings  have  no  resistance to any form of attack, e.g. a	wizard halfway
       through the duration of a 'protection from evil'	spell can be harmed by
       a monster which has had its time	stopped. Time-stopped monsters	attack
       whoever	their controller instructs, and	time-stopped elementals	affect
       everyone, resistance to heat or cold being immaterial in	that turn.

       'Delayed	effect': D-W-S-S-S-P

       This spell must be cast upon a wizard. The next spell the subject  com-
       pletes,	provided it is in one of the next three	turns, is "banked" un-
       til needed -- i.e. it fails to work until its caster desires.  (If  you
       have a spell banked, you	will be	asked each turn	if you want to release
       it.)  Note  that	spells banked are those	cast by	the subject, not those
       cast at him. If he casts	more than one  spell  at  the  same  time,  he
       chooses which is	to be banked. Remember that P is a 'shield' spell, and
       surrender  is  not  a spell. A wizard may only have one spell banked at
       any one time.

       'Permanency': S-P-F-P-S-D-W

       This spell must be upon a wizard. The next spell	he completes, provided
       it is in	the next three turns, and which	falls  into  the  category  of
       "Enchantments" will have	its effect made	permanent.  (Exeptions:	'anti-
       spell', 'disease', 'poison', 'time-stop', 'delayed effect', and 'perma-
       nency'  cannot  be  made	permanent. Note	that 'resist heat' and 'resist
       cold' are inherently permanent enchantments.)  This means that the  ef-
       fect  of	 the  extended	spell on the first turn	of its duration	is re-
       peated eternally. For example, a	'confusion'  spell  will  produce  the
       same  gesture on	the same hand rather than changing randomly each turn;
       a 'charm	person'	will mean repetition of	the chosen  gesture,  etc.  If
       the  subject  of	the 'permanency' casts more than one spell at the same
       time eligible for permanency, he	chooses	which  has  its	 duration  ex-
       tended.	Note that the person who has his spell made permanent does not
       necessarily have	to make	himself	the subject of the spell.  If  both  a
       'permanency' and	'delayed effect' are eligible for the same spell to be
       banked or extended, a choice must be made; whichever is not chosen will
       affect the next eligible	spell instead.

       Non-spells

       'Surrender': (p

       This is not a spell; consequently, it cannot be cast at anyone, nor can
       it be dispelled,	counter-spelled, reflected off a mirror, or banked.  A
       wizard  who  makes two simultaneous P gestures, irrespective of whether
       they terminate spells or	not, surrenders	and the	contest	is  over.  The
       surrendering wizard is deemed to	have lost unless his gestures complete
       spells  which kill his opponent.	Two simultaneous surrenders count as a
       draw. It	is a necessary skill for wizards to work their spells so  that
       they never accidentally perform two P gestures simultaneously.  Wizards
       can  be killed as they surrender	(if hit	with appropriate spells	or at-
       tacks) but the "referees" will cure any diseases, poisons, etc.	 imme-
       diately after the surrender for them.

       'Stab': stab

       This  is	 not a spell, but an attack which can be directed at any indi-
       vidual monster or wizard. Unless	protected in that turn by  a  'shield'
       spell or	another	spell with the same effect, the	target stabbed suffers
       1 point of damage. The wizard only has one knife, so can	only stab with
       one hand	in any turn, although which hand doesn't matter. The stab can-
       not be reflected, counter-spelled, dispelled, or	banked.

BUGS
       Does not	conform	exactly	to the original	Spellcaster rules. Tough. Some
       points of divergence:

       The  choosing  of  targets for monsters is handled much too late	in the
       round, and monster attacks are not perfectly  simultaneous  with	 spell
       attacks.	 This results in a number of minor effects which are inconsis-
       tent with the original rules. Since I don't plan	to do a	major  rewrite
       anytime soon, you just get to live with it.

       If  'remove enchantment'	is cast	on a wizard who	is also	the subject of
       a summoning spell, the summoned monster should be destroyed  after  at-
       tacking.

       If  a  mind-control  spell (paralysis, confusion, amnesia) is cast on a
       monster by a time-stopped wizard, the spell should take effect  on  the
       next turn, rather than (as currently happens) the turn after next.

       The  'delayed effect' and 'permanency' spells should be able to bank or
       extend spells cast during the same turn,	as well	as those  cast	during
       the next	three turns.

HISTORY
       The  original  paper-and-pencil	version	 of this game, entitled	Spell-
       binder, was created by Richard Bartle; it was printed in	his zine Sauce
       of the Nile.  He	attempted to have it commercially produced, but	appar-
       ently didn't get	very far.
       It was reprinted	(with some changes) as Spellcaster in the fanzine Duel
       Purpose,	written	by Mike	Lean. From there, it was scanned and posted to
       the Net by Andrew Buchanan (buchanan@heron.enet.dec.com). I grabbed  it
       and wrote this X	version.
       Richard Bartle <76703.3042@compuserve.com> would	like to	point out that
       he is not at all	dead. He has nicely given his permission to distribute
       this program, as	long as	it remains free.

AUTHOR
       Andrew Plotkin <ap1i+@andrew.cmu.edu>

				     local			  SPELLCAST(6)

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