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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 con-
     tents of the DISPLAY environment variable.) The second will appear  on  re-
     motedisplay,  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 remotedisplay 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 hu-
     man 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 power-
     ful  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 attack,  yet	force  in  sufficient  offensive
     spells of his own to crack the magical armour of his opponent, and kill the
     wizard  outright.	The  inventor wishes to state that he has never been in-
     volved 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 mag-
     ical gestures but will obey their masters' commands exactly -- although the
     identity  of the master could change as a result of enchantment. Since wiz-
     ards 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 result, only wizards can gesture
     and cast spells.  Players personally acquainted 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 simultane-
     ously.  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 performed at the
     same time.

     You also use the gesture history list to enter your gestures. At the begin-
     ning of each turn, the bottom (most recent) gestures in your column 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 appear, listing the possible gestures with
     that hand. When you have chosen 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 in-
     dented, 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  mon-
     ster  and then died.) There is a scroll bar on the window, in case you man-
     age 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 ef-
     fect:
     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.	Anything
     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  ap-
     pear, listing all the spells and the gestures that produce them.

     If you use the left mouse button, the spell list will be sorted by gesture.
     If  you use the middle mouse button, the list will be sorted alphabetically
     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 determine
     which players need to make decisions (about spell	targets  or  other  mat-
     ters.)  The decisions you need to make will be listed in the questions win-
     dow 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  because  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 An-
     swers" 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 transcript of
     this game?" If he answers "yes" before hitting  "Quit",  the  program  will
     store a text transcript of the game in a temporary directory (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  facing  for-
     ward,  "P",  the  snap  "S",  the wave "W" and the pointing digit "D". Some
     spells use two-handed gestures, which must be done simultaneously 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  double  snap  "(s"  are  also
     used.   The  other  things which can be done with the hand are the non-ges-
     tures: 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 abbreviations
     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, provided that:
     a) the gestures have been made in the correct  sequence  without  interrup-
     tion;
     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  fol-
     lowed 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 con-
     cept 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  perform
     certain  gestures.  However, since the final S of the left hand cannot com-
     plete 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  se-
     quence.  Most  spells  can be shot off to nowhere if not required, 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 performing
     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 disadvantages of physical vio-
     lence...

     Certain spells cancel each other if they take effect simultaneously. An ob-
     vious example is 'finger of death' and 'raise  dead'.  Cancellation  occurs
     when  the	subject  for  the  spells concerned is the same person, although
     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 impossible 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	happened
     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 mentioned, 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  en-
     chantment is removed as the fireball explodes (since they are simultaneous)
     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' followed by
     an  'anti-spell'  at  each of the wizards. This is so that they cannot com-
     mence gesturing prematurely. Thus being resistant to fire in your last bat-
     tle 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  cumulative
     (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  sur-
     rendered,	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 al-
     ready  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 enchant-
     ment'  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  exis-
     tence,  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 to-
     tally, with no effect whatsoever, if the subject is the  simultaneous  sub-
     ject  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 simultaneously 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 what-
     ever. In the case of blanket-type spells, which affect more than  one  per-
     son,  the subject of the 'counter-spell' alone is protected. For example, a
     'fire storm' spell would not affect a wizard if that wizard was  simultane-
     ously 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  'dispel magic' or 'finger of
     death'. It will combine with another spell of its own type for the same ef-
     fect 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 al-
     ternative gesture sequences, either 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 enchant-
     ment', 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 re-
     sult), and will remove all enchantments from all beings  before  they  have
     effect.  In  addition, all monsters are destroyed, although 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 destroyed.)
     When the spell is cast, life is instilled back into the corpse and any dam-
     age 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 immediately, 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 simul-
     tanously; 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 inflicts
     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	inflicts
     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 inflicts
     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 dis-
     cretion 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  de-
     stroyed, 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  en-
     gulfed  and destroyed by a storm of its own type but, in such an event, the
     storm is not neutralized although the elemental still does  not  attack  in
     that  turn.   Two	elementals  of	the opposite type will also destroy each
     other before attacking, and two of the same type will join together to form
     a single elemental of normal strength. If there are two opposite storms and
     an elemental, 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 to-
     wards 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 in-
     stead).

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

     Kills  the  subject  stone dead. This spell is so powerful that it is unaf-
     fected 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  exam-
     ple.

     '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	restric-
     tion. A 'shield' spell offers no defence.

     'Cause Light Wounds': W-F-P

     The subject of this spell is inflicted with 2 points of damage.  Resistance
     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 ei-
     ther spell, although the storm will affect others as normal. If directed at
     an ice elemental, the fireball will destroy it before 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  elemental.
     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  sub-
     ject  of  the  'fireball'	but nobody else.  It will destroy but not be de-
     stroyed 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  identi-
     cally  the  gestures  he  made in the current turn, including "nothing" and
     "stab" gestures.  If the subject is a monster it will attack whoever it at-
     tacked this turn. If the subject is simultaneously the subject  of  any  of
     'confusion',  'charm  person',  'charm monster', 'paralysis' 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 (cho-
     sen at random). (Recall that a one-handed clap is useless unless 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  affects
     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 perform. This could be a stab
     or  nothing.   If	the  'charm person' spell reflects from a 'magic mirror'
     back at its caster, the subject of the mirror assumes the	role  of  caster
     and  controls  down his opponent's gesture. If the subject is also the sub-
     ject of any of 'amnesia',	'confusion',  '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 affects
     monsters (but not elementals). Control of the monster is transferred 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:  'am-
     nesia',  '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 wiz-
     ard's  hands;  on the next turn that hand is paralyzed into the position 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	(includ-
     ing  "stab" and "nothing"), but if the hand being paralyzed 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 subject 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. Ele-
     mentals are unaffected.  If the subject of the spell is also the subject of
     any of 'amnesia', 'confusion', '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, however.) This obvi-
     ously  has  no  effect  on monsters.  If the subject is also the subject of
     'amnesia', 'confusion', 'charm person',  'charm  monster'	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 include
     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 subject'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.  Con-
     current 'shield' spells offer no further protection, and compound	'protec-
     tion 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  'dispel
     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 elementals.

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

     The  subject  of this spell immediately contracts a deadly (non-contagious)
     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 in-
     visible to his opponent and his monsters. His gestures cannot be seen,  al-
     though  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 creatures.

     '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	adversary  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 beings have
     no resistance to any form of attack, e.g. a wizard halfway through the  du-
     ration  of  a 'protection from evil' spell can be harmed by a monster which
     has had its time stopped. Time-stopped monsters attack whoever  their  con-
     troller  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" until
     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 "Enchant-
     ments" will have its  effect  made  permanent.   (Exeptions:  'anti-spell',
     'disease', 'poison', 'time-stop', 'delayed effect', and 'permanency' cannot
     be made permanent. Note that 'resist heat' and 'resist cold' are inherently
     permanent	enchantments.)	This means that the effect of the extended spell
     on the first turn of its duration is repeated  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 extended. Note that the person who has his spell  made  perma-
     nent 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 termi-
     nate 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 acci-
     dentally perform two P gestures simultaneously.  Wizards can be  killed  as
     they  surrender (if hit with appropriate spells or attacks) but the "refer-
     ees" will cure any diseases, poisons, etc.  immediately after the surrender
     for them.

     'Stab': stab

     This is not a spell, but an attack which can be directed at any  individual
     monster or wizard. Unless protected in that turn by a 'shield' spell or an-
     other  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 cannot 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 inconsistent with the origi-
     nal 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 attacking.

     If a mind-control spell (paralysis, confusion, amnesia) is cast on  a  mon-
     ster  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  ex-
     tend  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  Spellbinder,
     was  created  by  Richard	Bartle;  it was printed in his zine Sauce of the
     Nile.  He attempted to have it commercially produced, but apparently 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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